Pinkstack/roblox-luau-corpus-text huggingface dataset:
--Weld stuff here



MakeWeld(car.Misc.Wheel.A,car.DriveSeat,"Motor",.2).Name="W"
ModelWeld(car.Misc.Wheel.Parts,car.Misc.Wheel.A)

MakeWeld(car.DriveSeat,misc:WaitForChild('Downforce'))

misc:WaitForChild("Spoiler")
MakeWeld(car.DriveSeat,misc.Spoiler:WaitForChild("A1")).Name="W"
MakeWeld(misc.Spoiler.A1,misc.Spoiler:WaitForChild("A2"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.A2,misc.Spoiler:WaitForChild("A3"),"Motor",.02).Name="W"
MakeWeld(misc.Spoiler.A3,misc.Spoiler:WaitForChild("A"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.A3,misc.Spoiler:WaitForChild("A4"),"Motor",.01).Name="P"
MakeWeld(misc.Spoiler.A4,misc.Spoiler:WaitForChild("Sp"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.Sp,misc.Spoiler:WaitForChild("B1"))
MakeWeld(misc.Spoiler.B1,misc.Spoiler:WaitForChild("B"),"Motor",.01).Name="W"


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)
-- Thanks for SonicUnleashedXY & Manofthelol for this script.
-- To remove the orginial script just go into shooter & right at the bottem you will see something like this:
-- script.Parent.Tool.Name = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value..""
-- Remove only that & add this to the tool.
-- Remember this was designed for Manofthelol weapons so any other weapons might not work.
-- You have no permission to repubish this in you model even if it edited.
-- If your found then you will be ban from my place.



local Tool = script.Parent
local Ammo = Tool.Ammo
local MaxAmmo = Ammo.Value

local vPlayer
local Gui
local Text

function onChanged(value)
	if value == "Value" or value == Ammo.Value then
		if Gui ~= nil and Text ~= nil then
			if Ammo.Value >= 1 then
				Text.Text = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value..""
			elseif math.floor(Ammo.Value) == 0 then
				Text.Text = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value..""
			elseif Ammo.Value < 0 then
				for i = 0, 1, 0.03 / 2 do
					local Num = math.floor(i * MaxAmmo + 0.5)

					Text.Text = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value..""
					wait()
				end
			end
		end
	end
end

function on2Changed()
	if Gui ~= nil and Text ~= nil then

		Text.Text = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value..""
		wait()
	end
end

function setUpGui()
	if vPlayer == nil or vPlayer:findFirstChild("PlayerGui") == nil then
		return
	end

	Gui = Instance.new("ScreenGui")
	Text = Instance.new("TextLabel")

	Gui.Name = "DEDisplay"
	Gui.Parent = vPlayer.PlayerGui

	Text.BackgroundColor3 = BrickColor.Black().Color
   Text.BackgroundTransparency = 1
	Text.BorderColor3 = BrickColor.White().Color
   Text.BorderSizePixel = 0
	Text.Name = "Ammo"
	Text.Parent = Gui
	Text.Position = UDim2.new(0.85, 0, 0.825, 0)
	Text.Size = UDim2.new(0, 128, 0, 64)
   Text.FontSize = "Size18"
	Text.Text = ""..script.Parent.Ammo.Value.."|"..script.Parent.StoredAmmo.Value..""
	Text.TextColor3 = BrickColor.White().Color
end

function onEquippedLocal(mouse)
	vPlayer = game.Players.LocalPlayer

	setUpGui()
end

function onUnequippedLocal(mouse)
	if Gui then
		Gui:remove()
	end

	Gui = nil
	Text = nil
	vPlayer = nil
end

Tool.Equipped:connect(onEquippedLocal)
Tool.Unequipped:connect(onUnequippedLocal)

Ammo.Changed:connect(onChanged)
Tool.StoredAmmo.Changed:connect(on2Changed)
--[[
    A helper function to define a Rodux action creator with an associated name.

