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=== SB DEEP CLIENT INSPECTION REPORT ===
Version: 1.0
Mode: READ-ONLY (no remotes fired, no modules required, no objects changed)
Private server: true
Studio: true
Glove: Stilts
Scanned: 2032 scripts | decompiled: 2030 | decompile failures: 2 | direct closures: 2030
GC fallback: 0 objects inspected | 0 mapped functions
Retained findings: 1209 | elapsed: 6.46s
Scoring is triage, not proof: prioritize remote + entity/owner + lifecycle + missing cleanup.

=== RANKED FINDINGS ===

#01 SCORE 115 | Players.reallmoree.PlayerScripts.LegacyClient.Main
class=LocalScript running=true decompiled=true sourceChars=45864 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, persistence, reward, state, target
why: closure/source exposes remote reference(s); reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; network state intersects persistence/teleport/removal
remote refs:
  - ReplicatedStorage.TabCheck <source reference>
  - ReplicatedStorage.TP4PortalEntered <source reference>
  - ReplicatedStorage.EventPortalEntered <source reference>
  - ReplicatedStorage.TP4PortalInvite <source reference>
  - ReplicatedStorage.EventPortalInvite <source reference>
  - ReplicatedStorage.SnowballR <source reference>
matched source lines:
  L26: game.ReplicatedStorage.Events.state_change.OnClientEvent:Connect(function(p12)
  L29: game.ReplicatedStorage.CandyCornEffect.OnClientEvent:Connect(function(p13)
  L58: game.ReplicatedStorage.DisableResetting.OnClientEvent:Connect(function(p17)
  L61:  game.StarterGui:SetCore("ResetButtonCallback", false)
  L70:  game.StarterGui:SetCore("ResetButtonCallback", true)
  L77: game.ReplicatedStorage.Plate.OnClientEvent:Connect(function(p18)
  L88: game.ReplicatedStorage.BabyMover.OnClientEvent:Connect(function(p20)
  L111: game.ReplicatedStorage.MisterWasHit.OnClientEvent:Connect(function(p30, p31, _, p32)
  L113:  local v33 = game.ReplicatedStorage.MisterPopup:Clone()
  L190:  v33:Destroy()
  L198: game.ReplicatedStorage.bob.OnClientEvent:Connect(function(p46)
  L200:  for _, v47 in pairs(p46:GetDescendants()) do

#02 SCORE 115 | StarterPlayer.StarterPlayerScripts.LegacyClient.Main
class=LocalScript running=false decompiled=true sourceChars=45864 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, persistence, reward, state, target
why: closure/source exposes remote reference(s); reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; network state intersects persistence/teleport/removal
remote refs:
  - ReplicatedStorage.TabCheck <source reference>
  - ReplicatedStorage.TP4PortalEntered <source reference>
  - ReplicatedStorage.EventPortalEntered <source reference>
  - ReplicatedStorage.TP4PortalInvite <source reference>
  - ReplicatedStorage.EventPortalInvite <source reference>
  - ReplicatedStorage.SnowballR <source reference>
matched source lines:
  L26: game.ReplicatedStorage.Events.state_change.OnClientEvent:Connect(function(p12)
  L29: game.ReplicatedStorage.CandyCornEffect.OnClientEvent:Connect(function(p13)
  L58: game.ReplicatedStorage.DisableResetting.OnClientEvent:Connect(function(p17)
  L61:  game.StarterGui:SetCore("ResetButtonCallback", false)
  L70:  game.StarterGui:SetCore("ResetButtonCallback", true)
  L77: game.ReplicatedStorage.Plate.OnClientEvent:Connect(function(p18)
  L88: game.ReplicatedStorage.BabyMover.OnClientEvent:Connect(function(p20)
  L111: game.ReplicatedStorage.MisterWasHit.OnClientEvent:Connect(function(p30, p31, _, p32)
  L113:  local v33 = game.ReplicatedStorage.MisterPopup:Clone()
  L190:  v33:Destroy()
  L198: game.ReplicatedStorage.bob.OnClientEvent:Connect(function(p46)
  L200:  for _, v47 in pairs(p46:GetDescendants()) do

#03 SCORE 115 | Players.reallmoree.PlayerScripts.Client.Main.MainOld
class=LocalScript running=false decompiled=true sourceChars=23127 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, persistence, reward, state, target
why: closure/source exposes remote reference(s); reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; network state intersects persistence/teleport/removal
remote refs:
  - ReplicatedStorage.SnowballR <source reference>
matched source lines:
  L1: game.ReplicatedStorage.RunGrabbed.OnClientEvent:Connect(function(p1, p2, p3)
  L66:  player.PlayerGui.MailPopup:Destroy()
  L72:  game.StarterGui:SetCore("ResetButtonCallback", false)
  L81:  game.StarterGui:SetCore("ResetButtonCallback", true)
  L96:  game.SoundService.FUNISINFINITE:Destroy()
  L102:  game.Workspace.RedactedAmbiance:Destroy()
  L158:  game.SoundService:FindFirstChild("FUNISINFINITE"):Destroy()
  L161:  game.Workspace.RedactedAmbiance:Destroy()
  L166:  v16:Destroy()
  L172:  for _, v18 in pairs(v17:GetDescendants()) do
  L185: game.ReplicatedStorage.Confuse.OnClientEvent:Connect(function()
  L215:  while tick() - v29 < 10 and (player.Character and (player.Character:FindFirstChild("Humanoid") and (player.Character.Humanoid.Health > 0 and not player.Character:GetAttribute("cancel_confusion")))) do

#04 SCORE 115 | StarterPlayer.StarterPlayerScripts.Client.Main.MainOld
class=LocalScript running=false decompiled=true sourceChars=23127 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, persistence, reward, state, target
why: closure/source exposes remote reference(s); reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; network state intersects persistence/teleport/removal
remote refs:
  - ReplicatedStorage.SnowballR <source reference>
matched source lines:
  L1: game.ReplicatedStorage.RunGrabbed.OnClientEvent:Connect(function(p1, p2, p3)
  L66:  player.PlayerGui.MailPopup:Destroy()
  L72:  game.StarterGui:SetCore("ResetButtonCallback", false)
  L81:  game.StarterGui:SetCore("ResetButtonCallback", true)
  L96:  game.SoundService.FUNISINFINITE:Destroy()
  L102:  game.Workspace.RedactedAmbiance:Destroy()
  L158:  game.SoundService:FindFirstChild("FUNISINFINITE"):Destroy()
  L161:  game.Workspace.RedactedAmbiance:Destroy()
  L166:  v16:Destroy()
  L172:  for _, v18 in pairs(v17:GetDescendants()) do
  L185: game.ReplicatedStorage.Confuse.OnClientEvent:Connect(function()
  L215:  while tick() - v29 < 10 and (player.Character and (player.Character:FindFirstChild("Humanoid") and (player.Character.Humanoid.Health > 0 and not player.Character:GetAttribute("cancel_confusion")))) do

#05 SCORE 114 | ReplicatedStorage.Assets.Eggler.tongue_module
class=ModuleScript running=true decompiled=true sourceChars=26943 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, persistence, reward, state, target
why: ability/combat-related script path; reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; network state intersects persistence/teleport/removal
matched source lines:
  L45:  p14.Ragdolled.Value = true
  L56:  v20:Destroy()
  L57:  v21:Destroy()
  L60:  p14.Ragdolled.Value = false
  L68:  v_u_13.OnClientEvent:Connect(function(p25, p26)
  L77:  if typeof(p28) == "Instance" and (p27.Character and (p28:FindFirstAncestor(p27.Name) and (p27.leaderstats.Glove.Value == "Eggler" and p28.Parent.Name == "Glove"))) then
  L86:  v31:Destroy()
  L103:  v36 = v_u_12.models.mastered_tongue:Clone()
  L105:  v36 = v_u_12.models.tongue:Clone()
  L136: function v_u_11.Destroy(p44, p45) -- name: Destroy
  L139:  if (not p45 or v46 == p45) and not v46:GetAttribute("Breaking") then
  L140:  local v47 = game.Players:FindFirstChild(v46:GetAttribute("target"))

#06 SCORE 114 | ReplicatedStorage.Assets.kenneth.eggify_module
class=ModuleScript running=false decompiled=true sourceChars=22312 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, persistence, reward, state, target
why: ability/combat-related script path; reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; network state intersects persistence/teleport/removal
matched source lines:
  L49:  p19.Ragdolled.Value = true
  L60:  v25:Destroy()
  L61:  v26:Destroy()
  L64:  p19.Ragdolled.Value = false
  L72:  v_u_17.OnClientEvent:Connect(function(p30, p31)
  L81:  if typeof(p33) == "Instance" and (p32.Character and (p33:FindFirstAncestor(p32.Name) and (p32.leaderstats.Glove.Value == "Eggler" and p33.Parent.Name == "Glove"))) then
  L90:  v36:Destroy()
  L106: function v_u_13.Destroy(p40, p41) -- name: Destroy
  L109:  if (not p41 or v42 == p41) and not v42:GetAttribute("Breaking") then
  L110:  local v43 = game.Players:FindFirstChild(v42:GetAttribute("target"))
  L112:  v42:SetAttribute("Breaking", true)
  L114:  p40.eggMaids[v42]:Destroy()

#07 SCORE 105 | Players.reallmoree.PlayerScripts.BACKEND.Systems.VFXReplication.Beatdown
class=ModuleScript running=false decompiled=true sourceChars=3728 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, reward, state, target
why: ability/combat-related script path; reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L16:  if not v6:GetAttribute("standhit") then
  L33:  game.Players.LocalPlayer:SetAttribute("DisableMobileShiftLock", true)
  L38:  game.Players.LocalPlayer:SetAttribute("DisableReset", true)
  L45:  game.ReplicatedStorage.Assets.Beatdown.beatdownevent:FireServer("cleanup", v16)
  L51:  v_u_8:SetAttribute("GameUI", true)
  L56:  if not v_u_15[v_u_8.leaderstats.Glove.Value] then
  L57:  v_u_4.walkspeedModifier:ResetWalkspeedByTag(v_u_10.Humanoid, "Beatdown")
  L61:  game.Players.LocalPlayer:SetAttribute("DisableMobileShiftLock", false)
  L62:  game.Players.LocalPlayer:SetAttribute("DisableReset", false)
  L70:  v_u_8:SetAttribute("GameUI", false)
  L73:  if not v_u_15[v_u_8.leaderstats.Glove.Value] then
  L80:  v_u_14:Destroy()

