Pinkstack/roblox-luau-corpus-text huggingface dataset:
--		body.L2.Light.Enabled = bool --if you want That Bright Lights.


	end
end

local b = ''

function Toggle(dir, tog)
	if dir == 'Left' then
		body.LeftIn.Material = tog and "Neon" or "SmoothPlastic"
		body.LeftIn.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")
		
		body.RLeft.Material = tog and "Neon" or "SmoothPlastic"
		body.RLeft.BrickColor = tog and BrickColor.new("Really red") or BrickColor.new("Ghost grey")
		
		car.DriveSeat.LI.Value = tog
	elseif dir == 'Right' then
		body.RightIn.Material = tog and "Neon" or "SmoothPlastic"
		body.RightIn.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")
		
		body.RRight.Material = tog and "Neon" or "SmoothPlastic"
		body.RRight.BrickColor = tog and BrickColor.new("Really red") or BrickColor.new("Ghost grey")
		
		
		car.DriveSeat.RI.Value = tog
	elseif dir == 'Hazards' then
		body.LeftIn.Material = tog and "Neon" or "SmoothPlastic"
		body.LeftIn.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")
		
		body.RLeft.Material = tog and "Neon" or "SmoothPlastic"
		body.RLeft.BrickColor = tog and BrickColor.new("Really red") or BrickColor.new("Ghost grey")
		
		body.RightIn.Material = tog and "Neon" or "SmoothPlastic"
		body.RightIn.BrickColor = tog and BrickColor.new("Deep orange") or BrickColor.new("Pearl")
		
		body.RRight.Material = tog and "Neon" or "SmoothPlastic"
		body.RRight.BrickColor = tog and BrickColor.new("Really red") or BrickColor.new("Ghost grey")
		
		car.DriveSeat.LI.Value = tog
		car.DriveSeat.RI.Value = tog
	end
end

function blink(typ)
	b = typ
	if blinking == true then
		blinking = false
	else
		blinking = true
		while blinking do
			Toggle(typ, true)
			script.Parent:FireClient(player, 'blink', .9, true)
			wait(1/3)
			Toggle(typ, false)
			script.Parent:FireClient(player, 'blink', 0.8, true)
			wait(1/3)
		end
		Toggle('Hazards', false)
		script.Parent:FireClient(player, 'blink', .9, false)
	end
end

script.Parent.Parent.ChildRemoved:connect(function(child)
	if child:IsA("Weld") and BlinkersEnabled then
		if blinking == true and b == 'Hazards' then
			return
		else
			blinking = false
		end
	end
end)

F.blinkers = function(dir)
	blink(dir)
end

F.flash = function()
	Toggle('Hazards', true)
	wait(1/3)
	Toggle('Hazards', false)
end

script.Parent.OnServerEvent:connect(function(pl,Fnc,...)
	player = pl
	F[Fnc](...)
end)
-- TUNE


SpeedType = "MPH"	-- MPH or KPH



























local Smoothness = 0.89
local TurboSmoothness = 0.87
local autoscaling	= true					--Estimates top speed
local UNITS	= {								--Click on speed to change units
											--First unit is default	
	{
		units			= "MPH"				,
		scaling			= (10/12) * (60/88)	, -- 1 stud : 10 inches | ft/s to MPH
		maxSpeed		= 230				,
		spInc			= 20				, -- Increment between labelled notches
	},
	
	{
		units			= "KM/H"			,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to KP/H
		maxSpeed		= 370				,
		spInc			= 40				, -- Increment between labelled notches
	},
	
	{
		units			= "SPS"				,
		scaling			= 1					, -- Roblox standard
		maxSpeed		= 400				,
		spInc			= 40				, -- Increment between labelled notches
	}
}
--- Searches for attachments for the given instance (if applicable)


function Hitbox:Recalibrate()
	local descendants: {[number]: Instance} = self.HitboxObject:GetDescendants()
	local attachmentCount: number = 0

	for _, attachment: any in ipairs(descendants) do
		if not attachment:IsA("Attachment") or attachment.Name ~= DEFAULT_ATTACHMENT_INSTANCE then
			continue
		end

		local group: string? = attachment:GetAttribute(DEFAULT_GROUP_NAME_INSTANCE)
		local point: Point = self:_CreatePoint(group, Hitbox.CastModes.Attachment, attachment.WorldPosition)

		table.insert(point.Instances, attachment)
		table.insert(self.HitboxRaycastPoints, point)