    Normally when creating a Rodux action, you can just create a function:

        return function(value)
            return {
                type = "MyAction",
                value = value,
            }
        end

    And then when you check for it in your reducer, you either use a constant,
    or type out the string name:

        if action.type == "MyAction" then
            -- change some state
        end

    Typos here are a remarkably common bug. We also have the issue that there's
    no link between reducers and the actions that they respond to!

    `Action` (this helper) provides a utility that makes this a bit cleaner.

    Instead, define your Rodux action like this:

        return Action("MyAction", function(value)
            return {
                value = value,
            }
        end)

    We no longer need to add the `type` field manually.

    Additionally, the returned action creator now has a 'name' property that can
    be checked by your reducer:

        local MyAction = require(Reducers.MyAction)

        ...

        if action.type == MyAction.name then
            -- change some state!
        end

    Now we have a clear link between our reducers and the actions they use, and
    if we ever typo a name, we'll get a warning in LuaCheck as well as an error
    at runtime!
]]



return function(name, fn)
    assert(type(name) == "string", "A name must be provided to create an Action")
    assert(type(fn) == "function", "A function must be provided to create an Action")

    return setmetatable({
        name = name,
    }, {
        __call = function(self, ...)
            local result = fn(...)

            assert(type(result) == "table", "An action must return a table")

            result.type = name

            return result
        end
    })
end
--[[
	Create a new test node. A pointer to the test plan, a phrase to describe it
	and the type of node it is are required. The modifier is optional and will
	be None if left blank.
]]


function TestNode.new(plan, phrase, nodeType, nodeModifier)
	nodeModifier = nodeModifier or TestEnum.NodeModifier.None

	local node = {
		plan = plan,
		phrase = phrase,
		type = nodeType,
		modifier = nodeModifier,
		children = {},
		callback = nil,
		parent = nil,
	}

	node.environment = newEnvironment(node, plan.extraEnvironment)
	return setmetatable(node, TestNode)
end

local function getModifier(name, pattern, modifier)
	if pattern and (modifier == nil or modifier == TestEnum.NodeModifier.None) then
		if name:match(pattern) then
			return TestEnum.NodeModifier.Focus
		else
			return TestEnum.NodeModifier.Skip
		end
	end
	return modifier
end

function TestNode:addChild(phrase, nodeType, nodeModifier)
	if nodeType == TestEnum.NodeType.It then
		for _, child in pairs(self.children) do
			if child.phrase == phrase then
				error("Duplicate it block found: " .. child:getFullName())
			end
		end
	end

	local childName = self:getFullName() .. " " .. phrase
	nodeModifier = getModifier(childName, self.plan.testNamePattern, nodeModifier)
	local child = TestNode.new(self.plan, phrase, nodeType, nodeModifier)
	child.parent = self
	table.insert(self.children, child)
	return child
end
---------------
-- Variables --
---------------



local RunService = game:GetService('RunService')
local PlayersService = game:GetService('Players')
local Player = PlayersService.LocalPlayer

local Camera = nil
local Character = nil
local HumanoidRootPart = nil
local TorsoPart = nil
local HeadPart = nil

local Mode = nil
local BehaviorFunction = nil

local childAddedConn = nil
local childRemovedConn = nil

local Behaviors = {} -- Map of modes to behavior fns
local SavedHits = {} -- Objects currently being faded in/out
local TrackedLimbs = {} -- Used in limb-tracking casting modes
-- This is basically a function that finds all unanchored parts and adds them to childList.
-- Note: This should only be run once for each object


function checkObject(obj)
	if (obj ~= hole) and (obj.className == "Part") then
		if (obj.Anchored == false) then
			table.insert(childList, 1, obj)
		end
	elseif (obj.className == "Model") or (obj.className == "Hat") or (obj.className == "Tool") or (obj == workspace) then
		local child = obj:GetChildren()
		for x = 1, #child do
			checkObject(child[x])
		end
		obj.ChildAdded:connect(checkObject)
	end
end

checkObject(workspace)

print("Black Hole script loaded.")