#08 SCORE 105 | ReplicatedStorage.BoogieNPC.Interface.EmoteShopView._old
class=ModuleScript running=false decompiled=true sourceChars=19523 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, reward, state, target
why: ability/combat-related script path; reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L86:  local v_u_48 = v_u_11.ClientAssets.EmotePreviewRig:Clone()
  L122:  v_u_51:Destroy()
  L123:  v_u_48:Destroy()
  L156:  v_u_5:SetCore("ResetButtonCallback", false)
  L197:  v_u_5:SetCore("ResetButtonCallback", true)
  L202:  if not p63:GetAttribute("Selected") then
  L203:  p63:SetAttribute("Selected", true)
  L211:  p65:SetAttribute("Selected", nil)
  L213:  ["Position"] = p65.CassetteButton:GetAttribute("OriginalPosition")
  L218:  if not p67:GetAttribute("Selected") then
  L219:  p67:SetAttribute("Selected", true)
  L234:  p71:SetAttribute("Selected", nil)

#09 SCORE 105 | StarterPlayer.StarterPlayerScripts.BACKEND.Systems.VFXReplication.Beatdown
class=ModuleScript running=false decompiled=true sourceChars=3728 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, reward, state, target
why: ability/combat-related script path; reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L16:  if not v6:GetAttribute("standhit") then
  L33:  game.Players.LocalPlayer:SetAttribute("DisableMobileShiftLock", true)
  L38:  game.Players.LocalPlayer:SetAttribute("DisableReset", true)
  L45:  game.ReplicatedStorage.Assets.Beatdown.beatdownevent:FireServer("cleanup", v16)
  L51:  v_u_8:SetAttribute("GameUI", true)
  L56:  if not v_u_15[v_u_8.leaderstats.Glove.Value] then
  L57:  v_u_4.walkspeedModifier:ResetWalkspeedByTag(v_u_10.Humanoid, "Beatdown")
  L61:  game.Players.LocalPlayer:SetAttribute("DisableMobileShiftLock", false)
  L62:  game.Players.LocalPlayer:SetAttribute("DisableReset", false)
  L70:  v_u_8:SetAttribute("GameUI", false)
  L73:  if not v_u_15[v_u_8.leaderstats.Glove.Value] then
  L80:  v_u_14:Destroy()

#10 SCORE 103 | Players.reallmoree.PlayerScripts.Client.Obtainments.Grillmaster.Grillmaster_Obtainment
class=LocalScript running=true decompiled=true sourceChars=10641 closureFunctions=0 gcFunctions=0
flags: cooldown, entity, lifecycle, loop, network, reward, state, target
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually)
matched source lines:
  L57: v_u_39 = v_u_14:WaitForChild("leaderstats"):WaitForChild("Glove")
  L229:  v_u_22.BuyHotdog:FireServer(v_u_83)
  L248:  local v98 = v_u_27.UncompletedOrder:Clone()
  L269:  v_u_61:set(p_u_101:GetAttribute("HotdogCurrency") or 0)
  L270:  p_u_101:GetAttributeChangedSignal("HotdogCurrency"):Connect(function()
  L272:  v_u_61:set(p_u_101:GetAttribute("HotdogCurrency") or 0)
  L274:  p_u_101.Destroying:Connect(function()
  L294: v_u_14.CharacterAdded:Connect(v103)
  L310: v_u_22.GrantJetpack.OnClientEvent:Connect(function(p107)
  L340:  local v111 = v108:FindFirstChild("Ragdolled")
  L350:  v_u_22.UseJump:FireServer()

#11 SCORE 103 | StarterPlayer.StarterPlayerScripts.Client.Obtainments.Grillmaster.Grillmaster_Obtainment
class=LocalScript running=false decompiled=true sourceChars=10641 closureFunctions=0 gcFunctions=0
flags: cooldown, entity, lifecycle, loop, network, reward, state, target
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually)
matched source lines:
  L57: v_u_39 = v_u_14:WaitForChild("leaderstats"):WaitForChild("Glove")
  L229:  v_u_22.BuyHotdog:FireServer(v_u_83)
  L248:  local v98 = v_u_27.UncompletedOrder:Clone()
  L269:  v_u_61:set(p_u_101:GetAttribute("HotdogCurrency") or 0)
  L270:  p_u_101:GetAttributeChangedSignal("HotdogCurrency"):Connect(function()
  L272:  v_u_61:set(p_u_101:GetAttribute("HotdogCurrency") or 0)
  L274:  p_u_101.Destroying:Connect(function()
  L294: v_u_14.CharacterAdded:Connect(v103)
  L310: v_u_22.GrantJetpack.OnClientEvent:Connect(function(p107)
  L340:  local v111 = v108:FindFirstChild("Ragdolled")
  L350:  v_u_22.UseJump:FireServer()

#12 SCORE 101 | Players.reallmoree.PlayerScripts.LegacyClient.TheAbyss.Handle
class=ModuleScript running=false decompiled=true sourceChars=22405 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, reward, state, target
why: closure/source exposes remote reference(s); reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic
remote refs:
  - ReplicatedStorage.AbyssEvent <source reference>
  - ReplicatedStorage.SelfKnockback <source reference>
matched source lines:
  L22:  p10.CollectionBin[v11]:Disconnect()
  L29:  game.ReplicatedStorage.AbyssEvent.OnClientEvent:Connect(function(_)
  L52:  p_u_14:AddToBin((p_u_14.char.Humanoid.Died:Connect(function()
  L68:  p_u_16.abyssfolder.Extra.deathbox.Touched:Connect(function(p17)
  L86:  v_u_19:Destroy()
  L87:  v_u_20:Destroy()
  L91:  p18.noabilities:Destroy()
  L92:  game.ReplicatedStorage.AbyssEvent:FireServer(false)
  L118:  local v27 = p_u_21.abyssfolder.Audio.splashdown:Clone()
  L122:  local v28 = p_u_21.abyssfolder.Audio.impact:Clone()
  L142:  local v33 = p_u_21.abyssfolder.Audio.splashdown:Clone()
  L146:  local v34 = p_u_21.abyssfolder.Audio.impact:Clone()

#13 SCORE 101 | StarterPlayer.StarterPlayerScripts.LegacyClient.TheAbyss.Handle
class=ModuleScript running=false decompiled=true sourceChars=22405 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, reward, state, target
why: closure/source exposes remote reference(s); reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic
remote refs:
  - ReplicatedStorage.AbyssEvent <source reference>
  - ReplicatedStorage.SelfKnockback <source reference>
matched source lines:
  L22:  p10.CollectionBin[v11]:Disconnect()
  L29:  game.ReplicatedStorage.AbyssEvent.OnClientEvent:Connect(function(_)
  L52:  p_u_14:AddToBin((p_u_14.char.Humanoid.Died:Connect(function()
  L68:  p_u_16.abyssfolder.Extra.deathbox.Touched:Connect(function(p17)
  L86:  v_u_19:Destroy()
  L87:  v_u_20:Destroy()
  L91:  p18.noabilities:Destroy()
  L92:  game.ReplicatedStorage.AbyssEvent:FireServer(false)
  L118:  local v27 = p_u_21.abyssfolder.Audio.splashdown:Clone()
  L122:  local v28 = p_u_21.abyssfolder.Audio.impact:Clone()
  L142:  local v33 = p_u_21.abyssfolder.Audio.splashdown:Clone()
  L146:  local v34 = p_u_21.abyssfolder.Audio.impact:Clone()

#14 SCORE 100 | ReplicatedStorage.Assets.Command.command_module
class=ModuleScript running=false decompiled=true sourceChars=29054 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, reward, state, target
why: ability/combat-related script path; reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic
matched source lines:
  L26:  for _, v_u_15 in p14:GetDescendants() do
  L31:  task.delay(v_u_15:GetAttribute("EmitDelay") or 0, function()
  L33:  v_u_15:Emit(v_u_15:GetAttribute("EmitCount") or 1)
  L35:  if v_u_15:GetAttribute("EmitDuration") then
  L37:  task.delay(v_u_15:GetAttribute("EmitDuration"), function()
  L87:  ["cooldown"] = 4,
  L93:  local v22 = v_u_6.sfx.swordgrab:Clone()
  L99:  local v23 = v_u_6.vfx.slash:Clone()
  L110:  local v25 = v_u_6.sfx["sword slash"]:Clone()
  L117:  v_u_20:Destroy()
  L125:  ["cooldown"] = 4,
  L130:  local v29 = v_u_6.sfx.paintball_shoot:Clone()

#15 SCORE 100 | ReplicatedStorage.Assets.Shopkeeper.shop_module
class=ModuleScript running=false decompiled=true sourceChars=35163 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, reward, state, target
why: ability/combat-related script path; reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic
matched source lines:
  L174:  p19.Ragdolled.Value = true
  L185:  v26:Destroy()
  L186:  v27:Destroy()
  L189:  p19.Ragdolled.Value = false
  L198:  for _, v_u_32 in p31:GetDescendants() do
  L200:  task.delay(v_u_32:GetAttribute("EmitDelay") or 0, function()
  L202:  v_u_32:Emit(v_u_32:GetAttribute("EmitCount") or 1)
  L204:  if v_u_32:GetAttribute("EmitDuration") then
  L206:  task.delay(v_u_32:GetAttribute("EmitDuration"), function()
  L225:  if v35.isInArena.Value == false then
  L231:  v39.SoundId = game.SoundService.Hardslapsound.SoundId
  L235:  v_u_3:AddItem(game.ServerStorage.Assets.HitEffects._hitEffectDefault:Clone(), 2)