		attachmentCount += 1
	end

	if self.DebugLog then
		print(string.format("%s%s", DEFAULT_DEBUG_LOGGER_PREFIX,
			attachmentCount > 0 and string.format(DEFAULT_ATTACH_COUNT_NOTICE, attachmentCount, self.HitboxObject.Name) or
				string.format(DEFAULT_MISSING_ATTACHMENTS, self.HitboxObject.Name))
		)
	end
end
-- Handles behaviours


local function characterTouchedBrick(partTouched)
	local behaviours = partTouched:FindFirstChild("Behaviours")
	if behaviours ~= nil then
		behaviours = behaviours:GetChildren()
		for i = 1, #behaviours do
			if behaviours[i].Value == true then
				game.ReplicatedStorage.RemoteEvents.ExecuteBehaviour:FireServer(player.Character, partTouched, behaviours[i].Name)
			end
		end
	end
end

function characterAdded(newCharacter)
	local humanoid = newCharacter:WaitForChild("Humanoid")
	humanoid.WalkSpeed = 0
	humanoid.Touched:connect(characterTouchedBrick)

	local splashScreen = player.PlayerGui:WaitForChild("StartScreen")

	if UserInputService.TouchEnabled == false then
		if UserInputService.GamepadEnabled then
			splashScreen.StartInstructions.StartLabel.Text = "Press Space or Gamepad A Button to Start"
		else
			splashScreen.StartInstructions.StartLabel.Text = "Press Space to Start"
		end

	end
	if reviving == true then
		reviving = false
		splashScreen:Destroy()
		humanoid.WalkSpeed = characterWalkSpeed
	end

	humanoid.WalkSpeed = 0
end
player.CharacterAdded:connect(characterAdded)

if player.Character then
	characterAdded(player.Character)
end

function checkReviving(addedGui)
	if addedGui.Name == "RevivingGUI" then
		reviving = true
	end
end
player.PlayerGui.ChildAdded:connect(checkReviving)

if UserInputService.TouchEnabled then
	UserInputService.ModalEnabled = true
	UserInputService.TouchStarted:connect(function(inputObject, gameProcessedEvent) if gameProcessedEvent == false then doJump = true end end)
	UserInputService.TouchEnded:connect(function() doJump = false end)
else
	ContextActionService:BindAction("Jump", function(action, userInputState, inputObject) doJump = (userInputState == Enum.UserInputState.Begin) end, false, Enum.KeyCode.Space, Enum.KeyCode.ButtonA)
end

game:GetService("RunService").RenderStepped:connect(function()
	if player.Character ~= nil then
		if player.Character:FindFirstChild("Humanoid") then
			if doJump == true then
				jump()
			end
			player.Character.Humanoid:Move(Vector3.new(0,0,-1), false)
		end
	end
end)
--[[
	Sets up the EmoteManager for the given player.
]]


local function setupEmoteManager(player)
	local humanoid = player.Character:WaitForChild("Humanoid")
	local humanoidDescription = humanoid:WaitForChild("HumanoidDescription")
	emoteManager:setup(player, humanoidDescription)

	local connection
	connection = humanoid.Died:Connect(function()
		stopEmote(player)
		player.CharacterAdded:Wait()
		setupEmoteManager(player)
		connection:Disconnect()
	end)
end

local function onPlayerAdded(player)
	if not player.Character then
		player.CharacterAdded:Wait()
	end
	loadEmoteAssets()
	setupEmoteManager(player)
end

local function onPlayerRemoving(player)
	stopEmote(player)

	emoteManager:cleanup(player.UserId)
end

local function onChangeEmoteLock(player, emoteName, isLocked)
	assert(onChangeEmoteLockCheck(emoteName, isLocked))

	emoteManager:setEmoteIsLockedForPlayer(player, emoteName, isLocked)
end

emotePlayed.OnServerEvent:Connect(startEmote)
emoteStopped.OnServerEvent:Connect(stopEmote)
changeEmoteLock.OnServerEvent:Connect(onChangeEmoteLock)