local n = 0
while true do
	if n < #childList then
		n = n + 1
		if n % 800 == 0 then
			wait()
		end
	else
		n = 1
		wait()
	end

	local child = childList[n]
	if (child ~= hole) and (child ~= script.Parent.Parent.Tornado) and (child.className == "Part") and (child.Anchored == false) then
		local relPos = hole.Position - child.Position
		local motivator = child:FindFirstChild("BlackHole Influence")
		if relPos.magnitude * 500 * massConstant < mass then
			child:BreakJoints()
			if (relPos.magnitude * 320 * massConstant < mass) and (child.Size.z + hole.Size.x >  relPos.magnitude * 2 - 4) then
				mass = mass + child:GetMass()
				table.remove(childList, n)
				n = n - 1 -- This is the reason I need a counter of my own design
			else
				child.CanCollide = false -- I Can assume that things won't escape the black hole.
				if motivator == nil then
					cleanupScript:clone().Parent = child
					motivator = Instance.new("BodyPosition")
					motivator.Parent = child
					motivator.Name = "BlackHole Influence"
				end
				motivator.position = hole.Position
				motivator.maxForce = Vector3.new(1, 1, 1) * mass * child:GetMass() / (relPos.magnitude * massConstant)
			end
		elseif motivator ~= nil then
			motivator:Remove()
		end
	end
end
------------------------------------------------------------------------------
--------------------[ MAIN PROGRAM ]------------------------------------------
------------------------------------------------------------------------------



local Touched = false

Main.Touched:connect(function(Obj)
	if IsIgnored(Obj) or Touched then return end
	Touched = true
	
	local W = Instance.new("Weld")
	W.Name = "Sticky"
	W.Part0 = Main
	W.Part1 = Obj
	W.C0 = Main.CFrame:toObjectSpace(Obj.CFrame)
	W.Parent = Main
	
	Main.ChildRemoved:connect(function(C)
		if C.Name == "Sticky" then
			local W = Instance.new("Weld")
			W.Name = "Sticky"
			W.Part0 = Main
			W.Part1 = Obj
			W.C0 = Main.CFrame:toObjectSpace(Obj.CFrame)
			W.Parent = Main
		end
	end)
	
	if Obj then
		if Obj.Parent.ClassName == "Hat" then
			local HitHumanoid = FindFirstClass(Obj.Parent.Parent, "Humanoid")
			if HitHumanoid and IsEnemy(HitHumanoid) then
				local CreatorTag = Instance.new("ObjectValue")
				CreatorTag.Name = "creator"
				CreatorTag.Value = Plyr
				CreatorTag.Parent = HitHumanoid
				HitHumanoid:TakeDamage(HitHumanoid.MaxHealth)
				MarkHit()
			end
		else
			local HitHumanoid = FindFirstClass(Obj.Parent, "Humanoid")
			if HitHumanoid and IsEnemy(HitHumanoid) then
				local CreatorTag = Instance.new("ObjectValue")
				CreatorTag.Name = "creator"
				CreatorTag.Value = Plyr
				CreatorTag.Parent = HitHumanoid
				HitHumanoid:TakeDamage(HitHumanoid.MaxHealth)
				MarkHit()
			end
		end
	end
	
	wait(3)
	
	Main.Parent:Destroy()
end)
--[[
	Utility function to log a Fusion-specific error, without halting execution.
]]



local Package = script.Parent.Parent
local Types = require(Package.Types)
local messages = require(Package.Logging.messages)

local function logErrorNonFatal(messageID: string, errObj: Types.Error?, ...)
	local formatString: string
	
	if messages[messageID] then
		formatString = messages[messageID]
	else
		messageID = "unknownMessage"
		formatString = "Unknown error: ERROR_MESSAGE"
	end
	
	local errorString
	if errObj == nil then
		errorString = string.format("[Fusion] " .. formatString .. "\n(ID: " .. messageID .. ")", ...)
	else
		formatString = formatString:gsub("ERROR_MESSAGE", errObj.message)
		errorString = string.format("[Fusion] " .. formatString .. "\n(ID: " .. messageID .. ")\n---- Stack trace ----\n" .. errObj.trace, ...)
	end