#16 SCORE 100 | ReplicatedStorage.BoogieNPC.Interface.EmoteShopView
class=ModuleScript running=false decompiled=true sourceChars=18925 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, reward, state, target
why: ability/combat-related script path; reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic
matched source lines:
  L90:  local v57 = v_u_30:Add(v_u_10.Boogie.Rig:Clone())
  L115:  if v_u_26.Animations[v61]:GetAttribute("Action") and v62.isPlaying then
  L161:  v72.FieldOfView = v72:GetAttribute("__FieldOfView")
  L167:  v_u_74:SetAttribute("__FieldOfView", v_u_74.FieldOfView)
  L223: local function v_u_92() -- name: cloneCharacter
  L227:  local v_u_89 = v_u_30:Add(v_u_88:Clone())
  L232:  v_u_89.Head.Nametag:Destroy()
  L253:  local v_u_96 = v_u_3.ClientAssets.EmotePreviewRig:Clone()
  L278:  v_u_101:Disconnect()
  L295:  v_u_101:Disconnect()
  L296:  v_u_99:Destroy()
  L297:  v_u_96:Destroy()

#17 SCORE 98 | Players.reallmoree.PlayerScripts.BACKEND.Systems.VFXReplication.RepressedMemory
class=ModuleScript running=false decompiled=true sourceChars=20349 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, reward, target
why: closure/source exposes remote reference(s); ability/combat-related script path; reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
remote refs:
  - ReplicatedStorage.RecallReset <source reference>
  - ReplicatedStorage.RecallLastInteractionSteps <source reference>
matched source lines:
  L48:  if game.Players.LocalPlayer:FindFirstChild("leaderstats") then
  L49:  v_u_16 = game.Players.LocalPlayer.leaderstats.Slaps.Value
  L223:  ["Owner"] = {
  L252:  local v44 = #game.Players:GetPlayers()
  L265:  ["Text"] = #game.Players:GetPlayers() - 1
  L270:  ["Text"] = #game.Players:GetPlayers() + 1
  L280:  ["HowManySlaps"] = {
  L281:  ["Question"] = "How many slaps do you have?",
  L581:  game.ReplicatedStorage.RecallReset:FireServer(true)
  L586:  game.ReplicatedStorage.RecallReset:FireServer(nil, true)
  L663:  v85.ResponseDialog = game.ReplicatedStorage.RecallLastInteractionSteps:InvokeServer(v52)
  L703:  local v_u_92 = game.ReplicatedStorage.RepressedMemoriesMap:Clone()

#18 SCORE 98 | StarterPlayer.StarterPlayerScripts.BACKEND.Systems.VFXReplication.RepressedMemory
class=ModuleScript running=false decompiled=true sourceChars=20349 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, reward, target
why: closure/source exposes remote reference(s); ability/combat-related script path; reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
remote refs:
  - ReplicatedStorage.RecallReset <source reference>
  - ReplicatedStorage.RecallLastInteractionSteps <source reference>
matched source lines:
  L48:  if game.Players.LocalPlayer:FindFirstChild("leaderstats") then
  L49:  v_u_16 = game.Players.LocalPlayer.leaderstats.Slaps.Value
  L223:  ["Owner"] = {
  L252:  local v44 = #game.Players:GetPlayers()
  L265:  ["Text"] = #game.Players:GetPlayers() - 1
  L270:  ["Text"] = #game.Players:GetPlayers() + 1
  L280:  ["HowManySlaps"] = {
  L281:  ["Question"] = "How many slaps do you have?",
  L581:  game.ReplicatedStorage.RecallReset:FireServer(true)
  L586:  game.ReplicatedStorage.RecallReset:FireServer(nil, true)
  L663:  v85.ResponseDialog = game.ReplicatedStorage.RecallLastInteractionSteps:InvokeServer(v52)
  L703:  local v_u_92 = game.ReplicatedStorage.RepressedMemoriesMap:Clone()

#19 SCORE 97 | Players.reallmoree.PlayerScripts.Interface.Components.DailyRewards
class=ModuleScript running=true decompiled=true sourceChars=5739 closureFunctions=0 gcFunctions=0
flags: entity, lifecycle, loop, network, reward, state
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually); recurring network path has no obvious client cooldown marker
matched source lines:
  L39:  ["ResetOnSpawn"] = false,
  L67:  v_u_21.invokeServer("ClaimDailyReward")
  L78:  v_u_21.invokeServer("ClaimDailyReward")
  L90:  if not workspace:GetAttribute("IsPrivateServer") then
  L121:  local v47 = v_u_16(v46:Clone())({
  L137:  return v_u_43:find("Slaps") and "rbxassetid://17272441179" or "rbxassetid://17475429265"

#20 SCORE 97 | StarterPlayer.StarterPlayerScripts.Interface.Components.DailyRewards
class=ModuleScript running=false decompiled=true sourceChars=5739 closureFunctions=0 gcFunctions=0
flags: entity, lifecycle, loop, network, reward, state
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually); recurring network path has no obvious client cooldown marker
matched source lines:
  L39:  ["ResetOnSpawn"] = false,
  L67:  v_u_21.invokeServer("ClaimDailyReward")
  L78:  v_u_21.invokeServer("ClaimDailyReward")
  L90:  if not workspace:GetAttribute("IsPrivateServer") then
  L121:  local v47 = v_u_16(v46:Clone())({
  L137:  return v_u_43:find("Slaps") and "rbxassetid://17272441179" or "rbxassetid://17475429265"

#21 SCORE 94 | Players.reallmoree.PlayerScripts.Interface.Components.SlapCounterNew
class=ModuleScript running=true decompiled=true sourceChars=12908 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, reward, state
why: ability/combat-related script path; reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L2:  ["DoubleSlaps"] = "rbxassetid://109895212077917",
  L4:  ["DoubleSlapsGamepass"] = "rbxassetid://109895212077917",
  L5:  ["DoubleSlapsVIP"] = "rbxassetid://109895212077917",
  L88:  v_u_38:Destroy()
  L89:  v_u_46:Disconnect()
  L104:  v_u_23("Sound")(v48):Destroy()
  L110:  local v_u_55 = v_u_24(v_u_35:Clone())({
  L143:  v_u_55:Destroy()
  L150:  v_u_55:Destroy()
  L165:  ["ResetOnSpawn"] = false,
  L172:  v_u_2:WaitForChild("Remotes"):WaitForChild("ShowBoostOnInterface").OnClientEvent:Connect(v_u_65)
  L175:  local v_u_66 = v_u_32:WaitForChild("leaderstats"):WaitForChild("Slaps")

#22 SCORE 94 | StarterPlayer.StarterPlayerScripts.Interface.Components.SlapCounterNew
class=ModuleScript running=false decompiled=true sourceChars=12908 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, reward, state
why: ability/combat-related script path; reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L2:  ["DoubleSlaps"] = "rbxassetid://109895212077917",
  L4:  ["DoubleSlapsGamepass"] = "rbxassetid://109895212077917",
  L5:  ["DoubleSlapsVIP"] = "rbxassetid://109895212077917",
  L88:  v_u_38:Destroy()
  L89:  v_u_46:Disconnect()
  L104:  v_u_23("Sound")(v48):Destroy()
  L110:  local v_u_55 = v_u_24(v_u_35:Clone())({
  L143:  v_u_55:Destroy()
  L150:  v_u_55:Destroy()
  L165:  ["ResetOnSpawn"] = false,
  L172:  v_u_2:WaitForChild("Remotes"):WaitForChild("ShowBoostOnInterface").OnClientEvent:Connect(v_u_65)
  L175:  local v_u_66 = v_u_32:WaitForChild("leaderstats"):WaitForChild("Slaps")

#23 SCORE 92 | Players.reallmoree.PlayerScripts.LegacyClient.ResetFunction
class=LocalScript running=true decompiled=true sourceChars=1207 closureFunctions=0 gcFunctions=0
flags: cooldown, entity, lifecycle, loop, network, reward, state
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually)
matched source lines:
  L4: game.Players.LocalPlayer:SetAttribute("DisableReset", false)
  L9:  if v2:GetAttribute("DisableReset") ~= true then
  L10:  if v2.leaderstats.Glove.Value == "Zombie" or v3:FindFirstChild("Zombie") then
  L11:  if not v3:GetAttribute("TimeTransformed") then
  L14:  if workspace:GetServerTimeNow() - v3:GetAttribute("TimeTransformed") < 10 then
  L18:  if v2.leaderstats.Glove.Value == "Undead" then
  L19:  print("reset undead")
  L20:  game.ReplicatedStorage.Events.Undead:FireServer("reset_undead")
  L22:  if v3.HumanoidRootPart:FindFirstChild("LifeLinkBeam") and (v3.HumanoidRootPart:FindFirstChild("LifeLinkBeam").Attachment0.Parent.Parent == v3 and v2.leaderstats.Glove.Value == "Link") then
  L25:  game.Players.LocalPlayer.Reset:FireServer()
  L35:  game:GetService("StarterGui"):SetCore("ResetButtonCallback", v_u_1)

#24 SCORE 92 | StarterPlayer.StarterPlayerScripts.LegacyClient.ResetFunction
class=LocalScript running=false decompiled=true sourceChars=1207 closureFunctions=0 gcFunctions=0
flags: cooldown, entity, lifecycle, loop, network, reward, state
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually)
matched source lines:
  L4: game.Players.LocalPlayer:SetAttribute("DisableReset", false)
  L9:  if v2:GetAttribute("DisableReset") ~= true then
  L10:  if v2.leaderstats.Glove.Value == "Zombie" or v3:FindFirstChild("Zombie") then
  L11:  if not v3:GetAttribute("TimeTransformed") then
  L14:  if workspace:GetServerTimeNow() - v3:GetAttribute("TimeTransformed") < 10 then
  L18:  if v2.leaderstats.Glove.Value == "Undead" then
  L19:  print("reset undead")
  L20:  game.ReplicatedStorage.Events.Undead:FireServer("reset_undead")
  L22:  if v3.HumanoidRootPart:FindFirstChild("LifeLinkBeam") and (v3.HumanoidRootPart:FindFirstChild("LifeLinkBeam").Attachment0.Parent.Parent == v3 and v2.leaderstats.Glove.Value == "Link") then
  L25:  game.Players.LocalPlayer.Reset:FireServer()
  L35:  game:GetService("StarterGui"):SetCore("ResetButtonCallback", v_u_1)

