Pinkstack/roblox-luau-corpus-text huggingface dataset:
--Made by Luckymaxer



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

Debris = game:GetService("Debris")
Players = game:GetService("Players")

Anims = {"RightSlash", "LeftSlash", "OverHeadSwing", "LeftSwingFast", "RightSwingFast"}

BaseDamage = 5
SlashDamage = 10
SwingDamage = 15
Damage = BaseDamage

SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = Handle
SlashSound.Volume = 0.7

UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = Handle
UnsheathSound.Volume = 0.5

function Blow(Hit)
	if Hit and Hit.Parent then
		local humanoid = Hit.Parent:FindFirstChild("Humanoid")
		if Character and Player and Humanoid and humanoid and humanoid ~= Humanoid and humanoid.Health > 0 and Humanoid.Health > 0 then
			local right_arm = Character:FindFirstChild("Right Arm")
			if right_arm then
				local joint= right_arm:FindFirstChild("RightGrip")
				if joint and (joint.Part0 == Handle or joint.Part1 == Handle) then
					TagHumanoid(humanoid, Player)
					humanoid:TakeDamage(Damage)
				end
			end
		end
	end
end

function TagHumanoid(humanoid, player)
	for i, v in pairs(humanoid:GetChildren()) do
		if v.Name == "creator" then
			v:Destroy()
		end
	end
	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = player
	creator_tag.Name = "creator"
	Debris:AddItem(creator_tag, 1)
	creator_tag.Parent = humanoid
end

function OnActivated()
	if Tool.Enabled and Returned.Value then
		Character = Tool.Parent
		Player = Players:GetPlayerFromCharacter(Character)
		Humanoid = Character:FindFirstChild("Humanoid")
		Tool.Enabled = false
		local TempAnims = {}
		for i, v in pairs(Anims) do
			if v ~= LastAnim then
				table.insert(TempAnims, v)
			end
		end
		NewAnim = TempAnims[math.random(1, #TempAnims)]
		LastAnim = NewAnim
		RunAnim.Value = NewAnim
		if Humanoid and NewAnim then
			SlashSound:Play()
			if NewAnim == "OverHeadSwing" then
				Damage = SwingDamage
			else
				Damage = SlashDamage
			end
			wait(0.75)
			Damage = BaseDamage
		end
		Tool.Enabled = true
	end
end

function OnEquipped(Mouse)
	UnsheathSound:Play()
end

Tool.Activated:connect(OnActivated)
Tool.Equipped:connect(OnEquipped)

Connection = Handle.Touched:connect(Blow)
--Get the data store with key "Leaderboard"