	task.spawn(function(...)
		error(errorString:gsub("\n", "\n    "), 0)
	end, ...)
end

return logErrorNonFatal
-- counts how many sets are currently stored in `initialisedStack`, whether
-- they're currently in use or not


local initialisedStackCapacity = 0

local function captureDependencies(saveToSet: Types.Set<Types.Dependency<any>>, callback: (any) -> any, ...): (boolean, any)
	-- store whichever set was being saved to previously, and replace it with
	-- the new set which was passed in
	local prevDependencySet = sharedState.dependencySet
	sharedState.dependencySet = saveToSet

	-- Add a new 'initialised' set to the stack of initialised sets.
	-- If a dependency is created inside the callback (even if indirectly inside
	-- a different `captureDependencies` call), it'll be added to this set.
	-- This can be used to ignore dependencies that were created inside of the
	-- callback.
	sharedState.initialisedStackSize += 1
	local initialisedStackSize = sharedState.initialisedStackSize

	local initialisedSet

	-- instead of constructing new sets all of the time, we can simply leave old
	-- sets in the stack and keep track of the 'real' number of sets ourselves.
	-- this means we don't have to keep creating and throwing away tables, which
	-- is great for performance at the expense of slightly more memory usage.
	if initialisedStackSize > initialisedStackCapacity then
		-- the stack has grown beyond any previous size, so we need to create
		-- a new table
		initialisedSet = {}
		initialisedStack[initialisedStackSize] = initialisedSet
		initialisedStackCapacity = initialisedStackSize
	else
		-- the stack is smaller or equal to some previous size, so we just need
		-- to clear whatever set was here before
		initialisedSet = initialisedStack[initialisedStackSize]
		table.clear(initialisedSet)
	end

	-- now that the shared state has been set up, call the callback in a pcall.
	-- using a pcall means the shared state can be reset afterwards, even if an
	-- error occurs.
	local ok, value = xpcall(callback, parseError, ...)

	-- restore the previous set being saved to
	sharedState.dependencySet = prevDependencySet
	-- shrink the stack of initialised sets (essentially removing this set)
	sharedState.initialisedStackSize -= 1

	return ok, value
end

return captureDependencies
--------


SYNC_RATE:Connect(function()
	for Index, Object in ipairs(ActiveHitboxes) do
		if Object.deleted then
			Handler:remove(Object.object)
		else
			for _, Point in ipairs(Object.points) do
				if not Object.active then
					Point.LastPosition = nil
				else
					local rayStart, rayDir, RelativePointToWorld = Point.solver:solve(Point, game:GetService("ReplicatedStorage"):WaitForChild("ClientSettings").Debug.Value)
					local raycastResult = workspace:Raycast(rayStart, rayDir, Object.raycastParams)
					Point.solver:lastPosition(Point, RelativePointToWorld)

					if raycastResult then
						local hitPart = raycastResult.Instance
						local findModel = not Object.partMode and hitPart:FindFirstAncestorOfClass("Model")
						local humanoid = findModel and findModel:FindFirstChildOfClass("Humanoid")
						local target = humanoid or (Object.partMode and hitPart)

						if target and not Object.targetsHit[target] then
							Object.targetsHit[target] = true
							Object.OnHit:Fire(hitPart, humanoid, raycastResult, Point.group)
						end
					end
					
					if Object.endTime > 0 then
						if Object.endTime <= clock() then
							Object.endTime = 0
							Object:HitStop()
						end
					end
					
					Object.OnUpdate:Fire(Point.LastPosition)
				end
			end
		end
	end
end)

return Handler
-- Robase?


return function(centiseconds)
	local minutes = string.format("%02.f", math.floor(centiseconds / 6000))
	local seconds = string.format("%02.f", math.floor((centiseconds - (minutes * 6000)) / 100))
	centiseconds = string.format("%02.f", math.floor(centiseconds - (minutes * 6000) - (seconds * 100)))
	return minutes .. ":" .. seconds .. "." .. centiseconds
end
--[[Weight and CG]]