#25 SCORE 91 | Players.reallmoree.PlayerScripts.Interface.Components.Sidebar
class=ModuleScript running=true decompiled=true sourceChars=7399 closureFunctions=0 gcFunctions=0
flags: cooldown, lifecycle, loop, network, reward, state, target
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually)
matched source lines:
  L63:  ["ResetOnSpawn"] = false,
  L87:  v_u_26:SetAttribute("sidebarOpen", true)
  L93:  v_u_26:SetAttribute("sidebarOpen", false)
  L97:  v_u_26:SetAttribute("sidebarOpen", true)
  L136:  v_u_3.Remotes.SidebarButtonClicked:FireServer(v_u_42)
  L154:  v_u_28.Inventory.Visible = not v_u_23.GetPlayerSettings(v_u_26)._hideInventory.Value

#26 SCORE 91 | StarterPlayer.StarterPlayerScripts.Interface.Components.Sidebar
class=ModuleScript running=false decompiled=true sourceChars=7399 closureFunctions=0 gcFunctions=0
flags: cooldown, lifecycle, loop, network, reward, state, target
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually)
matched source lines:
  L63:  ["ResetOnSpawn"] = false,
  L87:  v_u_26:SetAttribute("sidebarOpen", true)
  L93:  v_u_26:SetAttribute("sidebarOpen", false)
  L97:  v_u_26:SetAttribute("sidebarOpen", true)
  L136:  v_u_3.Remotes.SidebarButtonClicked:FireServer(v_u_42)
  L154:  v_u_28.Inventory.Visible = not v_u_23.GetPlayerSettings(v_u_26)._hideInventory.Value

#27 SCORE 86 | Players.reallmoree.PlayerScripts.Interface.Components.Inventory
class=ModuleScript running=true decompiled=true sourceChars=35722 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, reward, state
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call appears in recurring/timed logic
matched source lines:
  L85: local v_u_61 = v_u_6.InterfaceAssets.NewItemNotification:Clone()
  L97:  local v_u_73 = v_u_6.ClientAssets.EmotePreviewRig:Clone()
  L133:  v_u_76:Destroy()
  L134:  v_u_73:Destroy()
  L190:  local v95 = not v94 and (v_u_92.SlapRequirement and v_u_52:WaitForChild("leaderstats"):WaitForChild("Slaps").Value >= v_u_92.SlapRequirement) and true or v94
  L243:  local v104 = table.clone(v_u_29.GetItemData(v103.itemID))
  L340:  v125 = v_u_52.leaderstats.Slaps.Value >= 1000
  L382:  elseif (v_u_52.Character or v_u_52.CharacterAdded:Wait()):FindFirstChild("InLobby") or p131 then
  L384:  v_u_34.fireServer("SelectGlove", p_u_130)
  L388:  until p_u_130 == v_u_52.leaderstats.Glove.Value
  L400:  v_u_44("Sound")(v132):Destroy()
  L405:  v_u_66:Disconnect()

#28 SCORE 86 | StarterPlayer.StarterPlayerScripts.Interface.Components.Inventory
class=ModuleScript running=false decompiled=true sourceChars=35722 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, reward, state
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call appears in recurring/timed logic
matched source lines:
  L85: local v_u_61 = v_u_6.InterfaceAssets.NewItemNotification:Clone()
  L97:  local v_u_73 = v_u_6.ClientAssets.EmotePreviewRig:Clone()
  L133:  v_u_76:Destroy()
  L134:  v_u_73:Destroy()
  L190:  local v95 = not v94 and (v_u_92.SlapRequirement and v_u_52:WaitForChild("leaderstats"):WaitForChild("Slaps").Value >= v_u_92.SlapRequirement) and true or v94
  L243:  local v104 = table.clone(v_u_29.GetItemData(v103.itemID))
  L340:  v125 = v_u_52.leaderstats.Slaps.Value >= 1000
  L382:  elseif (v_u_52.Character or v_u_52.CharacterAdded:Wait()):FindFirstChild("InLobby") or p131 then
  L384:  v_u_34.fireServer("SelectGlove", p_u_130)
  L388:  until p_u_130 == v_u_52.leaderstats.Glove.Value
  L400:  v_u_44("Sound")(v132):Destroy()
  L405:  v_u_66:Disconnect()

#29 SCORE 81 | Players.reallmoree.PlayerScripts.LegacyClient.Well
class=LocalScript running=true decompiled=true sourceChars=7962 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, loop, network, reward, state, target
why: closure/source exposes remote reference(s); reward state and network call in one client path; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
remote refs:
  - ReplicatedStorage.WellCapture <source reference>
matched source lines:
  L6: game.ReplicatedStorage.Well.OnClientEvent:Connect(function(p5, p_u_6, p_u_7)
  L8:  local v_u_8 = game.ReplicatedStorage.WellModel:Clone()
  L11:  for _, v11 in pairs(v_u_8:GetDescendants()) do
  L40:  for _, v14 in pairs(v_u_8:GetDescendants()) do
  L61:  v_u_16 = v_u_8.Hitbox.Touched:Connect(function(p19)
  L63:  for _, v20 in pairs(game.Players:GetPlayers()) do
  L71:  if v21 and (p_u_6.leaderstats.Glove.Value == "Killstreak" and v23 >= 300) then
  L76:  if not v_u_2 and (game.Players.LocalPlayer ~= p_u_6 and (p19.Parent:FindFirstChild("Humanoid") and (p19.Parent == game.Players.LocalPlayer.Character and (p19.Parent:FindFirstChild("isInArena") and p19.Parent.isInAren...
  L92:  v25:Destroy()
  L95:  v26:Destroy()
  L98:  v24:Destroy()
  L104:  v_u_17 = v_u_8.Portal.Touched:Connect(function(p27)

#30 SCORE 81 | StarterPlayer.StarterPlayerScripts.LegacyClient.Well
class=LocalScript running=false decompiled=true sourceChars=7962 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, loop, network, reward, state, target
why: closure/source exposes remote reference(s); reward state and network call in one client path; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
remote refs:
  - ReplicatedStorage.WellCapture <source reference>
matched source lines:
  L6: game.ReplicatedStorage.Well.OnClientEvent:Connect(function(p5, p_u_6, p_u_7)
  L8:  local v_u_8 = game.ReplicatedStorage.WellModel:Clone()
  L11:  for _, v11 in pairs(v_u_8:GetDescendants()) do
  L40:  for _, v14 in pairs(v_u_8:GetDescendants()) do
  L61:  v_u_16 = v_u_8.Hitbox.Touched:Connect(function(p19)
  L63:  for _, v20 in pairs(game.Players:GetPlayers()) do
  L71:  if v21 and (p_u_6.leaderstats.Glove.Value == "Killstreak" and v23 >= 300) then
  L76:  if not v_u_2 and (game.Players.LocalPlayer ~= p_u_6 and (p19.Parent:FindFirstChild("Humanoid") and (p19.Parent == game.Players.LocalPlayer.Character and (p19.Parent:FindFirstChild("isInArena") and p19.Parent.isInAren...
  L92:  v25:Destroy()
  L95:  v26:Destroy()
  L98:  v24:Destroy()
  L104:  v_u_17 = v_u_8.Portal.Touched:Connect(function(p27)

#31 SCORE 81 | Players.reallmoree.PlayerScripts.BACKEND.Systems.JobApplicationClient
class=ModuleScript running=false decompiled=true sourceChars=1957 closureFunctions=0 gcFunctions=0
flags: entity, network, persistence, reward, state, target
why: reward state and network call in one client path; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network state intersects persistence/teleport/removal; no obvious client cleanup marker (verify manually)
matched source lines:
  L19:  local v8 = v_u_2.JobApplication:Clone()
  L28:  v_u_2.Remotes.ShopkeeperObtainmentTeleport:FireServer()
  L34:  local v12 = v_u_5:FindFirstChild("leaderstats")
  L52:  v_u_5:WaitForChild("leaderstats"):WaitForChild("Glove").Changed:Connect(v15)
  L53:  local v16 = v_u_5:FindFirstChild("leaderstats")

#32 SCORE 81 | StarterPlayer.StarterPlayerScripts.BACKEND.Systems.JobApplicationClient
class=ModuleScript running=false decompiled=true sourceChars=1957 closureFunctions=0 gcFunctions=0
flags: entity, network, persistence, reward, state, target
why: reward state and network call in one client path; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network state intersects persistence/teleport/removal; no obvious client cleanup marker (verify manually)
matched source lines:
  L19:  local v8 = v_u_2.JobApplication:Clone()
  L28:  v_u_2.Remotes.ShopkeeperObtainmentTeleport:FireServer()
  L34:  local v12 = v_u_5:FindFirstChild("leaderstats")
  L52:  v_u_5:WaitForChild("leaderstats"):WaitForChild("Glove").Changed:Connect(v15)
  L53:  local v16 = v_u_5:FindFirstChild("leaderstats")

