Pinkstack/roblox-luau-corpus-text huggingface dataset:
--------------------[ KEYBOARD FUNCTIONS ]--------------------------------------------



function KeyDown(K)
	local Key = string.lower(K)
	
	if Key == S.LowerStanceKey and S.CanChangeStance then
		if (not Running) then
			if Stance == 0 then
				Crouch()
			elseif Stance == 1 then
				Prone()
			end
		elseif S.DolphinDive then
			delay(1 / 30,function()
				CanRun = false
				Dive(S.BaseWalkSpeed)
				Run_Key_Pressed = false
				wait(S.DiveRechargeTime)
				CanRun = true
			end)
		end
	end
	
	if Key == S.RaiseStanceKey and S.CanChangeStance then
		if (not Running) then
			if Stance == 2 then
				Crouch()
			elseif Stance == 1 then
				Stand()
			end
		end
	end
	
	if Key == S.ADSKey then
		if S.HoldMouseOrKeyToADS then
			if (not AimingIn) and (not Aimed) then
				AimingIn = true
				AimGun()
				AimingIn = false
			end
		else
			if Aimed then
				UnAimGun()
			else
				AimGun()
			end
		end
	end
	
	if Key == S.ReloadKey then
		if (not Reloading) and (not Running) then
			Reload()
		end
	end
	
	
	if Key == S.KnifeKey and S.CanKnife then
		if KnifeReady and (not Knifing) and (not ThrowingGrenade) then
			if Aimed then UnAimGun(true) end
			BreakReload = true
			Knifing = true
			KnifeReady = false
			KnifeAnim()
			BreakReload = false
			Knifing = false
			delay(S.KnifeCooldown, function()
				KnifeReady = true
			end)
		end
	end
	
	if Key == S.LethalGrenadeKey and S.Throwables then
		if (not Knifing) and (not Running) and (not Aimed) and (not Aiming) and (not ThrowingGrenade) then
			if LethalGrenades.Value > 0 then
				LethalGrenades.Value = LethalGrenades.Value - 1
				ThrowingGrenade = true
				ThrowGrenade(1)
				ThrowingGrenade = false
			end
		end
	end
	
	if Key == S.TacticalGrenadeKey and S.Throwables then
		if (not Knifing) and (not Running) and (not Aimed) and (not Aiming) and (not ThrowingGrenade) then
			if TacticalGrenades.Value > 0 then
				TacticalGrenades.Value = TacticalGrenades.Value - 1
				ThrowingGrenade = true
				ThrowGrenade(2)
				ThrowingGrenade = false
			end
		end
	end
	
	if Key == S.SprintKey then
		Run_Key_Pressed = true
		if Aimed and (not Aiming) then
			TakingBreath = false
			SteadyCamera()
		end
		if CanRun then
			if (not Idleing) and Walking and (not Running) and (not Knifing) and (not ThrowingGrenade) then
				if Reloading then BreakReload = true end
				MonitorStamina()
			end
		end
	end
end

function KeyUp(K)
	local Key = string.lower(K)
	
	if Key == S.ADSKey then
		if S.HoldMouseOrKeyToADS then
			if (not AimingOut) and Aimed then
				AimingOut = true
				UnAimGun()
				AimingOut = false
			end
		end
	end
	
	if Key == S.SprintKey then
		Run_Key_Pressed = false
		Running = false
		if (not ChargingStamina) then
			RechargeStamina()
		end
	end
end
-- Objects


local plr = playerService.LocalPlayer
local char = plr.Character or plr.CharacterAdded:wait()
local settingsDir = script.Settings

function getSetting (name)
	return settingsDir and settingsDir:FindFirstChild(name) and settingsDir[name].Value
end

local normalSpeed = getSetting("Walking speed") or 18 -- The player's walking speed (Roblox default is 16)
local sprintSpeed = getSetting("Running speed") or 26 -- The player's speed while sprinting
local sprinting = false

