Pinkstack/roblox-luau-corpus-text huggingface dataset:
--[=[
	"Links" this Janitor to an Instance, such that the Janitor will `Cleanup` when the Instance is `Destroyed()` and garbage collected.
	A Janitor may only be linked to one instance at a time, unless `AllowMultiple` is true. When called with a truthy `AllowMultiple` parameter,
	the Janitor will "link" the Instance without overwriting any previous links, and will also not be overwritable.
	When called with a falsy `AllowMultiple` parameter, the Janitor will overwrite the previous link which was also called with a falsy `AllowMultiple` parameter, if applicable.

	```lua
	local Obliterator = Janitor.new()

	Obliterator:Add(function()
		print("Cleaning up!")
	end, true)

	do
		local Folder = Instance.new("Folder")
		Obliterator:LinkToInstance(Folder)
		Folder:Destroy()
	end
	```

	```ts
	import { Janitor } from "@rbxts/janitor";

	const Obliterator = new Janitor();
	Obliterator.Add(() => print("Cleaning up!"), true);

	{
		const Folder = new Instance("Folder");
		Obliterator.LinkToInstance(Folder, false);
		Folder.Destroy();
	}
	```

	This returns a mock `RBXScriptConnection` (see: [RbxScriptConnection](#RbxScriptConnection)).

	@param Object Instance -- The instance you want to link the Janitor to.
	@param AllowMultiple? boolean -- Whether or not to allow multiple links on the same Janitor.
	@return RbxScriptConnection -- A pseudo RBXScriptConnection that can be disconnected to prevent the cleanup of LinkToInstance.
]=]


function Janitor:LinkToInstance(Object: Instance, AllowMultiple: boolean?): RbxScriptConnection
	local Connection
	local IndexToUse = AllowMultiple and newproxy(false) or LinkToInstanceIndex
	local IsNilParented = Object.Parent == nil
	local ManualDisconnect = setmetatable({}, RbxScriptConnection)

	local function ChangedFunction(_DoNotUse, NewParent)
		if ManualDisconnect.Connected then
			_DoNotUse = nil
			IsNilParented = NewParent == nil

			if IsNilParented then
				task.defer(function()
					if not ManualDisconnect.Connected then
						return
					elseif not Connection.Connected then
						self:Cleanup()
					else
						while IsNilParented and Connection.Connected and ManualDisconnect.Connected do
							task.wait()
						end

						if ManualDisconnect.Connected and IsNilParented then
							self:Cleanup()
						end
					end
				end)
			end
		end
	end

	Connection = Object.AncestryChanged:Connect(ChangedFunction)
	ManualDisconnect.Connection = Connection

	if IsNilParented then
		ChangedFunction(nil, Object.Parent)
	end

	Object = nil :: any
	return self:Add(ManualDisconnect, "Disconnect", IndexToUse)
end
--create tables:


for i,part in pairs(model:GetChildren()) do
	if string.sub(part.Name, 1,1) == "a" then
		table.insert(a, 1, part)
	end
end
for i,part in pairs(model:GetChildren()) do
	if string.sub(part.Name, 1,1) == "b" then
		table.insert(b, 1, part)
	end
end

function lightOn(T)
	for i, part in pairs (T) do
		if part:FindFirstChild("SurfaceLight") then
			part.SurfaceLight.Enabled = true
		end
	    if part:FindFirstChild("SpotLight") then
			part.SpotLight.Enabled = true
		end
	end
end

function lightOff(T)
	for i, part in pairs (T) do
		if part:FindFirstChild("SurfaceLight") then
			part.SurfaceLight.Enabled = false
		end
	    if part:FindFirstChild("SpotLight") then
			part.SpotLight.Enabled = false
		end
	end
end

while true do

	lightOn(a)
	wait(0.2)

	lightOff(a)
	wait(0.2)
----------------------------------------------------------------------------------



car.DriveSeat.ChildAdded:connect(function(child)
	if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
		child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
	end
end)
--[[
	
	---------------------------------
	--------[ INSTRUCTIONS: ]--------
	---------------------------------
	
	Step 1: Make a developer product. If you dont know how,
            open the script called DeveloperProductsHelp and 
            read it.
	
	Step 2: Get the ID of the first product and place it down
            below.  
	
	Step 3: Where it says product price, change that to the
            amount of robux your developer product costs.
	