#33 SCORE 80 | Players.reallmoree.PlayerScripts.BACKEND.Systems.MysteriousNoteClient
class=ModuleScript running=false decompiled=true sourceChars=13133 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, loop, network, persistence, reward, state
why: reward state and network call in one client path; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call appears in recurring/timed logic; network state intersects persistence/teleport/removal; recurring network path has no obvious client cooldown marker
matched source lines:
  L20:  local v_u_12 = v_u_11:WaitForChild("leaderstats")
  L43:  v19.HingeConstraint.AngularVelocity = v19.HingeConstraint:GetAttribute("RollingAngularVelocity")
  L62:  local v_u_25 = v_u_1.Assets.MysteriousNote.TapeRecorder:Clone()
  L68:  v26.HingeConstraint:SetAttribute("RollingAngularVelocity", v26.HingeConstraint.AngularVelocity)
  L84:  local v28 = v_u_11:GetAttribute("MysteriousHiddenCode")
  L149:  v_u_1.Remotes.FoundSlenderPage:FireServer()
  L150:  v_u_45:Destroy()
  L163:  if v50._questChainMysteriousNote.active and (not v_u_49 and v_u_11:GetAttribute("EnteredSlendermanCode")) then
  L166:  local v52 = v_u_1.Assets.MysteriousNote.BountyHunterMysteryRoom:Clone()
  L178:  v_u_11:GetAttributeChangedSignal("EnteredSlendermanCode"):Connect(v_u_53)
  L201:  v_u_1.Remotes.SlendermanObtainmentTeleport:FireServer()
  L208:  v_u_59.Texture = v_u_59:GetAttribute("OriginalTexture") or require(v_u_59.IDs)[1]

#34 SCORE 80 | StarterPlayer.StarterPlayerScripts.BACKEND.Systems.MysteriousNoteClient
class=ModuleScript running=false decompiled=true sourceChars=13133 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, loop, network, persistence, reward, state
why: reward state and network call in one client path; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call appears in recurring/timed logic; network state intersects persistence/teleport/removal; recurring network path has no obvious client cooldown marker
matched source lines:
  L20:  local v_u_12 = v_u_11:WaitForChild("leaderstats")
  L43:  v19.HingeConstraint.AngularVelocity = v19.HingeConstraint:GetAttribute("RollingAngularVelocity")
  L62:  local v_u_25 = v_u_1.Assets.MysteriousNote.TapeRecorder:Clone()
  L68:  v26.HingeConstraint:SetAttribute("RollingAngularVelocity", v26.HingeConstraint.AngularVelocity)
  L84:  local v28 = v_u_11:GetAttribute("MysteriousHiddenCode")
  L149:  v_u_1.Remotes.FoundSlenderPage:FireServer()
  L150:  v_u_45:Destroy()
  L163:  if v50._questChainMysteriousNote.active and (not v_u_49 and v_u_11:GetAttribute("EnteredSlendermanCode")) then
  L166:  local v52 = v_u_1.Assets.MysteriousNote.BountyHunterMysteryRoom:Clone()
  L178:  v_u_11:GetAttributeChangedSignal("EnteredSlendermanCode"):Connect(v_u_53)
  L201:  v_u_1.Remotes.SlendermanObtainmentTeleport:FireServer()
  L208:  v_u_59.Texture = v_u_59:GetAttribute("OriginalTexture") or require(v_u_59.IDs)[1]

#35 SCORE 79 | ReplicatedStorage.Modules.EmoteSystem
class=ModuleScript running=false decompiled=true sourceChars=8009 closureFunctions=0 gcFunctions=0
flags: entity, lifecycle, loop, network, state, target
why: ability/combat-related script path; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually); recurring network path has no obvious client cooldown marker
matched source lines:
  L36:  local v12 = v9:FindFirstChild("Ragdolled")
  L41:  local v15 = p_u_14:GetAttribute("LoadedEmotes")
  L62: local function v_u_29(p_u_24) -- name: onCharacterAdded
  L82:  p_u_24:GetAttributeChangedSignal("LoadedEmotes"):Connect(function()
  L96:  local v28 = p_u_24:WaitForChild("Ragdolled")
  L107:  p30.CharacterAdded:Connect(v_u_29)
  L132:  for _, v42 in v_u_3:GetPlayers() do
  L136:  v_u_5.Play.OnClientEvent:Connect(v_u_35)
  L137:  v_u_5.StopLoop.OnClientEvent:Connect(v_u_41)
  L138:  v_u_5.Stop.OnClientEvent:Connect(v_u_38)
  L143:  local v45 = p43:GetAttribute("LoadedEmotes")
  L157:  p48:SetAttribute("LoadedEmotes", v_u_2:JSONEncode(v50))

#36 SCORE 77 | Players.reallmoree.PlayerScripts.BACKEND.Systems.VFXReplication.NightmareEffect
class=ModuleScript running=false decompiled=true sourceChars=40790 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, state, target
why: closure/source exposes remote reference(s); ability/combat-related script path; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
remote refs:
  - ReplicatedStorage.nightmare <source reference>
matched source lines:
  L98:  local v42 = script.textblock:Clone()
  L107:  local v44 = script["Whisper Sound"]:Clone()
  L135:  local v50 = script.Face_InsanityEffect:Clone()
  L151:  v52.Head:FindFirstChild("Face_InsanityEffect"):Destroy()
  L171:  local v_u_58 = script.Lightbulb:Clone()
  L173:  for _, v60 in pairs(v_u_58:GetDescendants()) do
  L185:  for _, v61 in pairs(v_u_58:GetDescendants()) do
  L215:  v_u_58.flicker:Destroy()
  L224:  v_u_58.Model.Bulb["Light Bulb Buzz 2 (SFX)"]:Destroy()
  L227:  local v_u_65 = script.NextBot:Clone()
  L255:  v_u_67 = v_u_65.Touched:Connect(function(p68)
  L258:  v_u_67:Disconnect()

#37 SCORE 77 | StarterPlayer.StarterPlayerScripts.BACKEND.Systems.VFXReplication.NightmareEffect
class=ModuleScript running=false decompiled=true sourceChars=40790 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, state, target
why: closure/source exposes remote reference(s); ability/combat-related script path; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
remote refs:
  - ReplicatedStorage.nightmare <source reference>
matched source lines:
  L98:  local v42 = script.textblock:Clone()
  L107:  local v44 = script["Whisper Sound"]:Clone()
  L135:  local v50 = script.Face_InsanityEffect:Clone()
  L151:  v52.Head:FindFirstChild("Face_InsanityEffect"):Destroy()
  L171:  local v_u_58 = script.Lightbulb:Clone()
  L173:  for _, v60 in pairs(v_u_58:GetDescendants()) do
  L185:  for _, v61 in pairs(v_u_58:GetDescendants()) do
  L215:  v_u_58.flicker:Destroy()
  L224:  v_u_58.Model.Bulb["Light Bulb Buzz 2 (SFX)"]:Destroy()
  L227:  local v_u_65 = script.NextBot:Clone()
  L255:  v_u_67 = v_u_65.Touched:Connect(function(p68)
  L258:  v_u_67:Disconnect()

#38 SCORE 77 | Players.reallmoree.PlayerScripts.Interface.Components.QuestHunterWindow
class=ModuleScript running=true decompiled=true sourceChars=16139 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, network, reward, state
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes
matched source lines:
  L84:  v_u_29:SetAttribute("GameUI", false)
  L87:  v_u_29:SetAttribute("GameUI", true)
  L97:  v_u_60:Destroy()
  L138:  v71:Destroy()
  L179:  local v85 = v_u_31.Element.Main.Main.Page.QuestsPage.QuestTemplate:Clone()
  L213:  v89:Destroy()
  L219:  local v94 = v_u_31.Element.Main.Main.Page.QuestInfoPage.CounterList.TextTemplate:Clone()
  L233:  local v95 = v_u_31.Element.Main.Main.Page.QuestInfoPage.Description:GetAttribute("OriginalSize")
  L244:  if not v99:GetAttribute("OriginalPadding") then
  L245:  v99:SetAttribute("OriginalPadding", v99.Padding)
  L248:  ["Padding"] = v87.descriptionFillUIComponent and UDim.new(0.02, 0) or v99:GetAttribute("OriginalPadding")
  L250:  local v100 = v_u_31.Element.Main.Main.Page.QuestInfoPage.CounterList:GetAttribute("OriginalSize")

#39 SCORE 77 | StarterPlayer.StarterPlayerScripts.Interface.Components.QuestHunterWindow
class=ModuleScript running=false decompiled=true sourceChars=16139 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, network, reward, state
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes
matched source lines:
  L84:  v_u_29:SetAttribute("GameUI", false)
  L87:  v_u_29:SetAttribute("GameUI", true)
  L97:  v_u_60:Destroy()
  L138:  v71:Destroy()
  L179:  local v85 = v_u_31.Element.Main.Main.Page.QuestsPage.QuestTemplate:Clone()
  L213:  v89:Destroy()
  L219:  local v94 = v_u_31.Element.Main.Main.Page.QuestInfoPage.CounterList.TextTemplate:Clone()
  L233:  local v95 = v_u_31.Element.Main.Main.Page.QuestInfoPage.Description:GetAttribute("OriginalSize")
  L244:  if not v99:GetAttribute("OriginalPadding") then
  L245:  v99:SetAttribute("OriginalPadding", v99.Padding)
  L248:  ["Padding"] = v87.descriptionFillUIComponent and UDim.new(0.02, 0) or v99:GetAttribute("OriginalPadding")
  L250:  local v100 = v_u_31.Element.Main.Main.Page.QuestInfoPage.CounterList:GetAttribute("OriginalSize")

#40 SCORE 76 | Players.reallmoree.PlayerScripts.Interface.Components.SlapTournament
class=ModuleScript running=true decompiled=true sourceChars=4056 closureFunctions=0 gcFunctions=0
flags: cooldown, lifecycle, loop, network, reward
why: closure/source exposes remote reference(s); ability/combat-related script path; reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually)
remote refs:
  - Events <source-mapped network candidate>
matched source lines:
  L39:  ["ResetOnSpawn"] = false,
  L49:  v_u_31:FireServer(true)
  L74:  v_u_30.OnClientEvent:Connect(function(p38, p39)
  L78:  v_u_1:Open(p39.NullShardsReward, p39.SlapsReward)
  L84:  v_u_32.OnClientEvent:Connect(function(p40)

