-- ModuleScript Keybinds (via decompile) local v1 = game:GetService("ReplicatedStorage") local Utility_upv_1 = require(v1.Modules.Utility) local Keybinds_upv_1 = v1:WaitForChild("Events"):WaitForChild("Keybinds") local u1 = {} v1 = {} local DefaultKeybinds_upv_1 = require(game.ReplicatedStorage:WaitForChild("Modules"):WaitForChild("DefaultKeybinds")) local v2 = "[%*]: " local _ = v2:format(script.Name) local function deepCopy(a1) --[[ name: deepCopy line: 39 upvalues: deepCopy (copy, index: 1) ]] local tbl_1 = {} local v3 = nil for key_1, value_1 in a1 do if type(value_1) ~= "table" then v3 = value_1 tbl_1[key_1] = v3 continue end v3 = deepCopy(value_1) or value_1 tbl_1[key_1] = v3 end return tbl_1 end function v1.updateKeybinds() --[[ name: updateKeybinds line: 50 upvalues: Keybinds_upv_1 (copy, index: 1) u1 (ref, index: 2) Utility_upv_1 (copy, index: 3) deepCopy (copy, index: 4) DefaultKeybinds_upv_1 (copy, index: 5) ]] local v4, v5 = Keybinds_upv_1:WaitForChild("GetKeybinds"):InvokeServer() if v4 then u1 = v5 else warn(Utility_upv_1.warnCustom("Failed to load keybinds for the reason: " .. tostring(v5) .. " Default keybinds loaded instead")) u1 = deepCopy(DefaultKeybinds_upv_1) end local v6 = u1 local tbl_2 = {} tbl_2.PC = u1.PC tbl_2.Controller = u1.Controller for key_2, value_2 in pairs(tbl_2) do for key_3, value_3 in pairs(value_2) do v6[key_2][key_3] = Enum[value_3[2]][value_3[1]] end end u1 = v6 function u1.GetReloadKeys() --[[ name: GetReloadKeys line: 81 upvalues: u1 (ref, index: 1) ]] return unpack({u1.PC.Reload, u1.Controller.Reload}) end function u1.GetJumpKeys() --[[ name: GetJumpKeys line: 89 upvalues: u1 (ref, index: 1) ]] return unpack({u1.PC.Jump, u1.Controller.Jump}) end function u1.GetSwapKeys() --[[ name: GetSwapKeys line: 97 upvalues: u1 (ref, index: 1) ]] return unpack({u1.PC.SwapTool1, u1.PC.SwapTool2, u1.PC.SwapTool3, u1.PC.SwapTool4, u1.Controller.SwapTool}) end function u1.GetQuickKnifeKeys() --[[ name: GetQuickKnifeKeys line: 109 upvalues: u1 (ref, index: 1) ]] return unpack({u1.PC.QuickKnife, u1.Controller.QuickKnife}) end function u1.GetPingKeys() --[[ name: GetPingKeys line: 117 upvalues: u1 (ref, index: 1) ]] return unpack({u1.PC.Ping, u1.Controller.Ping}) end function u1.GetQuickThrowKeys() --[[ name: GetQuickThrowKeys line: 125 upvalues: u1 (ref, index: 1) ]] return unpack({u1.PC.QuickThrow, u1.Controller.QuickThrow}) end function u1.GetCrouchKeys() --[[ name: GetCrouchKeys line: 133 upvalues: u1 (ref, index: 1) ]] return unpack({u1.PC.Crouch, u1.Controller.Crouch}) end function u1.GetRunKeys() --[[ name: GetRunKeys line: 141 upvalues: u1 (ref, index: 1) ]] return unpack({u1.PC.Run, u1.Controller.Run}) end function u1.GetLeanKeys() --[[ name: GetLeanKeys line: 149 upvalues: u1 (ref, index: 1) ]] return unpack({u1.PC.LeanLeft, u1.PC.LeanRight, u1.Controller.LeanLeft, u1.Controller.LeanRight}) end function u1.GetProneKeys() --[[ name: GetProneKeys line: 160 upvalues: u1 (ref, index: 1) ]] return unpack({u1.PC.Prone, u1.Controller.Prone}) end function u1.GetShootKeys() --[[ name: GetShootKeys line: 168 upvalues: u1 (ref, index: 1) ]] return unpack({u1.PC.Shoot, u1.Controller.Shoot}) end function u1.GetAimKeys() --[[ name: GetAimKeys line: 176 upvalues: u1 (ref, index: 1) ]] return unpack({u1.PC.Aim, u1.Controller.Aim}) end return u1 end return v1