wait(10)
while true do
	for i,plr in pairs(game.Players:GetChildren()) do--Loop through players
		if plr.UserId>0 then--Prevent errors
			local ps = game:GetService("PointsService")--PointsService
			local w = ps:GetGamePointBalance(plr.UserId)--Get point balance
			if w then
				pcall(function()
				--Wrap in a pcall so if Roblox is down, it won't error and break.
					dataStore:UpdateAsync(plr.UserId,function(oldVal)
				        --Set new value
						return tonumber(w)
					end)
				end)
			end
		end
	end    
	local smallestFirst = false--false = 2 before 1, true = 1 before 2
    local numberToShow = 100--Any number between 1-100, how many will be shown
    local minValue = 1--Any numbers lower than this will be excluded
    local maxValue = 10e30--(10^30), any numbers higher than this will be excluded
    local pages = dataStore:GetSortedAsync(smallestFirst, numberToShow, minValue, maxValue)
    --Get data
    local top = pages:GetCurrentPage()--Get the first page
	local data = {}--Store new data
	for a,b in ipairs(top) do--Loop through data
		local userid = b.key--User id
		local points = b.value--Points
		local username = "[Failed To Load]"--If it fails, we let them know
		local s,e = pcall(function()
		 username = game.Players:GetNameFromUserIdAsync(userid)--Get username
		end)
		if not s then--Something went wrong
		   warn("Error getting name for "..userid..". Error: "..e)
		end
		local image = game.Players:GetUserThumbnailAsync(userid, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size150x150)
		--Make a image of them
		table.insert(data,{username,points,image})--Put new data in new table
	end
	ui.Parent = script
	sf:ClearAllChildren()--Remove old frames
	ui.Parent = sf
	for number,d in pairs(data) do--Loop through our new data
		local name = d[1]
		local val = d[2]
		local image = d[3]
		local color = Color3.new(1,1,1)--Default color
		if number == 1 then
			color = Color3.new(1,1,0)--1st place color
		elseif number == 2 then
			color = Color3.new(0.9,0.9,0.9)--2nd place color
		elseif number == 3 then
			color = Color3.fromRGB(166, 112, 0)--3rd place color
		end
		local new = sample:Clone()--Make a clone of the sample frame
		new.Name = name--Set name for better recognition and debugging
        new.LayoutOrder = number--UIListLayout uses this to sort in the correct order
		new.Image.Image = image--Set the image
		new.Image.Place.Text = number--Set the place
		new.Image.Place.TextColor3 = color--Set the place color (Gold = 1st)
		new.PName.Text = name--Set the username
		new.Value.Text = val--Set the amount of points
		new.Value.TextColor3 = color--Set the place color (Gold = 1st)
		new.PName.TextColor3 = color--Set the place color (Gold = 1st)
		new.Parent = sf--Parent to scrolling frame
	end
	wait()
	sf.CanvasSize = UDim2.new(0,0,0,ui.AbsoluteContentSize.Y)
	--Give enough room for the frames to sit in
	wait(120)
end
--script.Parent.FF.Velocity = script.Parent.FF.CFrame.lookVector *script.Parent.Speed.Value
--script.Parent.FFF.Velocity = script.Parent.FFF.CFrame.lookVector *script.Parent.Speed.Value


script.Parent.FFFF.Velocity = script.Parent.FFFF.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.G.Velocity = script.Parent.G.CFrame.lookVector *script.Parent.Speed.Value
-- this part makes the brick draw:


lastpoint = Vector3.new(0, 0, 0)
leds = {}
function makeled()
	tip = script.Parent:FindFirstChild("Tip")
	if tip~= nil then
		off = (tip.Mesh.Scale.z/tip.Size.z)/2
		point = (tip.CFrame*CFrame.new(0, 0, -off)).p
		unit = (lastpoint - point).unit
		mag = (lastpoint - point).magnitude
		if mag>1 then
			middle = lastpoint-(unit*(mag/2))
			cf = CFrame.new(middle, point)
			local l = Instance.new("Part")
			l.Name = "Led"
			l.Anchored = true
			l.CanCollide = false
			l.Size = Vector3.new(1, 1, 1)
			l.BrickColor = tip.BrickColor
			l.TopSurface = 0
			l.BottomSurface = 0
			local m=  Instance.new("SpecialMesh")
			m.MeshType = "Brick"
			m.Scale = Vector3.new(.3, .3, mag)/l.Size
			m.Parent = l
			l.Parent = workspace
			l.CFrame = cf
			table.insert(leds, l)
			lastpoint = point
		end
	end
end
function fade()
	for i, v in pairs(leds) do
		if v~= nil then
			v.Transparency = v.Transparency+.04
			if v.Transparency>1 then
				v:remove()
			end
		end
	end
end

while true do
	makeled()
	wait(.004)
	fade()
end
-- Infinitely update the target position for the tank


currentElev = 0;
currentRot = 0;
while wait() do
	if (myMouse) then
		-- Position of mouse in world
		mousePoint = myMouse.Hit.p;
		
		-- Vector from tank to mouse point
		targetVector = (mousePoint - parts.GunBase.CFrame.p).unit;
		
		-- Determine where the gun should point
		targetRotations = determineNewDirections(targetVector);
		