	Step 4: If you have more devloper products, put the below
            in the next slot, and add their price in too.
	
	Step 5: If there is a slot that is empty, make sure
	        to delete it.

	---------------------------------
	-----[ END OF INSTRUCTIONS ]-----
	---------------------------------

--]]



local module = {}	
module.Products = {
	{
		ProductPrice = 5, -- Put the PRICE of the Developer Product here.
		ProductId = 1297148371 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 10, -- Put the PRICE of the Developer Product here.
		ProductId = 1297149509 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 15, -- Put the PRICE of the Developer Product here.
		ProductId = 1297149793 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 20, -- Put the PRICE of the Developer Product here.
		ProductId = 1297150000 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 25, -- Put the PRICE of the Developer Product here.
		ProductId = 1297150135 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 50, -- Put the PRICE of the Developer Product here.
		ProductId = 1297150301 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 75, -- Put the PRICE of the Developer Product here.
		ProductId = 1297150525 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 100, -- Put the PRICE of the Developer Product here.
		ProductId = 1297150657 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 150, -- Put the PRICE of the Developer Product here.
		ProductId = 1297150806 -- Put the ID of the Developer Product here.
	},
}


return module
--[[**
	matches given tuple against tuple type definition

	@param ... The type definition for the tuples

	@returns A function that will return true iff the condition is passed
**--]]


function t.tuple(...)
	local checks = {...}
	return function(...)
		local args = {...}
		for i, check in ipairs(checks) do
			local success, errMsg = check(args[i])
			if success == false then
				return false, string.format("Bad tuple index #%s:\n\t%s", i, errMsg or "")
			end
		end

		return true
	end
end
--/////////// CONFIGURATIONS \\\\\\\\\\\\\\\\\




local sensitivity = 1.5 -- how quick/snappy the sway movements are. Don't go above 2
local baseswaysize = 1
local swaysize = 1 -- how large/powerful the sway is. Don't go above 2
local includestrafe = false -- if true the fps arms will sway when the character is strafing
local includewalksway = true -- if true, fps arms will sway when you are walking
local includecamerasway = true -- if true, fps arms will sway when you move the camera
local includejumpsway = true -- if true, jumping will have an effect on the viewmodel
local headoffset = Vector3.new(0,0,0) -- the offset from the default camera position of the head. (0,1,0) will put the camera one stud above the head.
local firstperson_arm_transparency = 0 -- the transparency of the arms in first person; set to 1 for invisible and set to 0 for fully visible.
local firstperson_waist_movements_enabled = false -- if true, animations will affect the Uppertorso. If false, the uppertorso stays still while in first person (applies to R15 only)
------------------------------------------------------------------------
-- parse a local variable declaration statement
-- * used in statements()
------------------------------------------------------------------------


function luaY:localstat(ls)
  -- stat -> LOCAL NAME {',' NAME} ['=' explist1]
  local nvars = 0
  local nexps
  local e = {}  -- expdesc
  repeat
    self:new_localvar(ls, self:str_checkname(ls), nvars)
    nvars = nvars + 1
  until not self:testnext(ls, ",")
  if self:testnext(ls, "=") then
    nexps = self:explist1(ls, e)
  else
    e.k = "VVOID"
    nexps = 0
  end
  self:adjust_assign(ls, nvars, nexps, e)
  self:adjustlocalvars(ls, nvars)
end
--[[Leaning]]

--
	Tune.LeanSpeed				= .07 	-- How quickly the the bike will lean, .01 being slow, 1 being almost instantly
	Tune.LeanProgressiveness	= 30 	-- How much steering is kept at higher speeds, a lower number is less steering, a higher number is more steering
	Tune.MaxLean				= 58 	-- Maximum lean angle in degrees
	
	Tune.LeanD			= 90 		-- Dampening of the lean
	Tune.LeanMaxTorque	= 500 		-- Force of the lean
	Tune.LeanP			= 300 		-- Aggressiveness of the lean
--[=[
	@within TableUtil
	@function FlatMap
	@param tbl table
	@param predicate (key: any, value: any, tbl: table) -> newValue: any
	@return table

	Calls `TableUtil.Map` on the given table and predicate, and then
	calls `TableUtil.Flat` on the result from the map operation.

	```lua
	local t = {10, 20, 30}
	local result = TableUtil.FlatMap(t, function(value)
		return {value, value * 2}
	end)
	print(result) --> {10, 20, 20, 40, 30, 60}
	```

