local function j(v, depth) depth = depth or 0 if depth > 3 then return tostring(v) end local t = type(v) if t == "string" then return string.format("%q", v) end if t ~= "table" then return tostring(v) end local out, n = {}, 0 for k, val in pairs(v) do n = n + 1 if n > 40 then out[#out+1]="..." break end out[#out+1] = tostring(k) .. "=" .. j(val, depth+1) end return "{" .. table.concat(out, ",") .. "}" end local RS = game:GetService("ReplicatedStorage") local o = getgenv().BoulderOverlay print("overlay", type(o), o and pcall(function() return debug.info(o.unload, "s") end)) if o then local okc, c = pcall(o.counters) print("counters", okc, j(c)) local okm, m = pcall(o.mods) print("mods", okm, j(m)) print("state", j(o.STATE)) print("config", j(o.CONFIG)) end local ok, pc = pcall(require, RS.ReservesCommon.Client.Controllers.ProjectileController) print("pc", ok, ok and tostring(pc)) if ok then print("pc.Fire", tostring(pc.Fire), "native?", pcall(function() return debug.info(pc.Fire, "s") end)) print("pc.FireBatch", tostring(pc.FireBatch)) end local ok2, rc = pcall(require, RS.ReservesCommon.Equipment.Rifle) print("rifle", ok2, ok2 and tostring(rc)) if ok2 then for _, n in ipairs({"new","Fire","Reload","Load","SetAimIntent","ClearAimIntent","CanAim","IsReady"}) do local v = rc[n] print("rifle."..n, type(v), v and tostring(v)) end end local RSvc = game:GetService("RunService") local ok3, conns = pcall(getconnections, RSvc.RenderStepped) print("render connections", ok3, ok3 and #conns or conns) if ok3 then for i, c in ipairs(conns) do local oki, src = pcall(function() return debug.info(c.Function, "s") end) if oki and tostring(src):find("Luraph") or (oki and tostring(src):find("huntingseason")) then print("conn", i, src) end end end print("done")