inputService.InputBegan:Connect(function (key)
	if key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then
		running = true
		if char:FindFirstChild("Humanoid") then	
			char.Humanoid.WalkSpeed = sprintSpeed
		end
	end
end)

inputService.InputEnded:Connect(function (key)
	if key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then
		running = false
		if char:FindFirstChild("Humanoid") then	
			char.Humanoid.WalkSpeed = normalSpeed
		end
	end
end)
-- METHODS


function Enum.createEnum(enumName, details)
	assert(typeof(enumName) == "string", "bad argument #1 - enums must be created using a string name!")
	assert(typeof(details) == "table", "bad argument #2 - enums must be created using a table!")
	assert(not enums[enumName], ("enum '%s' already exists!"):format(enumName))
	
	local enum = {}
	local usedNames = {}
	local usedValues = {}
	local usedProperties = {}
	local enumMetaFunctions = {
		getName = function(valueOrProperty)
			valueOrProperty = tostring(valueOrProperty)
			local index = usedValues[valueOrProperty]
			if not index then
				index = usedProperties[valueOrProperty]
			end
			if index then
				return details[index][1]
			end
		end,
		getValue = function(nameOrProperty)
			nameOrProperty = tostring(nameOrProperty)
			local index = usedNames[nameOrProperty]
			if not index then
				index = usedProperties[nameOrProperty]
			end
			if index then
				return details[index][2]
			end
		end,
		getProperty = function(nameOrValue)
			nameOrValue = tostring(nameOrValue)
			local index = usedNames[nameOrValue]
			if not index then
				index = usedValues[nameOrValue]
			end
			if index then
				return details[index][3]
			end
		end
	}
	for i, detail in pairs(details) do
		assert(typeof(detail) == "table", ("bad argument #2.%s - details must only be comprised of tables!"):format(i))
		local name = detail[1]
		assert(typeof(name) == "string", ("bad argument #2.%s.1 - detail name must be a string!"):format(i))
		assert(typeof(not usedNames[name]), ("bad argument #2.%s.1 - the detail name '%s' already exists!"):format(i, name))
		assert(typeof(not enumMetaFunctions[name]), ("bad argument #2.%s.1 - that name is reserved."):format(i, name))
		usedNames[tostring(name)] = i
		local value = detail[2]
		local valueString = tostring(value)
		--assert(typeof(value) == "number" and math.ceil(value)/value == 1, ("bad argument #2.%s.2 - detail value must be an integer!"):format(i))
		assert(typeof(not usedValues[valueString]), ("bad argument #2.%s.2 - the detail value '%s' already exists!"):format(i, valueString))
		usedValues[valueString] = i
		local property = detail[3]
		if property then
			assert(typeof(not usedProperties[property]), ("bad argument #2.%s.3 - the detail property '%s' already exists!"):format(i, tostring(property)))
			usedProperties[tostring(property)] = i
		end
		enum[name] = value
		setmetatable(enum, {
			__index = function(_, index)
				return(enumMetaFunctions[index])
			end
		})
	end
	
	enums[enumName] = enum
	return enum
end

function Enum.getEnums()
	return enums
end
--[[ Controls State Management ]]