Players.PlayerAdded:Connect(onPlayerAdded)
Players.PlayerRemoving:Connect(onPlayerRemoving)

loadEmoteAssets()
--EFFECT


print("Worked")
sizey = 0
for i = 1, 50 do
sizey = sizey + 20
script.Parent.Size = Vector3.new(10,sizey,10)
wait(.0005)
end
script.Parent.BrickColor = BrickColor.new("New Yeller")
wait(1)
trans = 0
for i = 1, 50 do
trans = trans - 0.05
script.Parent.Transparency = script.Parent.Transparency - trans
wait(.5)
end
script.Parent:Destroy()
--local PLAYER	= Players.LocalPlayer



return function(character)
	for _, v in pairs(character:GetDescendants()) do
		if v:IsA("BasePart") then
			local bodyForce		= Instance.new("BodyForce")
				bodyForce.Force		= Vector3.new(0, v:GetMass() * Workspace.Gravity * 1.05, 0)
				bodyForce.Parent	= v
					
			if v.Transparency ~= 1 then
				local rate	= math.floor((v.Size.X + v.Size.Y + v.Size.Z) * ARROW_AMOUNT)
				
				local emitter	= script.ArrowEmitter:Clone()
					emitter.Rate	= rate
					emitter.Parent	= v
			end
		end
	end
end
-------------------------


 
mouse.KeyDown:connect(function (key)
    key = string.lower(key)
	if key == "k" then --Camera controls
        if cam == ("car") then
			Camera.CameraSubject = player.Character.Humanoid
			Camera.CameraType = ("Custom")
			cam = ("freeplr")
			Camera.FieldOfView = 70
		elseif cam == ("freeplr") then
			Camera.CameraSubject = player.Character.Humanoid
			Camera.CameraType = ("Attach")
			cam = ("lockplr")
        elseif cam == ("lockplr") then
			Camera.CameraSubject = carSeat
			Camera.CameraType = ("Custom")
			cam = ("car")
			Camera.FieldOfView = 70
        end
	elseif key == "u" then --Window controls
		if windows == false then 
			winfob.Visible = true
			windows = true
		else windows = false
			winfob.Visible = false
		end
	elseif key == "[" then -- volume down
		if carSeat.Parent.Body.MP.Sound.Volume > 0 then
			handler:FireServer('updateVolume', -0.5)
		end
	elseif key == "]" then -- volume up
		if carSeat.Parent.Body.MP.Sound.Volume < 10 then
			handler:FireServer('updateVolume', 0.5)
		end	
	elseif key == "f" then --FM Screen Switch
		handler:FireServer('FMSwitch')
	elseif key == "n" then --Mode Screen Switch
		handler:FireServer('IMode')
	elseif key == "j" then --seatlock
		if carSeat.Seatlock.Value == false then
			handler:FireServer('seatlock',true,0)
		else
			handler:FireServer('seatlock',false,12)
		end
	elseif key == "g" then --seatlock
		handler:FireServer('sunroof')
	elseif key:byte() == 48 then -- CC
		st = true
	end
end)

mouse.KeyUp:connect(function (key)
    key = string.lower(key)
	if key:byte() == 48 then --Camera controls
		st = false
	end
end)

for i,v in pairs(script.Parent:getChildren()) do
	if v:IsA('ImageButton') then
		v.MouseButton1Click:connect(function()
			if carSeat.Windows:FindFirstChild(v.Name) then
				local v = carSeat.Windows:FindFirstChild(v.Name)
				if v.Value == true then
					handler:FireServer('updateWindows', v.Name, false)
				else
					handler:FireServer('updateWindows', v.Name, true)
				end
			end
		end)
	end
end

function showspeed(a)
	if carSeat.CC.Value then
		HUB2.S.Visible = true
		HUB2.CC.Visible = false
		HUB2.S.Text = math.floor(carSeat.CCS.Value)
		HUB2.S.TextColor3 = a and Color3.new(0,1,0) or Color3.new(1,0,0)
		wait(2)
		HUB2.S.Visible = false
		HUB2.CC.Visible = true
	end
end

HUB2.CC.MouseButton1Click:connect(function()
	carSeat.CC.Value = not carSeat.CC.Value
	carSeat.CCS.Value = math.floor(carSeat.Velocity.Magnitude*mph)
	showspeed(true)
end)

HUB2.W.MouseButton1Click:connect(function()
	handler:FireServer('wws',carSeat.WS.Value,st)
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------


	,VRecoil = {35,45}				--- Vertical Recoil
	,HRecoil = {32,35}				--- Horizontal Recoil
	,AimRecover = .5				---- Between 0 & 1
	
	,RecoilPunch = .2
	,VPunchBase = 30.75				--- Vertical Punch
	,HPunchBase = 22.25				--- Horizontal Punch
	,DPunchBase = 1 				--- Tilt Punch | useless
	
	,AimRecoilReduction = 1 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0.2
	,MinRecoilPower = 1
	,MaxRecoilPower = 1
	,RecoilPowerStepAmount = 1
	