	:::note Arrays only
	This function works on arrays, but not dictionaries.
]=]


local function FlatMap<T, M>(tbl: { T }, callback: (T, number, { T }) -> M): { M }
	return Flat(Map(tbl, callback))
end
-- DISGUSTING. NEVER DO THIS.


function nearPlayer()
	local p = game.Players:GetPlayers()

	for i=1,#p do

		if (p[i].Character) then
			local t = p[i].Character:FindFirstChild("Torso")
			if t then
				if (Board.Position - t.Position).magnitude < 20 then
					return true
				end
			end
		end
	
	end
	return false

end

function sepuku()
	if not nearPlayer() then
		Board:Remove()
	end
end

while true do
	wait(30)
	sepuku()
end
--[[
	Invokes `callback`, capturing all output that happens during its execution.

	Output will not go to stdout or stderr and will instead be put into a
	LogInfo object that is returned. If `callback` throws, the error will be
	bubbled up to the caller of `Logging.capture`.
]]


function Logging.capture(callback)
	local collector = createLogInfo()

	local wasOutputEnabled = outputEnabled
	outputEnabled = false
	collectors[collector] = true

	local success, result = pcall(callback)

	collectors[collector] = nil
	outputEnabled = wasOutputEnabled

	assert(success, result)

	return collector
end
-- Release all loaded profiles when the server is shutting down:


task.spawn(function()
	WaitForLiveAccessCheck()
	Madwork.ConnectToOnClose(
		function()
			ProfileService.ServiceLocked = true
			-- 1) Release all active profiles: --
			-- Clone AutoSaveList to a new table because AutoSaveList changes when profiles are released:
			local on_close_save_job_count = 0
			local active_profiles = {}
			for index, profile in ipairs(AutoSaveList) do
				active_profiles[index] = profile
			end
			-- Release the profiles; Releasing profiles can trigger listeners that release other profiles, so check active state:
			for _, profile in ipairs(active_profiles) do
				if profile:IsActive() == true then
					on_close_save_job_count = on_close_save_job_count + 1
					task.spawn(function() -- Save profile on new thread
						SaveProfileAsync(profile, true)
						on_close_save_job_count = on_close_save_job_count - 1
					end)
				end
			end
			-- 2) Yield until all active profile jobs are finished: --
			while on_close_save_job_count > 0 or ActiveProfileLoadJobs > 0 or ActiveProfileSaveJobs > 0 do
				task.wait()
			end
			return -- We're done!
		end,
		UseMockDataStore == false -- Always run this OnClose task if using Roblox API services
	)
end)

return ProfileService
--[[
	Cache results of a function such that subsequent calls return the cached result rather than
	call the function again.

	By default, a cached result is stored for each separate combination of serialized input args.
	Optionally memoize takes a serializeArgs function which should return a key that the result
	should be cached with for a given call signature. Return nil to avoid caching the result.
]]


function FunctionUtils.memoize(fn, serializeArgs)
	assert(type(fn) == "function")
	serializeArgs = serializeArgs or FunctionUtils.defaultSerializeArgs
	assert(type(serializeArgs) == "function")
	local cache = {}
	local proxyFunction = function(...)
		local proxyArgs = {...}
		local cacheKey = serializeArgs(proxyArgs)
		if cacheKey == nil then
			return fn(...)
		else
			if cache[cacheKey] == nil then
				cache[cacheKey] = fn(...)
			end
			return cache[cacheKey]
		end
	end
	return proxyFunction
end

function FunctionUtils.setTimeout(fn, secondsDelay)
	local cleared = false
	local timeout
	delay(
		secondsDelay,
		function()
			if not cleared then
				fn(timeout)
			end
		end
	)
	timeout = {
		clear = function()
			cleared = true
		end
	}
	return timeout
end

function FunctionUtils.setInterval(fn, secondsDelay)
	local timeout
	local callTimeout
	callTimeout = function()
		timeout =
			FunctionUtils.setTimeout(
			function()
				callTimeout()
				fn(timeout)
			end,
			secondsDelay
		)
	end
	callTimeout()

	return {
		clear = function()
			timeout:clear()
		end
	}
end
--		if seat.Steer == 1 then
--			bg.CFrame = bg.CFrame * CFrame.Angles(0,-.05,0)
--		elseif seat.Steer == -1 then
--			bg.CFrame = bg.CFrame * CFrame.Angles(0,.05,0)
--		end