	Tune.Weight			= 100000		-- 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		= 5			-- Size of structural members (larger = more stable/carry more weight)
	Tune.AxleDensity	= 1		-- Density of structural members
--[[**
	ensure value is an Instance and it's ClassName matches the given ClassName

	@param className The class name to check for

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


function t.instanceOf(className, childTable)
	assert(t.string(className))

	local childrenCheck
	if childTable ~= nil then
		childrenCheck = t.children(childTable)
	end

	return function(value)
		local instanceSuccess = t.Instance(value)
		if not instanceSuccess then
			return false
		end

		if value.ClassName ~= className then
			return false
		end

		if childrenCheck then
			local childrenSuccess = childrenCheck(value)
			if not childrenSuccess then
				return false
			end
		end

		return true
	end
end

t.instance = t.instanceOf
-- connect events


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)

playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
while Character.Parent ~= nil do
	local _, currentGameTime = wait(0.1)
	stepAnimate(currentGameTime)
end
-- Set up portals


for _,portal in pairs(workspace.Portals:GetChildren()) do
	local label = script.PortalLabel:Clone()
	label.RankLabel.Text = portal.RequiredRank.Value
	label.Parent = portal.Portal
	portal.Portal.Touched:Connect(function(part)
		local player = players:GetPlayerFromCharacter(part.Parent)
		if player and player.Stats.Rank.Value >= portal.RequiredRank.Value and not portal:FindFirstChild(player.Name .. "Cooldown") then
			replicatedStorage.ClientRemotes.TeleportToArea:FireClient(player, portal.AreaToTeleportTo.Value.Name)
			player.Stats.CurrentArea.Value = portal.AreaToTeleportTo.Value
			player.RespawnLocation = portal.AreaToTeleportTo.Value.Spawn
			local tag = Instance.new("Model")
			tag.Name = player.Name .. "Cooldown"
			tag.Parent = portal
			game:GetService("Debris"):AddItem(tag, 3)
		end
	end)
end
--[=[
	@within TableUtil
	@function Reduce
	@param tbl table
	@param predicate (accumulator: any, value: any, index: any, tbl: table) -> result: any
	@return table

	Performs a reduce operation against the given table, which can be used to
	reduce the table into a single value. This could be used to sum up a table
	or transform all the values into a compound value of any kind.

	For example:

	```lua
	local t = {10, 20, 30, 40}
	local result = TableUtil.Reduce(t, function(accum, value)
		return accum + value
	end)
	print(result) --> 100
	```
]=]


local function Reduce<T, R>(t: { T }, predicate: (R, T, any, { T }) -> R, init: R): R
	assert(type(t) == "table", "First argument must be a table")
	assert(type(predicate) == "function", "Second argument must be a function")
	local result = init :: R
	if #t > 0 then
		local start = 1
		if init == nil then
			result = (t[1] :: any) :: R
			start = 2
		end
		for i = start, #t do
			result = predicate(result, t[i], i, t)
		end
	else
		local start = nil
		if init == nil then
			result = (next(t) :: any) :: R
			start = result
		end
		
		for k, v in next, t, start :: any? do
			result = predicate(result, v, k, t)
		end
	end
	return result
end
--Rescripted by Luckymaxer



Tool = script.Parent
Handle = Tool:WaitForChild("Handle")

Players = game:GetService("Players")

ServerControl = Tool:WaitForChild("ServerControl")
ClientControl = Tool:WaitForChild("ClientControl")