	,MinSpread = 35					--- Min bullet spread value | Studs
	,MaxSpread = 65					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = 15
	,WalkMultiplier = 0				--- Bullet spread based on player speed

	,SwayBase = 0.25				--- Weapon Base Sway | Studs
	,MaxSway =	2					--- Max sway value based on player stamina | Studs
--waitTime = 10 -- DEBUGGING


local regenArea = script.Parent -- Regens Trees based off Regional Areas

while true do
	wait(waitTime)
	--print "Regenerating!"
	local Trees = regenArea:GetChildren()	
	for i,tree in pairs(Trees) do
		if tree:IsA("Model") and not tree:IsA("Script") then -- Checks if the object is a model
--[[
	Returns a new BaseValueStore, with a table that has constants as keys, and with another table as value, which holds the 
	value, and optional max/min amount. Should there  not be starting data for a variable, it will default to 0. Can also connect 
	to a changed event, which fires whenever a value changes, along with the value name, and new value.
]]


function BaseValueStore:_init(startingData)
	self._data = {}

	for name, valueData in pairs(startingData) do
		self._data[name] = {}

		self._data[name].value = valueData.value or 0
		self._data[name].max = valueData.max or nil
		self._data[name].min = valueData.min or nil
	end

	self._changedBindable = Instance.new("BindableEvent")
	self.changed = self._changedBindable.Event
end
--use this to determine if you want this human to be harmed or not, returns boolean



function boom()
	wait(1)
	Used = true
	Object.Anchored = true
	Object.CanCollide = false
	Object.Sparks.Enabled = false
	Object.Orientation = Vector3.new(0,0,0)
	Object.Transparency = 1
	Object.Fuse:Stop()
	Object.Explode:Play()
	Object.Dist:Play()
	Object.Explosion:Emit(100)
	Explode()
end

boom()
---------------------------------------------------



This = script.Parent
Lift = This.Parent.Parent.Parent
CustomLabel = require(Lift.CustomLabel)
Characters = require(script.Characters)

CustomText = CustomLabel["CUSTOMFLOORLABEL"]

Lift:WaitForChild("Floor").Changed:connect(function(floor)
  --custom indicator code--
  ChangeFloor(tostring(floor))
end)

function ChangeFloor(SF)
	if CustomText[tonumber(SF)] then
		SF = CustomText[tonumber(SF)]
	end
	SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL"))		
	SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))		
end

function SetDisplay(ID,CHAR)
	if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then
 		for i,l in pairs(Characters[CHAR]) do 
			for r=1,7 do	
				This.Display["DIG"..ID]["D"..r].BrickColor = (l:sub(r,r) == "1" and BrickColor.new("Dark green") or BrickColor.new("Really black"))
			end
		end
	end
end
-----------------------



function warpPlayer(player, location)
	
	local HRP = player:WaitForChild("HumanoidRootPart")
	HRP.Position = Vector3.new(location.X, location.Y + 3, location.Z)
	
end

pad1.Touched:Connect(function(hit)
	
	if hit.Parent and hit.Parent:FindFirstChildOfClass("Humanoid").Health > 0 and bounce then
		
		bounce = false
		pad2.PointLight.Enabled = true
		warpPlayer(hit.Parent, pad2.Position)
		task.wait(1)
		bounce = true
		pad2.PointLight.Enabled = false
	end
	
end)

pad2.Touched:Connect(function(hit)

	if hit.Parent and hit.Parent:FindFirstChildOfClass("Humanoid").Health > 0 and bounce and padIsOneDirectional.Value == false then

		bounce = false
		pad1.PointLight.Enabled = true
		warpPlayer(hit.Parent, pad1.Position)
		task.wait(1)
		bounce = true
		pad1.PointLight.Enabled = false
	end

end)
-- Function to play an audio asset


AudioPlayer.playAudio = function(assetName)
	local audio = SoundService:FindFirstChild(assetName)
	if not audio then
		warn("Could not find audio asset: " .. assetName)
		return
	end
	if not audio.IsLoaded then
		audio.Loaded:Wait()
	end

	-- Setup a tween so the track starts quiet and then fades in to a normal volume
	audio.Volume = 0
	audio.Looped = true
	
	local fadeTween = TweenService:Create(audio, TweenInfo.new(10), {Volume = .3})

	audio:Play()

