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--https://github.com/Mokiros/roblox-FE-compatibility
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if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
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local Player,Mouse,mouse,UserInputService,ContextActionService = owner
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local RealPlayer = Player
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do print("FE Compatibility code by Mokiros")local a=RealPlayer;script.Parent=a.Character;local b=Instance.new("RemoteEvent")b.Name="UserInput_Event"local function c()local d={_fakeEvent=true,Functions={},Connect=function(self,e)table.insert(self.Functions,e)end}d.connect=d.Connect;return d end;local f={Target=nil,Hit=CFrame.new(),KeyUp=c(),KeyDown=c(),Button1Up=c(),Button1Down=c(),Button2Up=c(),Button2Down=c()}local g={InputBegan=c(),InputEnded=c()}local CAS={Actions={},BindAction=function(self,h,i,j,...)CAS.Actions[h]=i and{Name=h,Function=i,Keys={...}}or nil end}CAS.UnbindAction=CAS.BindAction;local function k(self,l,...)local d=f[l]if d and d._fakeEvent then for m,e in pairs(d.Functions)do e(...)end end end;f.TrigEvent=k;g.TrigEvent=k;b.OnServerEvent:Connect(function(n,o)if n~=a then return end;f.Target=o.Target;f.Hit=o.Hit;if not o.isMouse then local p=o.UserInputState==Enum.UserInputState.Begin;if o.UserInputType==Enum.UserInputType.MouseButton1 then return f:TrigEvent(p and"Button1Down"or"Button1Up")end;if o.UserInputType==Enum.UserInputType.MouseButton2 then return f:TrigEvent(p and"Button2Down"or"Button2Up")end;for m,d in pairs(CAS.Actions)do for m,q in pairs(d.Keys)do if q==o.KeyCode then d.Function(d.Name,o.UserInputState,o)end end end;f:TrigEvent(p and"KeyDown"or"KeyUp",o.KeyCode.Name:lower())g:TrigEvent(p and"InputBegan"or"InputEnded",o,false)end end)b.Parent=NLS([==[local a=game:GetService("Players").LocalPlayer;local b=script:WaitForChild("UserInput_Event")local c=a:GetMouse()local d=game:GetService("UserInputService")local e=function(f,g)if g then return end;b:FireServer({KeyCode=f.KeyCode,UserInputType=f.UserInputType,UserInputState=f.UserInputState,Hit=c.Hit,Target=c.Target})end;d.InputBegan:Connect(e)d.InputEnded:Connect(e)local h,i;while wait(1/30)do if h~=c.Hit or i~=c.Target then h,i=c.Hit,c.Target;b:FireServer({isMouse=true,Target=i,Hit=h})end end]==],Player.Character)local r=game;local s={__index=function(self,q)local t=rawget(self,"_RealService")if t then return typeof(t[q])=="function"and function(m,...)return t[q](t,...)end or t[q]end end,__newindex=function(self,q,u)local t=rawget(self,"_RealService")if t then t[q]=u end end}local function v(d,w)d._RealService=typeof(w)=="string"and r:GetService(w)or w;return setmetatable(d,s)end;local x={GetService=function(self,t)return rawget(self,t)or r:GetService(t)end,Players=v({LocalPlayer=v({GetMouse=function(self)return f end},Player)},"Players"),UserInputService=v(g,"UserInputService"),ContextActionService=v(CAS,"ContextActionService"),RunService=v({_btrs={},Soundscape=r:GetService("RunService").Heartbeat,BindToSoundscape=function(self,h,m,i)self._btrs[h]=self.Heartbeat:Connect(i)end,UnbindFromRenderStep=function(self,h)self._btrs[h]:Disconnect()end},"RunService")}rawset(x.Players,"localPlayer",x.Players.LocalPlayer)x.service=x.GetService;v(x,game)game,owner=x,x.Players.LocalPlayer end
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local NodesPerStep = 30
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plr = game:GetService("Players").LocalPlayer
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char = plr.Character
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m = plr:GetMouse()
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human = char.Humanoid
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torso = char.Torso
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root = char.HumanoidRootPart
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lleg = char["Left Leg"]
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rleg = char["Right Leg"]
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larm = char["Left Arm"]
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rarm = char["Right Arm"]
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head = char.Head
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lshold = torso["Left Shoulder"]
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rshold = torso["Right Shoulder"]
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neck = torso.Neck
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lhip = torso["Left Hip"]
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rhip = torso["Right Hip"]
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lscf = lshold.C0
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rscf = rshold.C0
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ncf = neck.C0
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lhcf = lhip.C0
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rhcf = rhip.C0
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rad = math.rad
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random = math.random
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sin = math.sin
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cos = math.cos
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hurt = false
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local Maze = {}
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function Maze:New(xSize, ySize)
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	local Cells = {}
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	local IDs = {}
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	local ID = 1
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	for x = 0, xSize+1 do
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		Cells[x] = {}
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		for y = 0, ySize+1 do
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			Cells[x][y] = {
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				ID = ID;
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				X = x;
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				Y = y;
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				Edge = (x == 0 or y == 0 or x==xSize+1 or y == ySize+1)
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			}
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			IDs[ID] = Cells[x][y]
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			ID = ID + 1
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		end
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	end
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	local NewMaze = {
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		Cells = Cells;
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		IDs = IDs;
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	}
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	setmetatable(NewMaze, {
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		__index = Maze;
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	})
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	return NewMaze
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end
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function Maze:NewWalls(x, y)
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	local Walls = {}
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	if  (x == self.Finish.X and y == self.Finish.Y) or 
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		(x == self.Start.X and y == self.Start.Y) then
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		if x == #self.Cells then
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			Walls[1] = {self.Cells[x][y].ID, self.Cells[x-1][y].ID}
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			Walls[2] = {self.Cells[x][y].ID, false}
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		else
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			Walls[1] = {self.Cells[x][y].ID, self.Cells[x+1][y].ID}
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			Walls[2] = {self.Cells[x][y].ID, false}
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		end
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		if y == #self.Cells[x] then
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			Walls[3] = {self.Cells[x][y].ID, self.Cells[x][y-1].ID}
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			Walls[4] = {self.Cells[x][y].ID, false}
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		else
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			Walls[3] = {self.Cells[x][y].ID, self.Cells[x][y+1].ID}
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			Walls[4] = {self.Cells[x][y].ID, false}
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		end	
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	else
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		Walls[1] = {self.Cells[x][y].ID, self.Cells[x-1][y].ID}
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		Walls[2] = {self.Cells[x][y].ID, self.Cells[x+1][y].ID}
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		Walls[3] = {self.Cells[x][y].ID, self.Cells[x][y-1].ID}
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		Walls[4] = {self.Cells[x][y].ID, self.Cells[x][y+1].ID}
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	end
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	return Walls
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end
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function Maze:Generate(start, finish, scale, height)
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	self.Finish = finish
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	self.Start = start
