local consts = { } ; consts.settings = { _debug = { enabled = false, reason = false } --$ } ; consts.reason_enum = { [ 0 ] = "gravity modified", [ 1 ] = "walkspeed > 20", [ 2 ] = "jump power > 50", [ 3 ] = "body gyro" --$ } ; consts.parse_name = function( _reason ) local _id = _reason or 0 return consts.reason_enum[ _id ] or "unknown @ " .. tostring( _reason ) --$ end ; consts.cooldown = { _data = { }, _time = 3, allowed = function( self, _key ) local _now = tick() if not self._data[ _key ] or _now - self._data[ _key ] > self._time then self._data[ _key ] = _now return true --$ end return false --$ end --$ } ; consts.replicated_storage = game:GetService( "ReplicatedStorage" ) ; consts.player_controller = require( consts.replicated_storage.Controllers.PlayerController ) ; consts.player_controller.Fix = function( _, _reason ) if consts.settings._debug.enabled then local _reason_name = consts.parse_name( _reason ) if consts.cooldown:allowed( _reason_name ) then if consts.settings._debug.reason then print( "prevented ban sir @ reason:", _reason_name ) --$ else print( "prevented ban sir" ) --$ end --$ end --$ end return nil --$ end table.freeze(consts) --$