	-- Fade in the audio track
	fadeTween:Play()
	fadeTween.Completed:Connect(function(State)
		if State == Enum.PlaybackState.Completed then
			fadeTween:Destroy()
		end
	end)
end
 
return AudioPlayer
-- Loading


local CutsceneFolder = workspace.Cutscenes:WaitForChild("Start") -- The folder that contains the cutscene data (Cameras...)
local Destroy = true -- Destroy folder after loading? you don't want your player to see your cameras floating around!
local NoYield = false -- Generally you want this to be set to false, because loading takes a little bit of time, and you don't want to interact with the cutscene when it's not loaded
local SafeMode = true -- This is adviced to be turned on, especially if the cutscene folder data is too big to load at one frame. when turned on, it loads a camera every frame, not all at once.

local Cutscene = require(CutsceneModule)

local Demo = Cutscene.new(Camera, Looping, Speed, FreezeControls) -- Create cutscene
Demo:Load(CutsceneFolder, Destroy, NoYield, SafeMode) -- Load cutscene data from folder

local PlayOnPartTouch = script:FindFirstChild("PlayOnPartTouch")
local PlayOnPlayerJoin = script:FindFirstChild("PlayOnPlayerJoin")
local PlayOnCharacterAdded = script:FindFirstChild("PlayOnCharacterAdded")
local PlayOnCharacterDied = script:FindFirstChild("PlayOnCharacterDied")
local PlayOnEventFire = script:FindFirstChild("PlayOnEventFire")
local PlayOnRemoteEventFire = script:FindFirstChild("PlayOnRemoteEventFire")
local ProtectTheCharacterWhilePlaying = script:FindFirstChild("ProtectTheCharacterWhilePlaying")
local CharacterProtector = script:FindFirstChild("CharacterProtector")
local Music = script:FindFirstChild("Music")
local StopMusicWhenFinished = script:FindFirstChild("StopMusicWhenFinished")
local StopOnEventFire = script:FindFirstChild("StopOnEventFire")
local StopOnRemoteEventFire = script:FindFirstChild("StopOnRemoteEventFire")
local PlayOnce = script:FindFirstChild("PlayOnce")
local Debounce = script:FindFirstChild("Cooldown")
local OnFinishedRemove = script:FindFirstChild("OnFinishedRemove")
local bin = true
local Player = game:GetService("Players").LocalPlayer
local CutsceneGui = script:FindFirstChild("Cutscene")
--[=[
	@function Multiply
	@within Blend

	@param background Color3 -- The background colour.
	@param foreground Color3 -- The foreground colour.
	@return Color3 -- The resulting colour.
]=]


return PrepFilter("Multiply", function(background: number, foreground: number): number
	return ((foreground * 255) * (background * 255)) / 255
end)
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------


	,VRecoil = {8,12}				--- Vertical Recoil
	,HRecoil = {8,12}				--- Horizontal Recoil
	,AimRecover = .7				---- Between 0 & 1
	
	,RecoilPunch = .15
	,VPunchBase = 2.5				--- Vertical Punch
	,HPunchBase = 1.7				--- Horizontal Punch
	,DPunchBase = 1 				--- Tilt Punch | useless
	
	,AimRecoilReduction = 5 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0.2
	,MinRecoilPower = .5
	,MaxRecoilPower = 3.5
	,RecoilPowerStepAmount = .25
	
	,MinSpread = 0.56				--- Min bullet spread value | Studs
	,MaxSpread = 35					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = 0.5
	,WalkMultiplier = 0				--- Bullet spread based on player speed

	,SwayBase = 0.25				--- Weapon Base Sway | Studs
	,MaxSway =	1.5					--- Max sway value based on player stamina | Studs
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --




Elevator:WaitForChild("Direction").Changed:connect(function(val)
    if val == 1 then
		This.Display.ARW1.UP.Transparency = 0
		This.Display.ARW1.MID.Transparency = 0
		This.Display.ARW1.DOWN.Transparency = 1
    elseif val == -1 then
		This.Display.ARW1.UP.Transparency = 1
		This.Display.ARW1.MID.Transparency = 0
		This.Display.ARW1.DOWN.Transparency = 0
	else
		This.Display.ARW1.UP.Transparency = 1
		This.Display.ARW1.MID.Transparency = 1
		This.Display.ARW1.DOWN.Transparency = 1
    end
end)
-- Constants