--
local onControlsChanged = nil
if IsTouchDevice then
	createTouchGuiContainer()
	onControlsChanged = function()
		local newModuleToEnable = nil
		if not IsUserChoice then
			if DevMovementMode == Enum.DevTouchMovementMode.Thumbstick then
				newModuleToEnable = ControlModules.Thumbstick
				isJumpEnabled = true
			elseif DevMovementMode == Enum.DevTouchMovementMode.Thumbpad then
				newModuleToEnable = ControlModules.Thumbpad
				isJumpEnabled = true
			elseif DevMovementMode == Enum.DevTouchMovementMode.DPad then
				newModuleToEnable = ControlModules.DPad
				isJumpEnabled = false
			elseif DevMovementMode == Enum.DevTouchMovementMode.ClickToMove then
				-- Managed by CameraScript
				newModuleToEnable = nil
			elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then
				newModuleToEnable = nil
			end
		else
			if UserMovementMode == Enum.TouchMovementMode.Default or UserMovementMode == Enum.TouchMovementMode.Thumbstick then
				newModuleToEnable = ControlModules.Thumbstick
				isJumpEnabled = true
			elseif UserMovementMode == Enum.TouchMovementMode.Thumbpad then
				newModuleToEnable = ControlModules.Thumbpad
				isJumpEnabled = true
			elseif UserMovementMode == Enum.TouchMovementMode.DPad then
				newModuleToEnable = ControlModules.DPad
				isJumpEnabled = false
			elseif UserMovementMode == Enum.TouchMovementMode.ClickToMove then
				-- Managed by CameraScript
				newModuleToEnable = nil
			end
		end
		setClickToMove()
		if newModuleToEnable ~= CurrentControlModule then
			if CurrentControlModule then
				CurrentControlModule:Disable()
			end
			setJumpModule(isJumpEnabled)
			CurrentControlModule = newModuleToEnable
			if CurrentControlModule and not IsModalEnabled then
				CurrentControlModule:Enable()
				if isJumpEnabled then TouchJumpModule:Enable() end
			end
		end
	end
elseif UserInputService.KeyboardEnabled then
	onControlsChanged = function()
		-- NOTE: Click to move still uses keyboard. Leaving cases in case this ever changes.
		local newModuleToEnable = nil
		if not IsUserChoice then
			if DevMovementMode == Enum.DevComputerMovementMode.KeyboardMouse then
				newModuleToEnable = ControlModules.Keyboard
			elseif DevMovementMode == Enum.DevComputerMovementMode.ClickToMove then
				-- Managed by CameraScript
				newModuleToEnable = ControlModules.Keyboard
			end 
		else
			if UserMovementMode == Enum.ComputerMovementMode.KeyboardMouse or UserMovementMode == Enum.ComputerMovementMode.Default then
				newModuleToEnable = ControlModules.Keyboard
			elseif UserMovementMode == Enum.ComputerMovementMode.ClickToMove then
				-- Managed by CameraScript
				newModuleToEnable = ControlModules.Keyboard
			end
		end
		if newModuleToEnable ~= CurrentControlModule then
			if CurrentControlModule then
				CurrentControlModule:Disable()
			end
			CurrentControlModule = newModuleToEnable
			if CurrentControlModule then
				CurrentControlModule:Enable()
			end
		end
	end
elseif UserInputService.GamepadEnabled then
	onControlsChanged = function()
		-- nil for now, probably needs some stuff later
	end
end
-------- OMG HAX



r = game:service("RunService")


local damage = 0


local slash_damage = 0
local lunge_damage = 0

sword = script.Parent.Handle
Tool = script.Parent


local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = 7

local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = 8

function blow(hit)
	if (hit.Parent == nil) then return end -- happens when bullet hits sword

	local humanoid = hit.Parent:findFirstChild("Humanoid")
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild("Right Arm")
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild("RightGrip")
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid:TakeDamage(damage)
				wait(1)
				untagHumanoid(humanoid)
			end
		end


	end
end


function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = player
	creator_tag.Name = "creator"
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild("creator")
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end


function attack()
	if script.Parent.Parent.Humanoid.Health>0 then
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Slash"
	anim.Parent = Tool
	wait(3)
	attack()
	end
end

function lunge()
	damage = lunge_damage

	LungeSound:play()

	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Lunge"
	anim.Parent = Tool
	
	
	force = Instance.new("BodyVelocity")
	force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
	force.Parent = Tool.Parent.Torso
	wait(.25)
	swordOut()
	wait(.25)
	force.Parent = nil
	wait(.5)
	swordUp()

	damage = slash_damage
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
	-- parry
end