		IfOnLand()
	end
if script.Parent then
script.Parent.PrimaryPart.WaterMove.Volume = 0
script.Parent.PrimaryPart.WaterMove:Stop()
end
end

seat.ChildAdded:connect(function(object)
	local p = game.Players:FindFirstChild(object.Part1.Parent.Name)
	if p then
		DriveEnabled = true
		StartEngine()
	end
end)

seat.ChildRemoved:connect(function(object)
	if object:IsA'Weld' then
		DriveEnabled = false
		lastLodged = tick()
		wait(0.3)
		Speed = 0
--[[Steering]]


	Tune.RWS				= 1/4		--rear wheel steer ratio
	Tune.RWSCO			= 40		--RWS cutoff speed

	Tune.SteerInner		= 36		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 36		-- Outer wheel steering angle (in degrees)
	Tune.SteerSpeed		= .065		-- Steering increment per tick (in degrees)
	Tune.ReturnSpeed	= .12		-- Steering increment per tick (in degrees)
	Tune.SteerDecay		= 330		-- Speed of gradient cutoff (in SPS)
	Tune.MinSteer		= 10		-- Minimum steering at max steer decay (in percent)
	Tune.MSteerExp		= 1			-- Mouse steering exponential degree
	
	--Steer Gyro Tuning
	Tune.SteerD			= 1000		-- Steering Dampening
	Tune.SteerMaxTorque	= 50000		-- Steering Force
	Tune.SteerP			= 100000	-- Steering Aggressiveness
--[[
	Called when the goal state changes value; this will initiate a new tween.
	Returns false as the current value doesn't change right away.
]]


function class:update(): boolean
	local goalValue = self._goalState:get(false)

	-- if the goal hasn't changed, then this is a TweenInfo change.
	-- in that case, if we're not currently animating, we can skip everything
	if goalValue == self._nextValue and not self._currentlyAnimating then
		return false
	end

	local tweenInfo = self._tweenInfo
	if self._tweenInfoIsState then
		tweenInfo = tweenInfo:get()
	end

	-- if we receive a bad TweenInfo, then error and stop the update
	if typeof(tweenInfo) ~= "TweenInfo" then
		warn("mistypedTweenInfo", typeof(tweenInfo))
		return false
	end

	self._prevValue = self._currentValue
	self._nextValue = goalValue

	self._currentTweenStartTime = os.clock()
	self._currentTweenInfo = tweenInfo

	local tweenDuration = tweenInfo.DelayTime + tweenInfo.Time
	if tweenInfo.Reverses then
		tweenDuration += tweenInfo.Time
	end
	tweenDuration *= tweenInfo.RepeatCount + 1
	self._currentTweenDuration = tweenDuration

	-- start animating this tween
	TweenScheduler.add(self)

	return false
end

local function Tween<T>(
	goalState,
	tweenInfo: TweenInfo?
)
	local currentValue = goalState:get(false)

	-- apply defaults for tween info
	if not tweenInfo then
		tweenInfo = TweenInfo.new()
	end

	local dependencySet = {[goalState] = true}
	local tweenInfoIsState = xtypeof(tweenInfo) == "State"

	if tweenInfoIsState then
		dependencySet[tweenInfo] = true
	end

	local startingTweenInfo = tweenInfo
	if tweenInfoIsState then
		startingTweenInfo = startingTweenInfo:get()
	end

	-- If we start with a bad TweenInfo, then we don't want to construct a Tween
	if typeof(startingTweenInfo) ~= "TweenInfo" then
		Dependencies.utility.parseError("mistypedTweenInfo", nil, typeof(startingTweenInfo))
	end

	local self = setmetatable({
		type = "State",
		kind = "Tween",
		dependencySet = dependencySet,
		-- if we held strong references to the dependents, then they wouldn't be
		-- able to get garbage collected when they fall out of scope
		dependentSet = setmetatable({}, WEAK_KEYS_METATABLE),
		_goalState = goalState,
		_tweenInfo = tweenInfo,
		_tweenInfoIsState = tweenInfoIsState,