#41 SCORE 76 | StarterPlayer.StarterPlayerScripts.Interface.Components.SlapTournament
class=ModuleScript running=false decompiled=true sourceChars=4056 closureFunctions=0 gcFunctions=0
flags: cooldown, lifecycle, loop, network, reward
why: closure/source exposes remote reference(s); ability/combat-related script path; reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually)
remote refs:
  - Events <source-mapped network candidate>
matched source lines:
  L39:  ["ResetOnSpawn"] = false,
  L49:  v_u_31:FireServer(true)
  L74:  v_u_30.OnClientEvent:Connect(function(p38, p39)
  L78:  v_u_1:Open(p39.NullShardsReward, p39.SlapsReward)
  L84:  v_u_32.OnClientEvent:Connect(function(p40)

#42 SCORE 73 | Players.reallmoree.PlayerScripts.BACKEND.Systems.VFXReplication.RetroFx
class=ModuleScript running=false decompiled=true sourceChars=6288 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, state, target
why: ability/combat-related script path; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L6:  for _, v7 in pairs(p_u_5:GetDescendants()) do
  L13:  for _, v8 in pairs(p_u_5:GetDescendants()) do
  L38:  local v_u_17 = v_u_2:FindFirstChild(v_u_13):Clone()
  L41:  local v_u_18 = v_u_2.ToolJoint:Clone()
  L59:  v_u_4.walkspeedModifier:ResetWalkspeedByTag(v_u_14.Humanoid, "RocketLauncher")
  L64:  v_u_14.Ragdolled.Changed:Connect(function()
  L66:  if v_u_14.Ragdolled.Value then
  L74:  v_u_17:Destroy()
  L75:  v_u_18:Destroy()
  L77:  v_u_3.RetroAbility:FireServer(v_u_13)
  L89:  v24.DestroyJointRadiusPercent = 0
  L99:  local v26 = script.RetroExplosion:Clone()

#43 SCORE 73 | StarterPlayer.StarterPlayerScripts.BACKEND.Systems.VFXReplication.RetroFx
class=ModuleScript running=false decompiled=true sourceChars=6288 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, state, target
why: ability/combat-related script path; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L6:  for _, v7 in pairs(p_u_5:GetDescendants()) do
  L13:  for _, v8 in pairs(p_u_5:GetDescendants()) do
  L38:  local v_u_17 = v_u_2:FindFirstChild(v_u_13):Clone()
  L41:  local v_u_18 = v_u_2.ToolJoint:Clone()
  L59:  v_u_4.walkspeedModifier:ResetWalkspeedByTag(v_u_14.Humanoid, "RocketLauncher")
  L64:  v_u_14.Ragdolled.Changed:Connect(function()
  L66:  if v_u_14.Ragdolled.Value then
  L74:  v_u_17:Destroy()
  L75:  v_u_18:Destroy()
  L77:  v_u_3.RetroAbility:FireServer(v_u_13)
  L89:  v24.DestroyJointRadiusPercent = 0
  L99:  local v26 = script.RetroExplosion:Clone()

#44 SCORE 72 | ReplicatedFirst.Dependencies.ClientHandler.GloveHandler
class=ModuleScript running=false decompiled=true sourceChars=5573 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, state, target
why: closure/source exposes remote reference(s); ability/combat-related script path; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic
remote refs:
  - UseAbility <source-mapped network candidate>
  - OnSwing <source-mapped network candidate>
matched source lines:
  L19:  v14.slapDebounce = false
  L20:  v14.cooldownQueue = {}
  L37:  local v20 = v19 and (p_u_15:checkActionCooldown(v19) and v_u_9:InvokeServer(v19))
  L48:  p_u_15.gloveConnections[v21]:Disconnect()
  L67: function v_u_1.updateActionCooldown(p_u_29, p30, p_u_31) -- name: updateActionCooldown
  L69:  p_u_29.cooldownQueue[v_u_32] = p_u_31
  L74:  p_u_29.cooldownQueue[v_u_32] = nil
  L78: function v_u_1.checkActionCooldown(p33, p34) -- name: checkActionCooldown
  L79:  return not (p33.slapDebounce or p33.cooldownQueue[p34])
  L87:  warn(p_u_35:checkActionCooldown("Swing"))
  L88:  if p_u_35:checkActionCooldown("Swing") then
  L89:  p_u_35.slapDebounce = true

#45 SCORE 71 | StarterPlayer.StarterCharacterScripts.IceSkateEffect
class=LocalScript running=false decompiled=true sourceChars=2597 closureFunctions=0 gcFunctions=0
flags: cooldown, entity, loop, network, reward, state
why: closure/source exposes remote reference(s); reward state and network call in one client path; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually)
remote refs:
  - ReplicatedStorage.IceSkate <source reference>
matched source lines:
  L29:  game.ReplicatedStorage.IceSkate:FireServer("Freeze")
  L37:  game.ReplicatedStorage.IceSkate:FireServer("touched_ice")
  L43:  if not v_u_1:FindFirstChild("leaderstats") then
  L46:  if v_u_9[v_u_1.leaderstats.Glove.Value] then
  L56:  if v_u_1.Character:GetAttribute("steve") then
  L60:  if v_u_1.leaderstats.Glove.Value == "Spring" and (v_u_1.Character:FindFirstChild("isInArena") and v_u_1.Character.isInArena.Value == true) then
  L70:  if not v14 or (v14.Name ~= "is_ice" or v_u_1.Character:FindFirstChild("isInArena").Value ~= true) and (not v14.Parent or (v14.Parent.Name ~= "jerry_ice" or v_u_1.Character:FindFirstChild("isInArena").Value ~= true)) ...
  L73:  if v14:GetAttribute("originplr") ~= v_u_1.Name then
  L80:  CheckIceEffects(v14:GetAttribute("no_freeze"))

#46 SCORE 71 | Workspace.reallmoree.IceSkateEffect
class=LocalScript running=true decompiled=true sourceChars=2597 closureFunctions=0 gcFunctions=0
flags: cooldown, entity, loop, network, reward, state
why: closure/source exposes remote reference(s); reward state and network call in one client path; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually)
remote refs:
  - ReplicatedStorage.IceSkate <source reference>
matched source lines:
  L29:  game.ReplicatedStorage.IceSkate:FireServer("Freeze")
  L37:  game.ReplicatedStorage.IceSkate:FireServer("touched_ice")
  L43:  if not v_u_1:FindFirstChild("leaderstats") then
  L46:  if v_u_9[v_u_1.leaderstats.Glove.Value] then
  L56:  if v_u_1.Character:GetAttribute("steve") then
  L60:  if v_u_1.leaderstats.Glove.Value == "Spring" and (v_u_1.Character:FindFirstChild("isInArena") and v_u_1.Character.isInArena.Value == true) then
  L70:  if not v14 or (v14.Name ~= "is_ice" or v_u_1.Character:FindFirstChild("isInArena").Value ~= true) and (not v14.Parent or (v14.Parent.Name ~= "jerry_ice" or v_u_1.Character:FindFirstChild("isInArena").Value ~= true)) ...
  L73:  if v14:GetAttribute("originplr") ~= v_u_1.Name then
  L80:  CheckIceEffects(v14:GetAttribute("no_freeze"))

#47 SCORE 70 | Players.reallmoree.PlayerScripts.Client.Main
class=LocalScript running=false decompiled=true sourceChars=2477 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, state, target
why: network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L18: local function v_u_18(p12) -- name: characterAdded
  L21:  local v_u_14 = p12:WaitForChild("Ragdolled")
  L23:  for _, v15 in v_u_3:GetPlayers() do
  L27:  v16.BuddyBox:Destroy()
  L32:  v13.Touched:Connect(function(p17)
  L64:  v_u_21.OnClientEvent:Connect(function(...)
  L66:  v_u_20:OnClientEvent(...)
  L74:  v_u_10.CharacterAdded:Connect(v_u_18)

#48 SCORE 70 | Players.reallmoree.PlayerScripts.Interface.Components.BusinessMan
class=ModuleScript running=true decompiled=true sourceChars=14206 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, state, target
why: network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L75:  for _, v47 in p46:GetDescendants() do
  L98:  p_u_41:GiveTask(v_u_25.CharacterAdded:Connect(v49))
  L132:  ["ResetOnSpawn"] = false,
  L141:  local v60 = v_u_56:Hydrate(v_u_27.BusinessmanShop:Clone())({
  L149:  v_u_56:Hydrate(v_u_56:Hydrate(v_u_27.BusinessmanDialogue:Clone())({
  L169:  v_u_33:Destroy()
  L170:  v_u_28.CloseGui:FireServer()
  L187:  local v69 = v_u_27.BusinessmanShopItem:Clone()
  L188:  local v70 = table.clone(v_u_18.GetItemData(p_u_68))
  L250:  if v_u_28.PurchaseItem:InvokeServer(p_u_68) then
  L257:  }):Destroy()
  L264:  }):Destroy()

#49 SCORE 70 | Players.reallmoree.PlayerScripts.LegacyClient.ConveyorVictimized
class=LocalScript running=true decompiled=true sourceChars=3100 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, state, target
why: network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L4: local v_u_3 = v_u_2.Character or v_u_2.CharacterAdded:Wait()
  L59:  v_u_8:Disconnect()
  L67: v_u_2.CharacterAdded:Connect(function(p22)
  L73: game.ReplicatedStorage.ConvHit.OnClientEvent:Connect(function(p23)
  L76:  if not v_u_3:GetAttribute("clean_conveyor") then
  L89:  v_u_2.CharacterAdded:Once(v_u_21)
  L93:  v_u_8:Disconnect()