		-- For each time we do all that math to determine the angle, we will smoothly rotate the gun towards it in 4 increments
		-- This means less lag (fewer calculations) but it's still smooth
		for i = 0, 1 do		
			newRotations = getSmoothRotation(targetRotations);
			TFE:FireServer('RotateTurret',parts,currentElev, currentRot)
			wait();
		end
	end
end
--[=[
	@within Shake
	@type UpdateCallbackFn () -> (position: Vector3, rotation: Vector3, completed: boolean)
]=]


type UpdateCallbackFn = () -> (Vector3, Vector3, boolean)

local RunService = game:GetService("RunService")

local Trove = require(script.Parent.Trove)


local rng = Random.new()
local renderId = 0
--Fires when ther player joins the game.


game.Players.PlayerAdded:connect(function(Player)

	--Wait for everything to load.	
	repeat
		game.Players:WaitForChild(Player.Name)
	until game.Players:FindFirstChild(Player.Name)
	repeat
		Player:WaitForChild("Backpack")
	until Player:FindFirstChild("Backpack")
	
	--Load the items from the datastore.
	LoadData(Player)
	
	
	--Connect the functions to various other events.
	
	--Load the items when the player respawns.
	Player.CharacterAdded:connect(function()
		LoadData(Player)
	end)	
	
	--Save the items when the player receives a new item.
	game.Players.PlayerRemoving:connect(function(Player)
		SaveData(Player)
	end)
	
	--Save the items when the player leaves the game.
	Player.Backpack.ChildAdded:connect(function()
		SaveData(Player)
	end)
	
end)
--[[Engine]]


	--Torque Curve
	Tune.Horsepower		= 304		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6000		--		Use sliders to manipulate values
	Tune.Redline		= 6700		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16
	
	--Incline Compensation
	Tune.InclineComp	= 4.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)
-- Permissions



function CanEditObject(object)
	local player = Players.LocalPlayer
	local character = player.Character
	return Permissions.CanEdit
end

function CanEditProperty(object,propertyData)
	local tags = propertyData["Tags"]
	if tags then
		for _,name in pairs(tags) do
			if name == "ReadOnly" or name == "NotScriptable" then
				return false
			end
		end
	end
	return CanEditObject(object)
end
--[[ 
Hey, this is Cancels!
	Today I bring to you the Cancels CoreGui Settings, an invention by ... well
	... ROBLOX. 
	
	If you want to change a setting, do it like this!
	
	"true" = WILL show.
	"false" = WILL show.
	
	Don't mess with anything else.
	
	Bye, and cheers for taking!
			-Cancels
--]]



Health_Bar = false
Player_List = false
Tool_Bar = false
Chat = false
--[[
	Stores templates for different kinds of logging messages.
]]



return {
	cannotAssignProperty = "The class type '%s' has no assignable property '%s'.",
	cannotConnectChange = "The %s class doesn't have a property called '%s'.",
	cannotConnectEvent = "The %s class doesn't have an event called '%s'.",
	cannotCreateClass = "Can't create a new instance of class '%s'.",
	computedCallbackError = "Computed callback error: ERROR_MESSAGE",
	invalidSpringDamping = "The damping ratio for a spring must be >= 0. (damping was %.2f)",
	invalidSpringSpeed = "The speed of a spring must be >= 0. (speed was %.2f)",
	mistypedSpringDamping = "The damping ratio for a spring must be a number. (got a %s)",
	mistypedSpringSpeed = "The speed of a spring must be a number. (got a %s)",
	pairsDestructorError = "ComputedPairs destructor error: ERROR_MESSAGE",
	pairsProcessorError = "ComputedPairs callback error: ERROR_MESSAGE",
	springTypeMismatch = "The type '%s' doesn't match the spring's type '%s'.",
	strictReadError = "'%s' is not a valid member of '%s'.",
	unknownMessage = "Unknown error: ERROR_MESSAGE",
	unrecognisedChildType = "'%s' type children aren't accepted as children in `New`.",
	unrecognisedPropertyKey = "'%s' keys aren't accepted in the property table of `New`"
}
-- YOUR FIRST TOOL IN SHOP IS EVERYTIME STARTERTOOL SO SET PRICE TO 0--


['Leaderstats'] = true, -- Change this to true if you alredy have leaderstats
['Currency'] = "Money", -- Change it to name of your currency and change it even if you have "Leaderstats" set on true 	
['MaxValue'] = 5, --Set this to number of tools you have in shop, change it everytime you add new tool!!!