Tool.Enabled = true
local last_attack = 0
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print("Humanoid not found")
		return 
	end

	t = r.Stepped:wait()

	if (t - last_attack < .2) then
		lunge()
	else
		attack()
	end

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end


function onEquipped()
end

attack()
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)


connection = sword.Touched:connect(blow)
--On lines 10 and 29 change Gold to the name of your money and Exp to the stat you wish to upgrade.



local Humanoid = script.Parent.Human -- Change Enemy to the name of your Monsters Humanoid
function PwntX_X() 
local tag = Humanoid:findFirstChild("creator") 
	if tag ~= nil then 
		if tag.Value ~= nil then 
local Leaderstats = tag.Value:findFirstChild("leaderstats") 
			if Leaderstats ~= nil then 
Leaderstats.Gold.Value = Leaderstats.Gold.Value + 2500 --How Much Money Given
wait(0.1)
script:remove()
			end 
		end 
	end 
end 
Humanoid.Died:connect(PwntX_X) 




local Humanoid = script.Parent.Human -- Change Enemy to the name of your Monsters Humaniod
function PwntX_X() 
local tag = Humanoid:findFirstChild("creator") 
	if tag ~= nil then 
		if tag.Value ~= nil then 
local Leaderstats = tag.Value:findFirstChild("leaderstats") 
			if Leaderstats ~= nil then 
Leaderstats.XP.Value = Leaderstats.XP.Value + 1500 --How Much XP Given
wait(0.1) 
script:remove()
			end 
		end 
	end 
end 
Humanoid.Died:connect(PwntX_X)
--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol


 
wait(0.1)
local player = game.Players.LocalPlayer
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local windows = false
local winfob = script.Parent.Music
local handler = carSeat:WaitForChild('Filter')
-- Overrides Keyboard:UpdateMovement(inputState) to conditionally consider self.wasdEnabled


function ClickToMove:UpdateMovement(inputState)
	if inputState == Enum.UserInputState.Cancel then
		self.moveVector = ZERO_VECTOR3
	elseif self.wasdEnabled then
		self.moveVector = Vector3.new(self.leftValue + self.rightValue, 0, self.forwardValue + self.backwardValue)
	end
end

return ClickToMove
--// You can use modules like this to alter guis without making a new theme
--// This makes it so you don't need to make an entire gui folder n all that
--// If the theme is set to this module, it will use the default guis
--// The default requested gui will be passed to and modified by this module
--// before it runs. This lets you change things in anyway you want without
--// needing to change the guis by hand or their code.
--// This is also generally safer and update proof.
--// Alternatively if this returns anything, it will be assumed
--// that this module created and registered it's own screenguis
--// It will assume that any return is from those guis
--// For instance the YesNoPrompt returns Yes or No depending on
--// what button the player presses.
--// Any non-nil return will be returned by the script
--// IF YOU MAKE YOUR OWN SCREENGUIS IT IS UP TO YOU TO REGISTER THEM!
--// If you plan to make your own guis you must return something from this module
--// and you must register them using client.UI.Register(ScreenGuiObjectHere)
--// Register will return gTable and gIndex, when destroying your gui
--// use gTable:Destroy(); If your gui needs to be removed in a special way
--// you can define a custom destroy function by doing
--// gTable.CustomDestroy = function() doStuffHere end
--local infectedTeams = {["Contained Infected Subject"] = true,
--	["Latex"] = true
--}
--local roleTeams = { --what CIS is on that group
--	{11649027,game.Teams["Medical Department"],2},--med
--	{12022092,game.Teams["Janitorial Department"],3},--jan
--	{11649027,game.Teams["Medical Department"],254}--Naki
--}
--[=[
	Returns a new Promise that resolves if the chained Promise resolves within `seconds` seconds, or rejects if execution time exceeds `seconds`. The chained Promise will be cancelled if the timeout is reached.