#50 SCORE 70 | Players.reallmoree.PlayerScripts.LegacyClient.RetroHandler.Handle
class=ModuleScript running=false decompiled=true sourceChars=4126 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, state, target
why: network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L18:  game.ReplicatedStorage.EnterRetroObby.OnClientEvent:Connect(function()
  L22:  local v7 = game.ReplicatedStorage.Assets.Retro.Map.RetroObbyMap:Clone()
  L38:  v_u_9 = v_u_6.Character.Humanoid.Died:Connect(function()
  L41:  v_u_9:Disconnect()
  L47:  game.ReplicatedStorage.LeaveRetroObby.OnClientEvent:Connect(function()
  L62:  v11:Destroy()
  L64:  game.Workspace:FindFirstChild("RedactedAmbiance"):Destroy()
  L67:  game.Workspace:FindFirstChild("RetroObbyMap"):Destroy()
  L74:  game.Lighting.Ambient = p12:GetAttribute("Ambient")
  L75:  game.Lighting.Brightness = p12:GetAttribute("Brightness")
  L76:  game.Lighting.ClockTime = p12:GetAttribute("ClockTime")
  L77:  game.Lighting.ColorShift_Bottom = p12:GetAttribute("ColorShift_Bottom")

#51 SCORE 70 | StarterPlayer.StarterCharacterScripts.BeachBall_Client
class=LocalScript running=false decompiled=true sourceChars=3839 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, state, target
why: network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L10:  local v6 = v_u_3.ball_visual:Clone()
  L52:  game.ReplicatedStorage.Events.BeachBall:FireServer(p13, v22)
  L62:  v_u_26:GiveTask(p_u_24.Humanoid.Died:Connect(function()
  L64:  v_u_26:Destroy()
  L78:  v_u_30:Destroy()
  L81:  v_u_30:GiveTask(v_u_25:WaitForChild("Glove").Touched:Connect(function(p31)
  L83:  if p31.Parent and (p31.Parent ~= script.Parent.Parent and (p31.Parent:FindFirstChild("Humanoid") and (p31:IsA("BasePart") and (not v_u_11 and (v_u_12 and p31.Parent:FindFirstChild("isInArena").Value == true))))) then
  L116: v34.CharacterAdded:Connect(function(p35)

#52 SCORE 70 | StarterPlayer.StarterPlayerScripts.Client.Main
class=LocalScript running=false decompiled=true sourceChars=2477 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, state, target
why: network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L18: local function v_u_18(p12) -- name: characterAdded
  L21:  local v_u_14 = p12:WaitForChild("Ragdolled")
  L23:  for _, v15 in v_u_3:GetPlayers() do
  L27:  v16.BuddyBox:Destroy()
  L32:  v13.Touched:Connect(function(p17)
  L64:  v_u_21.OnClientEvent:Connect(function(...)
  L66:  v_u_20:OnClientEvent(...)
  L74:  v_u_10.CharacterAdded:Connect(v_u_18)

#53 SCORE 70 | StarterPlayer.StarterPlayerScripts.Interface.Components.BusinessMan
class=ModuleScript running=false decompiled=true sourceChars=14206 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, state, target
why: network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L75:  for _, v47 in p46:GetDescendants() do
  L98:  p_u_41:GiveTask(v_u_25.CharacterAdded:Connect(v49))
  L132:  ["ResetOnSpawn"] = false,
  L141:  local v60 = v_u_56:Hydrate(v_u_27.BusinessmanShop:Clone())({
  L149:  v_u_56:Hydrate(v_u_56:Hydrate(v_u_27.BusinessmanDialogue:Clone())({
  L169:  v_u_33:Destroy()
  L170:  v_u_28.CloseGui:FireServer()
  L187:  local v69 = v_u_27.BusinessmanShopItem:Clone()
  L188:  local v70 = table.clone(v_u_18.GetItemData(p_u_68))
  L250:  if v_u_28.PurchaseItem:InvokeServer(p_u_68) then
  L257:  }):Destroy()
  L264:  }):Destroy()

#54 SCORE 70 | StarterPlayer.StarterPlayerScripts.LegacyClient.ConveyorVictimized
class=LocalScript running=false decompiled=true sourceChars=3100 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, state, target
why: network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L4: local v_u_3 = v_u_2.Character or v_u_2.CharacterAdded:Wait()
  L59:  v_u_8:Disconnect()
  L67: v_u_2.CharacterAdded:Connect(function(p22)
  L73: game.ReplicatedStorage.ConvHit.OnClientEvent:Connect(function(p23)
  L76:  if not v_u_3:GetAttribute("clean_conveyor") then
  L89:  v_u_2.CharacterAdded:Once(v_u_21)
  L93:  v_u_8:Disconnect()

#55 SCORE 70 | StarterPlayer.StarterPlayerScripts.LegacyClient.RetroHandler.Handle
class=ModuleScript running=false decompiled=true sourceChars=4126 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, state, target
why: network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L18:  game.ReplicatedStorage.EnterRetroObby.OnClientEvent:Connect(function()
  L22:  local v7 = game.ReplicatedStorage.Assets.Retro.Map.RetroObbyMap:Clone()
  L38:  v_u_9 = v_u_6.Character.Humanoid.Died:Connect(function()
  L41:  v_u_9:Disconnect()
  L47:  game.ReplicatedStorage.LeaveRetroObby.OnClientEvent:Connect(function()
  L62:  v11:Destroy()
  L64:  game.Workspace:FindFirstChild("RedactedAmbiance"):Destroy()
  L67:  game.Workspace:FindFirstChild("RetroObbyMap"):Destroy()
  L74:  game.Lighting.Ambient = p12:GetAttribute("Ambient")
  L75:  game.Lighting.Brightness = p12:GetAttribute("Brightness")
  L76:  game.Lighting.ClockTime = p12:GetAttribute("ClockTime")
  L77:  game.Lighting.ColorShift_Bottom = p12:GetAttribute("ColorShift_Bottom")

#56 SCORE 70 | Workspace.reallmoree.BeachBall_Client
class=LocalScript running=true decompiled=true sourceChars=3839 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, state, target
why: network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
matched source lines:
  L10:  local v6 = v_u_3.ball_visual:Clone()
  L52:  game.ReplicatedStorage.Events.BeachBall:FireServer(p13, v22)
  L62:  v_u_26:GiveTask(p_u_24.Humanoid.Died:Connect(function()
  L64:  v_u_26:Destroy()
  L78:  v_u_30:Destroy()
  L81:  v_u_30:GiveTask(v_u_25:WaitForChild("Glove").Touched:Connect(function(p31)
  L83:  if p31.Parent and (p31.Parent ~= script.Parent.Parent and (p31.Parent:FindFirstChild("Humanoid") and (p31:IsA("BasePart") and (not v_u_11 and (v_u_12 and p31.Parent:FindFirstChild("isInArena").Value == true))))) then
  L116: v34.CharacterAdded:Connect(function(p35)

#57 SCORE 69 | Players.reallmoree.PlayerScripts.Interface.Components.BountyHunt
class=ModuleScript running=true decompiled=true sourceChars=3758 closureFunctions=0 gcFunctions=0
flags: cooldown, lifecycle, loop, network, reward
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually)
matched source lines:
  L38:  ["ResetOnSpawn"] = false,
  L48:  game.ReplicatedStorage.Events.BountyResponse:FireServer(v_u_29)
  L73:  v_u_27.OnClientEvent:Connect(function(p35, p36)
  L77:  v_u_1:Open(p36.SlapsReward, p36.Victim)
  L80:  v_u_28.OnClientEvent:Connect(function(p37)

#58 SCORE 69 | Players.reallmoree.PlayerScripts.Interface.Components.TradeRequestNotification
class=ModuleScript running=true decompiled=true sourceChars=3788 closureFunctions=0 gcFunctions=0
flags: cooldown, lifecycle, loop, network, reward
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually)
matched source lines:
  L37:  ["ResetOnSpawn"] = false,
  L47:  v_u_20.fireServer("AcceptTradeRequest", v_u_30)
  L53:  v_u_20.invokeServer("CancelTrade")

#59 SCORE 69 | StarterPlayer.StarterPlayerScripts.Interface.Components.BountyHunt
class=ModuleScript running=false decompiled=true sourceChars=3758 closureFunctions=0 gcFunctions=0
flags: cooldown, lifecycle, loop, network, reward
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually)
matched source lines:
  L38:  ["ResetOnSpawn"] = false,
  L48:  game.ReplicatedStorage.Events.BountyResponse:FireServer(v_u_29)
  L73:  v_u_27.OnClientEvent:Connect(function(p35, p36)
  L77:  v_u_1:Open(p36.SlapsReward, p36.Victim)
  L80:  v_u_28.OnClientEvent:Connect(function(p37)

#60 SCORE 69 | StarterPlayer.StarterPlayerScripts.Interface.Components.TradeRequestNotification
class=ModuleScript running=false decompiled=true sourceChars=3788 closureFunctions=0 gcFunctions=0
flags: cooldown, lifecycle, loop, network, reward
why: reward state and network call in one client path; reward state intersects character/player lifecycle; network call intersects reset/removal/death lifecycle; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually)
matched source lines:
  L37:  ["ResetOnSpawn"] = false,
  L47:  v_u_20.fireServer("AcceptTradeRequest", v_u_30)
  L53:  v_u_20.invokeServer("CancelTrade")

#61 SCORE 68 | Players.reallmoree.PlayerScripts.Interface.Components.InviteFriendsWindow
class=ModuleScript running=true decompiled=true sourceChars=5003 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, network, persistence, state, target
why: network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network state intersects persistence/teleport/removal
matched source lines:
  L34:  for _, v28 in v_u_4:GetPlayers() do
  L56:  v34:Destroy()
  L60:  local v36 = v_u_13(v_u_3.InterfaceAssets.InviteFriendFrame:Clone())({
  L98:  v_u_24.InviteFriend:FireServer(v_u_35.Name)
  L111:  ["ResetOnSpawn"] = false,
  L117:  v_u_24:WaitForChild("FriendInviteResponse").OnClientEvent:Connect(function(p43, p44)
  L123:  v_u_24:WaitForChild("PromptFriendInvite").OnClientEvent:Connect(function(p45, p46)
  L127:  v_u_18:SetAttribute("QuestHunterWindow_Open", false)
  L133:  v_u_24.PlayWithParty:FireServer()
  L140:  v_u_24.CancelPartyTeleport:FireServer()