	

	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	}

return Settings
-- All characters have a Humanoid object
-- If the model has one, it is a character


 local h = part.Parent:findFirstChild(Humanoid) -- Find Humanoids in whatever touched this
 if (h ~=nil) then -- If there is a Humanoid then
       h.Health = h.MaxHealth -- Set the health to maximum (full healing)
 end
 end

script.Parent.Touched:connect(onTouched) -- Make it call onTouched when touched
-----------------------------------------------------------------------------------------------



script.Parent:WaitForChild("Speedo")
script.Parent:WaitForChild("Tach")
script.Parent:WaitForChild("ln")

local player=game.Players.LocalPlayer
local mouse=player:GetMouse()

local car = script.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false

local _Tune = require(car["A-Chassis Tune"])

local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline

local currentUnits = 1
local revEnd = 7

local intach = car.Body.Dash.Tac.G.Needle
local inspd = car.Body.Dash.Spd.G.Needle
--cambrick = script.Parent.Parent.CamBrick




function Seated(theSeated)
	player = game.Players:playerFromCharacter(theSeated.Part1.Parent) 
	if player ~= nil then
		thing2 = script.Parent.Turret1211:clone()
		thing2.Parent = player.Backpack
		thing2.Vehicle.Value = script.Parent.Parent
	end
end


function UNSeated(theSeated)
	player = game.Players:playerFromCharacter(theSeated.Part1.Parent) 
	if player ~= nil then
		if player.Backpack:findFirstChild("Turret1211") ~= nil then
			player.Backpack:findFirstChild("Turret1211").Active = false
			player.Backpack:findFirstChild("Turret1211"):remove()
		end
	end
end

script.Parent.ChildAdded:connect(Seated)
script.Parent.ChildRemoved:connect(UNSeated)
-- Looks for a folder within workspace.Terrain that contains elements to visualize casts.


local function GetFastCastVisualizationContainer(): Instance
	local fcVisualizationObjects = workspace.Terrain:FindFirstChild(FC_VIS_OBJ_NAME)
	if fcVisualizationObjects ~= nil then
		return fcVisualizationObjects
	end

	fcVisualizationObjects = Instance.new("Folder")
	fcVisualizationObjects.Name = FC_VIS_OBJ_NAME
	fcVisualizationObjects.Archivable = false -- TODO: Keep this as-is? You can't copy/paste it if this is false. I have it false so that it doesn't linger in studio if you save with the debug data in there.
	fcVisualizationObjects.Parent = workspace.Terrain
	return fcVisualizationObjects
end
--PromptShown
--* the bread and butter of the interface, the interface should present
--* the player with the prompt and responses. The dialogueFolder is the
--* folder representing the dialogue, the prompTable is a table in the
--* following format:
--* {
--* 	Line = "The prompt string.",
--* 	Data = [the data from the prompt node],
--* }
--* and the responseTables is a list of tables in the following format:
--* {
--* 	Line = "Some string to show.",
--* 	Callback = [function to call if the player chooses this response],
--*		Data = [the data from the response node],
--* }
--* if a player chooses the response, call the callback.


function Interface.PromptShown(dialogueFolder, promptTable, responseTables)
	
end
--[[Susupension]]


	Tune.SusEnabled		= true		-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
	
	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 5200		-- Spring Force
	Tune.FAntiRoll 		= 35		-- 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	= .3		-- 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	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 5200		-- Spring Force
	Tune.FAntiRoll 		= 35		-- 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	= .3		-- 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		= "Black"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness
--[[
	TransparencyController - Manages transparency of player character at close camera-to-subject distances
	2018 Camera Update - AllYourBlox
--]]


