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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 ===