#62 SCORE 68 | ReplicatedFirst.Dependencies.GloveCommonClient
class=ModuleScript running=false decompiled=true sourceChars=11730 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, state, target
why: ability/combat-related script path; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic
matched source lines:
  L12: local v_u_11 = require(v_u_3:WaitForChild("CooldownModule"))
  L31:  ["COOLDOWN_ATTRIBUTE_NAME"] = nil,
  L35:  ["COOLDOWN_ATTRIBUTE_NAME"] = v_u_22()
  L43:  ["COOLDOWN_ATTRIBUTE_NAME"] = nil,
  L47:  ["COOLDOWN_ATTRIBUTE_NAME"] = v_u_22()
  L53:  return (v_u_8.Character or v_u_8.CharacterAdded:Wait()):WaitForChild("Humanoid"):WaitForChild("Animator"):LoadAnimation(v_u_3.Slap)
  L57:  local v25 = (v_u_8.Character or v_u_8.CharacterAdded:Wait()):WaitForChild("Humanoid")
  L66: function v_u_1.GetDebounceTimeFromSpeed(_, p30) -- name: GetDebounceTimeFromSpeed
  L76:  if p32:GetAttribute("ignore_touch") then
  L89:  if v33:FindFirstChild("isInArena") then
  L90:  return v33:FindFirstChild("isInArena").Value ~= false
  L93: function v_u_1.Cooldown(_, p_u_35, p_u_36, p_u_37, p38) -- name: Cooldown

#63 SCORE 68 | ReplicatedStorage.Assets.Command.command_camera_module
class=ModuleScript running=false decompiled=true sourceChars=11493 closureFunctions=0 gcFunctions=0
flags: cleanup, cooldown, entity, lifecycle, loop, network, state, target
why: ability/combat-related script path; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic
matched source lines:
  L8: game.Players.LocalPlayer.CharacterAdded:Connect(function(p_u_7)
  L38:  v_u_9:Destroy()
  L40:  v_u_9:GiveTask(v_u_9.char:GetAttributeChangedSignal("target"):Connect(function()
  L42:  v_u_9.target = v_u_9.char:GetAttribute("target") and game.Players:FindFirstChild(v_u_9.char:GetAttribute("target")) or nil
  L46: function v_u_6.Destroy(p10) -- name: Destroy
  L47:  p10.maid:Destroy()
  L187:  if p_u_12.plr:GetAttribute("LockCamToPlr") then
  L209:  p_u_55.path_maid:Destroy()
  L243:  p_u_55.path_maid:Destroy()
  L244:  v_u_62:Disconnect()
  L255:  v_u_61:Disconnect()
  L256:  v_u_62:Disconnect()

#64 SCORE 68 | StarterPlayer.StarterPlayerScripts.Interface.Components.InviteFriendsWindow
class=ModuleScript running=false decompiled=true sourceChars=5003 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, network, persistence, state, target
why: network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network state intersects persistence/teleport/removal
matched source lines:
  L34:  for _, v28 in v_u_4:GetPlayers() do
  L56:  v34:Destroy()
  L60:  local v36 = v_u_13(v_u_3.InterfaceAssets.InviteFriendFrame:Clone())({
  L98:  v_u_24.InviteFriend:FireServer(v_u_35.Name)
  L111:  ["ResetOnSpawn"] = false,
  L117:  v_u_24:WaitForChild("FriendInviteResponse").OnClientEvent:Connect(function(p43, p44)
  L123:  v_u_24:WaitForChild("PromptFriendInvite").OnClientEvent:Connect(function(p45, p46)
  L127:  v_u_18:SetAttribute("QuestHunterWindow_Open", false)
  L133:  v_u_24.PlayWithParty:FireServer()
  L140:  v_u_24.CancelPartyTeleport:FireServer()

#65 SCORE 67 | ReplicatedStorage.Alchemist Assets.potion_template.LocalScript
class=LocalScript running=false decompiled=true sourceChars=4292 closureFunctions=0 gcFunctions=0
flags: cooldown, entity, lifecycle, loop, network, state
why: closure/source exposes remote reference(s); ability/combat-related script path; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually)
remote refs:
  - ReplicatedStorage.AlchemistEvent <source reference>
matched source lines:
  L22:  if v_u_2.Potions[v_u_1:GetAttribute("id")].cansplash then
  L34:  game.ReplicatedStorage.AlchemistEvent:FireServer("UsePotion", v_u_1:GetAttribute("id"), p9)
  L35:  local v11 = v_u_7.Audio["Light Bulb Breaking"]:Clone()
  L39:  local v12 = v_u_7.Audio["Splash Slightly Boomy 4 (SFX)"]:Clone()
  L47:  game.ReplicatedStorage.AlchemistEvent:FireServer("UsePotion", v_u_1:GetAttribute("id"), p9)
  L48:  local v13 = v_u_7.Audio["Tea Sip 2 (SFX)"]:Clone()
  L62:  local v15 = v_u_1:GetAttribute("id")
  L64:  game.ReplicatedStorage.AlchemistEvent:FireServer("UnEquipItems")
  L76: v_u_1.Destroying:Connect(function()
  L90:  v18 = script.Parent:WaitForChild("A_Buttons"):Clone()
  L128:  if v21 < 0.5 or not v_u_2.Potions[v_u_1:GetAttribute("id")].cansplash then

#66 SCORE 66 | Players.reallmoree.PlayerScripts.BACKEND.Systems.SettingsListener
class=ModuleScript running=false decompiled=true sourceChars=2854 closureFunctions=0 gcFunctions=0
flags: entity, loop, network, state, target
why: closure/source exposes remote reference(s); network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually); recurring network path has no obvious client cooldown marker
remote refs:
  - ReplicatedStorage.Selected <source reference>
matched source lines:
  L14:  local v_u_8 = v_u_4.GetPlayerSettings()
  L33:  p9:SetAttribute("VolumeSettings", 0)
  L36:  p9:SetAttribute("VolumeSettings", 1)
  L51:  for _, v12 in pairs(game.Workspace:GetDescendants()) do
  L54:  for _, v13 in pairs(game.SoundService:GetDescendants()) do
  L62:  game.ReplicatedStorage.Selected:FireServer(v16)
  L70:  v_u_8 = v_u_4.GetPlayerSettings()
  L73:  game.ReplicatedStorage.Selected:FireServer(v19)

#67 SCORE 66 | Players.reallmoree.PlayerScripts.BACKEND.Systems.VFXReplication.glovel
class=ModuleScript running=false decompiled=true sourceChars=3649 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, target
why: closure/source exposes remote reference(s); ability/combat-related script path; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
remote refs:
  - ReplicatedStorage.GlovelFunc <source reference>
matched source lines:
  L29:  v_u_5:GiveTask(p_u_14.Destroying:Connect(function()
  L31:  v_u_5:Destroy()
  L44:  v_u_18((game.ReplicatedStorage.GlovelFunc:InvokeServer()))
  L63:  local v27 = v_u_1.mud1:Clone()
  L76:  v27:Destroy()
  L91:  local v_u_34 = v_u_1.mud2:Clone()
  L109:  v_u_34:Destroy()

#68 SCORE 66 | Players.reallmoree.PlayerScripts.Client.Gamemodes.IslandSwap.SpinnerManager
class=LocalScript running=true decompiled=true sourceChars=2006 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, target
why: closure/source exposes remote reference(s); ability/combat-related script path; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
remote refs:
  - Remotes <source-mapped network candidate>
matched source lines:
  L23:  v_u_11[2] = v_u_12.Touched:Connect(function(p14)
  L47:  v_u_4:FireServer((v19 - Vector3.new(v20, 0, v21)).Unit)
  L59:  v22:Disconnect()
  L63: v_u_4.OnClientEvent:Connect(function(p24)

#69 SCORE 66 | StarterPlayer.StarterPlayerScripts.BACKEND.Systems.SettingsListener
class=ModuleScript running=false decompiled=true sourceChars=2854 closureFunctions=0 gcFunctions=0
flags: entity, loop, network, state, target
why: closure/source exposes remote reference(s); network call controls or targets a spawned entity; network call depends on replicated state/attributes; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; no obvious client cleanup marker (verify manually); recurring network path has no obvious client cooldown marker
remote refs:
  - ReplicatedStorage.Selected <source reference>
matched source lines:
  L14:  local v_u_8 = v_u_4.GetPlayerSettings()
  L33:  p9:SetAttribute("VolumeSettings", 0)
  L36:  p9:SetAttribute("VolumeSettings", 1)
  L51:  for _, v12 in pairs(game.Workspace:GetDescendants()) do
  L54:  for _, v13 in pairs(game.SoundService:GetDescendants()) do
  L62:  game.ReplicatedStorage.Selected:FireServer(v16)
  L70:  v_u_8 = v_u_4.GetPlayerSettings()
  L73:  game.ReplicatedStorage.Selected:FireServer(v19)

#70 SCORE 66 | StarterPlayer.StarterPlayerScripts.BACKEND.Systems.VFXReplication.glovel
class=ModuleScript running=false decompiled=true sourceChars=3649 closureFunctions=0 gcFunctions=0
flags: cleanup, entity, lifecycle, loop, network, target
why: closure/source exposes remote reference(s); ability/combat-related script path; network call intersects reset/removal/death lifecycle; network call controls or targets a spawned entity; network call is paired with target enumeration/validation; network call appears in recurring/timed logic; recurring network path has no obvious client cooldown marker
remote refs:
  - ReplicatedStorage.GlovelFunc <source reference>
matched source lines:
  L29:  v_u_5:GiveTask(p_u_14.Destroying:Connect(function()
  L31:  v_u_5:Destroy()
  L44:  v_u_18((game.ReplicatedStorage.GlovelFunc:InvokeServer()))
  L63:  local v27 = v_u_1.mud1:Clone()
  L76:  v27:Destroy()
  L91:  local v_u_34 = v_u_1.mud2:Clone()
  L109:  v_u_34:Destroy()

1139 lower-ranked findings omitted by CONFIG.maxFindings.

=== END SB DEEP CLIENT INSPECTION REPORT ===