	Rejects with `rejectionValue` if it is non-nil. If a `rejectionValue` is not given, it will reject with a `Promise.Error(Promise.Error.Kind.TimedOut)`. This can be checked with [[Error.isKind]].

	```lua
	getSomething():timeout(5):andThen(function(something)
		-- got something and it only took at max 5 seconds
	end):catch(function(e)
		-- Either getting something failed or the time was exceeded.

		if Promise.Error.isKind(e, Promise.Error.Kind.TimedOut) then
			warn("Operation timed out!")
		else
			warn("Operation encountered an error!")
		end
	end)
	```

	Sugar for:

	```lua
	Promise.race({
		Promise.delay(seconds):andThen(function()
			return Promise.reject(
				rejectionValue == nil
				and Promise.Error.new({ kind = Promise.Error.Kind.TimedOut })
				or rejectionValue
			)
		end),
		promise
	})
	```

	@param seconds number
	@param rejectionValue? any -- The value to reject with if the timeout is reached
	@return Promise
]=]


function Promise.prototype:timeout(seconds, rejectionValue)
	local traceback = debug.traceback(nil, 2)

	return Promise.race({
		Promise.delay(seconds):andThen(function()
			return Promise.reject(rejectionValue == nil and Error.new({
				kind = Error.Kind.TimedOut,
				error = "Timed out",
				context = string.format(
					"Timeout of %d seconds exceeded.\n:timeout() called at:\n\n%s",
					seconds,
					traceback
				),
			}) or rejectionValue)
		end),
		self,
	})
end
--[ Hooks ]--
-- Controls


Mouse.KeyDown:connect(function(Key)
	if (Hold ~= nil) then return end
	if (string.upper(Key) ~= "C") and (string.lower(Key) ~= " ") then return end
	Hold = true

	if (Torso:FindFirstChild("LegWeld") == nil) and (string.lower(Key) ~= " ") then
		-- Right Leg
		RH.Part1 = nil
		CreateWeld(RL, CFrame.new(-0.5, 0.75, 1))

		-- Left Leg
		LH.Part1 = nil
		CreateWeld(LL, CFrame.new(0.5, 0.495, 1.25) * CFrame.Angles(math.rad(90), 0, 0))
		
		-- Lower Character
		RJ.C0 = CFrame.new(0, -1.25, 0) * CFrame.Angles(0, 0, 0)
		RJ.C1 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0)
		
		-- Slow Walk Speed
		Humanoid.CameraOffset = Vector3.new(0, -1.25, 0)
		Humanoid.WalkSpeed = 8
		
	else
		StandUp()
		Humanoid.WalkSpeed = 16
		if Humanoid.CameraOffset == Vector3.new(0,1.25,0) then
		Humanoid.CameraOffset = Vector3.new(0, 0, 0)
		Humanoid.WalkSpeed = 16
		end
		
	end

	wait(0.5)

	Hold = nil
end)
--[[
	
	CameraShakePresets.Bump
	CameraShakePresets.Explosion
	CameraShakePresets.Earthquake
	CameraShakePresets.BadTrip
	CameraShakePresets.HandheldCamera
	CameraShakePresets.Vibration
	CameraShakePresets.RoughDriving
	
--]]





local CameraShakeInstance = require(script.Parent.CameraShakeInstance)

local CameraShakePresets = {
	
	
	-- A high-magnitude, short, yet smooth shake.
	-- Should happen once.
	Bump = function()
		local c = CameraShakeInstance.new(2.5, 4, 0.1, 0.75)
		c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15)
		c.RotationInfluence = Vector3.new(1, 1, 1)
		return c
	end;
	
	
	-- An intense and rough shake.
	-- Should happen once.
	Explosion = function()
		local c = CameraShakeInstance.new(5, 10, 0, 1.5)
		c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25)
		c.RotationInfluence = Vector3.new(4, 1, 1)
		return c
	end;
	