		_prevValue = currentValue,
		_nextValue = currentValue,
		_currentValue = currentValue,

		-- store current tween into separately from 'real' tween into, so it
		-- isn't affected by :setTweenInfo() until next change
		_currentTweenInfo = tweenInfo,
		_currentTweenDuration = 0,
		_currentTweenStartTime = 0,
		_currentlyAnimating = false
	}, CLASS_METATABLE)
	
	-- add this object to the goal state's dependent set
	goalState.dependentSet[self] = true

	return self
end

return Tween
--[[Susupension]]


	Tune.SusEnabled		= true		-- Sets whether suspension is enabled for PGS
	
	--Front Suspension
	Tune.FSusDamping	= 70		-- Spring Dampening
	Tune.FSusStiffness	= 7000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)
	
	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward
	
	--Rear Suspension
	Tune.RSusDamping	= 70		-- Spring Dampening
	Tune.RSusStiffness	= 7000		-- Spring Force
	Tune.RAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Aesthetics	
	Tune.SusVisible		= true			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Bright red"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness
--[Rurka]


pala1 = script.Parent.Parent.Part1
legansio = false

pala2 = script.Parent.Parent.Part2
legansio = false

pala3 = script.Parent.Parent.Part3
legansio = false

pala4 = script.Parent.Parent.Part4
legansio = false

pala5 = script.Parent.Parent.Part5
legansio = false

pala6 = script.Parent.Parent.Part6
legansio = false

pala7 = script.Parent.Parent.Part7
legansio = false
--[[Brakes]]


	Tune.ABSEnabled		= true		-- Implements ABS
	Tune.ABSThreshold	= 20		-- Slip speed allowed before ABS starts working (in SPS) 

	Tune.FBrakeForce	= 3500		-- Front brake force
	Tune.RBrakeForce	= 3500		-- Rear brake force
	Tune.PBrakeForce	= 8000		-- Handbrake force
	
	Tune.FLgcyBForce	= 15000		-- Front brake force [PGS OFF]
	Tune.RLgcyBForce	= 10000		-- Rear brake force [PGS OFF]
	Tune.LgcyPBForce	= 25000		-- Handbrake force [PGS OFF]
--[=[
	@within Mouse
	@prop LeftDown Signal
	@tag Event
]=]
--[=[
	@within Mouse
	@prop LeftUp Signal
	@tag Event
]=]
--[=[
	@within Mouse
	@prop RightDown Signal
	@tag Event
]=]
--[=[
	@within Mouse
	@prop RightUp Signal
	@tag Event
]=]
--[=[
	@within Mouse
	@prop Scrolled Signal<number>
	@tag Event
	```lua
	mouse.Scrolled:Connect(function(scrollAmount) ... end)
	```
]=]
-- BLOOXERindisguise


local debounce = false

function getPlayer(humanoid) 
local players = game.Players:children() 
for i = 1, #players do 
if players[i].Character.Humanoid == humanoid then return players[i] end 
end 
return nil 
end 

function onTouch(part) 

local human = part.Parent:findFirstChild("Humanoid") 
if (human ~= nil) and debounce == false then

debounce = true

local player = getPlayer(human) 

if (player == nil) then return end 

script.Parent:clone().Parent = player.Backpack
script.Parent:clone().Parent = player.StarterGear

wait(2)
debounce = false
end
end


script.Parent.Parent.Touched:connect(onTouch)
--[[
	Defines ProximityPrompt visibility logic specific to the CanPlace cta
--]]



local CollectionService = game:GetService("CollectionService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")

local CharacterTag = require(ReplicatedStorage.Source.SharedConstants.CollectionServiceTag.CharacterTag)
local WagonTag = require(ReplicatedStorage.Source.SharedConstants.CollectionServiceTag.WagonTag)

local localPlayer = Players.LocalPlayer :: Player

local function shouldEnable(promptParent: Instance)
	local character = localPlayer.Character
	if not character then
		return false
	end

	-- Can't place something you're not carrying
	local isHoldingPlant = CollectionService:HasTag(character :: Model, CharacterTag.Holding)
	if not isHoldingPlant then
		return false
	end

	-- Can't overfill the wagon
	local wagon = promptParent
	local isWagonFull = CollectionService:HasTag(wagon, WagonTag.WagonFull)
	if isWagonFull then
		return false
	end

	return true
end

return shouldEnable