# Environment Functions

## \<table> getgenv(\<void>)

Returns Fluxus Global Environment, will be applied globally.

## \<table> getrenv(\<void>)

Returns ROBLOX Global Environment, will be applied globally.

## \<table> getreg(\<void>)

Returns ROBLOX LUA\_REGISTRYINDEX, will be applied globally.

## \<table> getgc(\<bool?> include\_table = false)

Returns all the functions in the GC, if include\_tables is true, it will also include tables & userdatas.

## \<table> getinstances(\<void>)

Returns a table of all instances.&#x20;

## \<table> getnilinstances(\<void>)

Returns a table of all the instances parented to nil.

## \<table> getloadedmodules(\<void>)

Returns a table of all the loaded modules in the game.

## \<table> getconnections(\<ScriptSignal> obj)

Gets all the LClosures connected to obj.

```lua
for i, v in pairs(getconnections(workspace.ChildAdded)) do
    v:Fire()
end
```

| **Example** | **Description**                      |
| ----------- | ------------------------------------ |
| .Function   | Return the LClosure connected.       |
| .State      | Returns the state of the connection. |
| :Enable     | Enables the connection.              |
| :Disable    | Disables the connection.             |
| :Fire       | Fires the connection.                |

## \<void> firesignal(\<ScriptSignal> obj, \<vararg> args)

Fires all the LClosures connected to obj with the argument `args`

## \<void> fireclickdetector(\<ClickDetector> obj, \<number?> distance = 0)

Fires ClickDetector with the distance.

## \<void> fireproximityprompt(\<ProximityPrompt> obj)

> Fun fact: Fluxus was the first public exploit with this feature!

{% hint style="danger" %}
There is serverside distance checks. Potentially unsafe. &#x20;
{% endhint %}

Fires ProximityPrompt.&#x20;

## \<void> firetouchinterest(\<Instace> part, \<BasePart> totouch, \<int> toggle)

Fakes a .TouchedEvent to totouch coming from part. The third argument will represent weather to untouch or to touch.

| **Toggle Number** | **Description**  |
| ----------------- | ---------------- |
| 1                 | UnTouch / UnFire |
| 0                 | Touch / Fire     |

## \<?> gethiddenproperty(\<Instace> obj, \<string> property)

Returns the hidden property (Second argument) from obj. Errors if the property does not exist, or does if the property is not a child of obj.

## \<void> sethiddenproperty(\<Instace> obj, \<string> property, \<?> value)

Sets the property (Second argument) of obj to value (Third argument). Errors if the property does not exist, or does if the property is not a child of obj.

## \<void> setsimulationradius(\<int> simradius, \<int?> maxsimradius)

Sets the LocalPlayers SimulationRadius to the first argument and MaxSimulationRadius if the second argument exists.

## \<string> identifyexecutor(\<void>)

This will return "Fluxus"
