-- Script GUID: {BC30D43F-C02F-4BCF-81B9-3BC08BE078C2} -- Decompiled with the Synapse X Luau decompiler. return function(p1) local l__Players__1 = game:GetService("Players"); local v2 = {}; local u1 = nil; local u2 = nil; local u3 = nil; local u4 = nil; local function u5() local l__LocalPhysics__3 = game:GetService("ReplicatedStorage"):WaitForChild("LocalPhysics"); u1 = l__LocalPhysics__3.Player.Value; u2 = l__LocalPhysics__3.NPC.Value; u3 = l__LocalPhysics__3.Rain.Value; u4 = l__LocalPhysics__3.None.Value; end; function v2.GetLocalPlayerCollisionGroup(p2) if not u1 then u5(); end; return u1; end; function v2.GetNPCCollisionGroup(p3) if not u2 then u5(); end; return u2; end; function v2.GetRainCollisionGroup(p4) if not u3 then u5(); end; return u3; end; function v2.GetNoCollisionGroup(p5) if not u4 then u5(); end; return u4; end; function v2.setupNPC(p6, p7) if not u2 then u5(); end; for v4, v5 in pairs(p7:GetDescendants()) do if v5:IsA("BasePart") then v5.CollisionGroupId = u2; end; end; end; local function u6(p8) if not u1 then u5(); end; if p8.Name ~= "LowerTorso" then delay(0.5, function() p8.CollisionGroupId = u1; end); end; end; local function u7(p9) for v6, v7 in pairs(p9:GetChildren()) do if v7:IsA("BasePart") then u6(v7); end; u7(v7); end; end; local l__player__8 = p1.player; local function u9(p10) p10.DescendantAdded:connect(function(p11) if p11:IsA("BasePart") then u6(p11); end; end); u7(p10); end; local function v8(p12) if p12:IsA("Player") and p12 ~= l__player__8 then p12.CharacterAdded:connect(u9); if p12.Character then u9(p12.Character); end; end; end; l__Players__1.ChildAdded:connect(v8); for v9, v10 in ipairs(l__Players__1:GetChildren()) do coroutine.wrap(v8)(v10); end; return v2; end;