	
	-- A continuous, rough shake
	-- Sustained.
	Earthquake = function()
		local c = CameraShakeInstance.new(0.6, 3.5, 2, 10)
		c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25)
		c.RotationInfluence = Vector3.new(1, 1, 4)
		return c
	end;
	
	
	-- A bizarre shake with a very high magnitude and low roughness.
	-- Sustained.
	BadTrip = function()
		local c = CameraShakeInstance.new(10, 0.15, 5, 10)
		c.PositionInfluence = Vector3.new(0, 0, 0.15)
		c.RotationInfluence = Vector3.new(2, 1, 4)
		return c
	end;
	
	
	-- A subtle, slow shake.
	-- Sustained.
	HandheldCamera = function()
		local c = CameraShakeInstance.new(1, 0.25, 5, 10)
		c.PositionInfluence = Vector3.new(0, 0, 0)
		c.RotationInfluence = Vector3.new(1, 0.5, 0.5)
		return c
	end;
	
	
	-- A very rough, yet low magnitude shake.
	-- Sustained.
	Vibration = function()
		local c = CameraShakeInstance.new(0.4, 20, 2, 2)
		c.PositionInfluence = Vector3.new(0, 0.15, 0)
		c.RotationInfluence = Vector3.new(1.25, 0, 4)
		return c
	end;
	
	
	-- A slightly rough, medium magnitude shake.
	-- Sustained.
	RoughDriving = function()
		local c = CameraShakeInstance.new(1, 2, 1, 1)
		c.PositionInfluence = Vector3.new(0, 0, 0)
		c.RotationInfluence = Vector3.new(1, 1, 1)
		return c
	end;
	
	
}


return setmetatable({}, {
	__index = function(t, i)
		local f = CameraShakePresets[i]
		if (type(f) == "function") then
			return f()
		end
		error("No preset found with index \"" .. i .. "\"")
	end;
})
--[[Weight and CG]]


	Tune.Weight			= 1000		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		6		,
	 --[[Height]]		3.5		,
	 --[[Length]]		14		}
	Tune.WeightDist		= 50		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .8		-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible
	
	--Unsprung Weight
	Tune.FWheelDensity	= .1		-- Front Wheel Density
	Tune.RWheelDensity	= .1		-- Rear Wheel Density
	Tune.FWLgcyDensity	= 1			-- Front Wheel Density [PGS OFF]
	Tune.RWLgcyDensity	= 1			-- Rear Wheel Density [PGS OFF]
	
	Tune.AxleSize		= 2			-- Size of structural members (larger = more stable/carry more weight)
	Tune.AxleDensity	= .1		-- Density of structural members
--used by checkTeams


function sameTeam(otherHuman)
	local player = getPlayer()
	local otherPlayer = game:GetService("Players"):GetPlayerFromCharacter(otherHuman.Parent)
	if player and otherPlayer then
		if player == otherPlayer then
			return true
		end
		if otherPlayer.Neutral then
			return false
		end
		return player.TeamColor == otherPlayer.TeamColor
	end
	return false
end
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data


return function(player, dialogueFolder)
	local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
	if plrData.Character.Injuries.Burned.Value == true then
		return true
	end
	return false
end
--[[
	Calls a function and throws an error if it attempts to yield.

	Pass any number of arguments to the function after the callback.

	This function supports multiple return; all results returned from the
	given function will be returned.
]]



local function resultHandler(co, ok, ...)
	if not ok then
		local err = (...)
		error(err, 2)
	end

	if coroutine.status(co) ~= "dead" then
		error(debug.traceback(co, "Attempted to yield inside Changed event!"), 2)
	end

	return ...
end

local function NoYield(callback, ...)
	local co = coroutine.create(callback)

	return resultHandler(co, coroutine.resume(co, ...))
end

return NoYield