ClientControl.OnClientInvoke = (function(Mode, Value)
	if Mode == "PlaySound" and Value then
		Value:Play()
	end
end)

function InvokeServer(Mode, Value, arg)
	pcall(function()
		ServerControl:InvokeServer(Mode, Value, arg)
	end)
end

function Equipped(Mouse)
	Character = Tool.Parent
	Player = Players:GetPlayerFromCharacter(Character)
	Humanoid = Character:FindFirstChild("Humanoid")
	if not Player or not Humanoid or Humanoid.Health == 0 then
		return
	end
	Mouse.Button1Down:connect(function()
		InvokeServer("Click", true, Mouse.Hit.p)
	end)
end

local function Unequipped()
	
end
script.Parent:GetPropertyChangedSignal("Parent"):Connect(function()
	if script.Parent.Parent == game.Players.LocalPlayer.Character then
		Equipped(game.Players.LocalPlayer:GetMouse())
	else
		Unequipped()
	end
end)
-- when R is held down begin pause when released unpause


UIS.InputBegan:Connect(function(i, g)
        if i.KeyCode ~= Enum.KeyCode.R then return end

        game.ReplicatedStorage.pause:FireServer()
end)
UIS.InputEnded:Connect(function(i, g)
        if i.KeyCode~=Enum.KeyCode.R then return end
        game.ReplicatedStorage.unpause:FireServer()
end)
-- Animate the Background


local function imageTween(whenTweenCompleted)
	clonedLoadingScreen.Frame.Pattern:TweenPosition(UDim2.new(1, 0, 0.5, 0), "Out", "Linear", 20, false, whenTweenCompleted)
end
local function whenTweenCompleted(state)
	if state == Enum.TweenStatus.Completed then	
		clonedLoadingScreen.Frame.Pattern.Position = UDim2.new(0, 0, 0.5, 0)
		imageTween(whenTweenCompleted)
	end
end
imageTween(whenTweenCompleted)

skipButton.MouseButton1Down:Connect(function()
	hideLoadingScreen()
end)



frame.Visible = true

local Assets = game:GetDescendants()

local startTime = os.clock()

for i = 1, #Assets do
	local asset = Assets[i]
	ContentProvider:PreloadAsync({asset})
	loadingPercentage.Text = "Loading experience - " ..i.. "/" ..#Assets
	ResizeBar(i/#Assets)
end

hideLoadingScreen()

local deltaTime = os.clock() - startTime
print(("Loading complete, time: %.2f"):format(deltaTime))
--------RIGHT DOOR --------


game.Workspace.doorright.l11.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(106)

game.Workspace.doorright.pillar.BrickColor = BrickColor.new(106)
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!


local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.FryingPan -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage

hitPart.Touched:Connect(function(hit)
	if debounce == true then
		if hit.Parent:FindFirstChild("Humanoid") then
			local plr = game.Players:FindFirstChild(hit.Parent.Name)
			if plr then
				debounce = false
				hitPart.BrickColor = BrickColor.new("Bright red")
				tool:Clone().Parent = plr.Backpack
				wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
				debounce = true
				hitPart.BrickColor = BrickColor.new("Bright green")
			end
		end
	end
end)
--Scripted by DermonDarble



local car = script.Parent
local stats = car.Configurations
local Raycast = require(script.RaycastModule)

local mass = 0

for i, v in pairs(car:GetChildren()) do
	if v:IsA("BasePart") then
		mass = mass + (v:GetMass() * 196.2)
	end
end

local bodyPosition = car.Chassis.BodyPosition
local bodyGyro = car.Chassis.BodyGyro
--s.Pitch = 0.7
--[[for x = 1, 50 do
s.Pitch = s.Pitch + 0.20 1.900
s:play()
wait(0.001)
end]]
--[[Chopper level 5=1.2, Chopper level 4=1.04]]


	s2.Volume=0
	s.Volume=1
while s.Pitch<0.65 do
s.Pitch=s.Pitch+0.009
s:Play()
if s.Pitch>1 then
	s.Pitch=1
end
wait(0.001)
end

while s.Pitch<0.97 do
s.Pitch=s.Pitch+0.003
s:Play()
if s.Pitch>1 then
	s.Pitch=1
end
wait(0.001)
end

while true do
for x = 1, 500 do
s:play()
wait(-9)
end
end