local DEBUG = false								-- Whether or not to use debugging features of FastCast, such as cast visualization.
local BULLET_SPEED = 100							-- Studs/second - the speed of the bullet
local BULLET_MAXDIST = 1000							-- The furthest distance the bullet can travel 
local BULLET_GRAVITY = Vector3.new(0, -workspace.Gravity, 0)		-- The amount of gravity applied to the bullet in world space (so yes, you can have sideways gravity)
local MIN_BULLET_SPREAD_ANGLE = 1					-- THIS VALUE IS VERY SENSITIVE. Try to keep changes to it small. The least accurate the bullet can be. This angle value is in degrees. A value of 0 means straight forward. Generally you want to keep this at 0 so there's at least some chance of a 100% accurate shot.
local MAX_BULLET_SPREAD_ANGLE = 4					-- THIS VALUE IS VERY SENSITIVE. Try to keep changes to it small. The most accurate the bullet can be. This angle value is in degrees. A value of 0 means straight forward. This cannot be less than the value above. A value of 90 will allow the gun to shoot sideways at most, and a value of 180 will allow the gun to shoot backwards at most. Exceeding 180 will not add any more angular varience.
local FIRE_DELAY = 0								-- The amount of time that must pass after firing the gun before we can fire again.
local BULLETS_PER_SHOT = 1							-- The amount of bullets to fire every shot. Make this greater than 1 for a shotgun effect.
local PIERCE_DEMO = true							-- True if the pierce demo should be used. See the CanRayPierce function for more info.
--// Setting things up


for ind,loc in next,{
	_G = _G;
	game = game;
	spawn = spawn;
	script = script;
	getfenv = getfenv;
	setfenv = setfenv;
	workspace = workspace;
	getmetatable = getmetatable;
	setmetatable = setmetatable;
	loadstring = loadstring;
	coroutine = coroutine;
	rawequal = rawequal;
	typeof = typeof;
	print = print;
	math = math;
	warn = warn;
	error = error;
	pcall = pcall;
	xpcall = xpcall;
	select = select;
	rawset = rawset;
	rawget = rawget;
	ipairs = ipairs;
	pairs = pairs;
	next = next;
	Rect = Rect;
	Axes = Axes;
	os = os;
	tick = tick;
	Faces = Faces;
	delay = delay;
	unpack = unpack;
	string = string;
	Color3 = Color3;
	newproxy = newproxy;
	tostring = tostring;
	tonumber = tonumber;
	Instance = Instance;
	TweenInfo = TweenInfo;
	BrickColor = BrickColor;
	NumberRange = NumberRange;
	ColorSequence = ColorSequence;
	NumberSequence = NumberSequence;
	ColorSequenceKeypoint = ColorSequenceKeypoint;
	NumberSequenceKeypoint = NumberSequenceKeypoint;
	PhysicalProperties = PhysicalProperties;
	Region3int16 = Region3int16;
	Vector3int16 = Vector3int16;
	elapsedTime = elapsedTime;
	require = require;
	table = table;
	type = type;
	wait = wait;
	Enum = Enum;
	UDim = UDim;
	UDim2 = UDim2;
	Vector2 = Vector2;
	Vector3 = Vector3;
	Region3 = Region3;
	CFrame = CFrame;
	Ray = Ray;
	service = service;
} do locals[ind] = loc end
-- DO NOT TOUCH THE CODE BELOW UNLESS YOU KNOW WHAT YOU ARE DOING --














local TweenService = game:GetService("TweenService")

local head = script.Parent.BakariHead
local button = script.Parent.HeadAccessories.Button
local innerHead = script.Parent.HeadAccessories.BakariInnerHead
local innerEars = script.Parent.HeadAccessories.InnerEars
local ears = script.Parent.HeadAccessories.OuterEars
local cap = script.Parent.HeadAccessories.Cap
local lFang = script.Parent.HeadAccessories.LeftFang
local rFang = script.Parent.HeadAccessories.RightFang
local lArm = script.Parent["Left Arm"]
local rArm = script.Parent["Right Arm"]
local t = script.Parent.Torso
local lWing = script.Parent.Extra.LeftWing
local rWing = script.Parent.Extra.RightWing
local lTA = script.Parent.Extra.TornArmL
local rTA = script.Parent.Extra.TornArm
local lLeg = script.Parent["Left Leg"]
local rLeg = script.Parent["Right Leg"]
local bow = script.Parent.Extra.Bow
local bb = script.Parent.Extra.BeltBottom
local fa = script.Parent.Extra.FakeArm



local goal = {}
goal.Transparency = 1

local goal2 = {}
goal2.Transparency = 0
 
local tweenInfo = TweenInfo.new(.2, Enum.EasingStyle.Linear)