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	self.Scale = scale
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	self.Height = height
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	self.Model = Instance.new("Model")
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        self.Model.Name = "Maze"
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	local Walls = self:NewWalls(start.X, start.Y)
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	local PermWalls = {}
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	local PermCells = {[self.Cells[start.X][start.Y].ID] = true}
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	local Rand = math.random
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	local function MainLoop()
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		while wait() do
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			for i = 1, NodesPerStep do
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				if not next(Walls, Key) then
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					return nil
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				end
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				local Key = Rand(1, #Walls)
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				local w = Walls[Key]
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				table.remove(Walls,Key)
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				local Other
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				local Self
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				if PermCells[w[1]] then
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					if PermCells[w[2]] then
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						PermWalls[#PermWalls+1] = w
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					else
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						Other = w[2]
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						Self = w[1]
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					end
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				else
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					Other = w[1]
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					Self = w[2]
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				end
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				if Other then
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					PermCells[Other] = true
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					if self.IDs[Other].Edge then
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						PermWalls[#PermWalls+1] = w
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					else
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						for _, Wall in pairs(self:NewWalls(self.IDs[Other].X, self.IDs[Other].Y)) do
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							if Wall[2] ~= Self then
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								Walls[#Walls+1] = Wall
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							end
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						end
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					end
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				end
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			end
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		end
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	end
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	MainLoop()
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	for _, Wall in pairs(PermWalls) do
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		self:CreateWall(Wall[1], Wall[2])
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	end
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	local xMax = ((#self.Cells - 1))*scale
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	local yMax = ((#self.Cells[1] - 1))*scale
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	local Floor = Instance.new("Part")
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	Floor.Anchored = true
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        Floor.BrickColor = BrickColor.new('Bright green')
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        Floor.Material = "Grass"
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        Floor.Name = "MainBase"
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	Floor.Size = Vector3.new(xMax+2, 1.2, yMax+2)
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	Floor.Position = Vector3.new(xMax/2+scale/2,-0.4,yMax/2+scale/2)
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	Floor.Parent = self.Model
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end
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function Maze:CreateWall(id1, id2)
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	local Wall = Instance.new "Part"
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	Wall.Anchored = true
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        Wall.Name = "Walls"
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	Wall.Size = Vector3.new(self.Scale, self.Height, 2)
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	local n1 = self.IDs[id1]
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	local n2 = self.IDs[id2]
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	Wall.CFrame = CFrame.new(
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		Vector3.new(n1.X, self.Height/2, n1.Y),
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		Vector3.new(n2.X, self.Height/2, n2.Y)
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	)
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	Wall.Position = Vector3.new((n1.X + n2.X)*self.Scale/2, self.Height/2, (n1.Y + n2.Y)*self.Scale/2)
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	Wall.Parent = self.Model
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end
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local m = Maze:New(25,25)
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m:Generate(Vector2.new(1,25), Vector2.new(50,50), 20, 25)
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m.Model.Parent = workspace
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m.Model:MoveTo(workspace:FindFirstChild('Base').Position + Vector3.new(0,65,0))
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for _,c in pairs(m.Model:GetChildren()) do
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if c:IsA('Part') then
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if c.Name == "Walls" then
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c.Anchored = true
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c.CanCollide = false
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c.Name ="Walls"
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c.Transparency = 1
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c.TopSurface = 0
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c.BottomSurface = 0
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c.BrickColor = BrickColor.new('Daisy orange')
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c.Material = "Cobblestone"
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end
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end
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end
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thing = Instance.new('Part', char.Torso)
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thing.Anchored = false
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thing.CanCollide = false
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thing.Transparency = 1
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thing.Name = "Trigger"
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thing.Size = Vector3.new(225, 0, 225)
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thing.Touched:connect(function(hit)
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if hit.Name == "Walls" then
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hit.CanCollide = true
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hit.Transparency = 0
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local s = Instance.new("SelectionBox", char)
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local lasso = Instance.new("SelectionPartLasso",s)
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lasso.Humanoid = char.Humanoid
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lasso.Part = hit
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end
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end)
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thing.TouchEnded:connect(function(unhit)
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if unhit.Name == "Walls" then
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unhit.CanCollide = false
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unhit.Transparency = 1
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for _,c in pairs(char:GetChildren()) do
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if c:IsA('SelectionBox') then
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c:Destroy()
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end
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end
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end
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end)
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char.Torso.CFrame = CFrame.new(0,125,0)
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char.Archivable = true
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game:GetService("RunService").RenderStepped:connect(function()
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thing.CFrame = char.Torso.CFrame
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end)