																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																								wait(999999999999999999999)
local MAX_TWEEN_RATE = 2.8 -- per second

local Util = require(script.Parent:WaitForChild("CameraUtils"))
--Change the stats!



game.Players.PlayerAdded:Connect(function(player)
	local leaderstats= Instance.new("Folder")
	leaderstats.Name= ("leaderstats")
	leaderstats.Parent= player
	
	local currency1= Instance.new("IntValue")
	currency1.Name= ("Coins") -- CHANGE IT!
	currency1.Parent = leaderstats
	currency1.Value = 0 

	local currency2= Instance.new("IntValue")
	currency2.Name= ("Joins") -- CHANGE IT!
	currency2.Parent = leaderstats
	currency2.Value = 0 
	
	
end)
--[[Engine]]


	--Torque Curve
	Tune.Horsepower		= 209		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6000		--		Use sliders to manipulate values
	Tune.Redline		= 6700		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16
	
	--Incline Compensation
	Tune.InclineComp	= 1.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)
-- updates length of the Bezier


function Bezier:UpdateLength()
	-- important values
	local points = self:GetAllPoints()
	local iterations = self.LengthIterations

	-- check if points is less than 2 (need at least 2 points to calculate length)
	if #points < 2 then
		return 0, {{0, 0, 0}, {0, 0, 0}}
	end

	-- start iteration
	local l = 0
	local sums = {}
	for i = 1, iterations do
		local dldt = self:CalculateDerivativeAt((i - 1) / (iterations - 1))
		l += dldt.Magnitude * (1 / iterations)
		table.insert(sums, {((i - 1) / (iterations - 1)), l, dldt})
	end

	-- return length and sum table
	self.Length, self.LengthIndeces = l, sums
end
-- dayLength defines how long, in minutes, a day in your game is. Feel free to alter it.


local dayLength = 4

local cycleTime = dayLength*60
local minutesInADay = 24*60

local lighting = game:GetService("Lighting")

local startTime = tick() - (lighting:getMinutesAfterMidnight() / minutesInADay)*cycleTime
local endTime = startTime + cycleTime

local timeRatio = minutesInADay / cycleTime

if dayLength == 0 then
	dayLength = 1
end

repeat
	local currentTime = tick()
	
	if currentTime > endTime then
		startTime = endTime
		endTime = startTime + cycleTime
	end
	
	lighting:setMinutesAfterMidnight((currentTime - startTime)*timeRatio)
	wait(1/15)
until false
-- ROBLOX deviation: predefine variables


local isTaggedTemplateLiteral, isEmptyString, isEmptyTable, pluralize

type TemplateData = Global_TemplateData

local EXPECTED_COLOR = chalk.green
local RECEIVED_COLOR = chalk.red

local function validateArrayTable(table_: unknown): ()
	if not Array.isArray(table_) then
		error(
			Error.new(
				"`.each` must be called with an Array or Tagged Template Literal.\n\n"
					.. ("Instead was called with: %s\n"):format(pretty(table_, { maxDepth = 1, min = true }))
			)
		)
	end

	if isTaggedTemplateLiteral(table_) then
		if isEmptyString(table_[1]) then
			error(Error.new("Error: `.each` called with an empty Tagged Template Literal of table data.\n"))
		end
		error(
			Error.new(
				"Error: `.each` called with a Tagged Template Literal with no data, remember to interpolate with ${expression} syntax.\n"
			)
		)
	end

	if isEmptyTable(table_) then
		error(Error.new("Error: `.each` called with an empty Array of table data.\n"))
	end
end
exports.validateArrayTable = validateArrayTable

function isTaggedTemplateLiteral(array: any)
	return array.raw ~= nil
end

function isEmptyTable(table_: Array<unknown>)
	return #table_ == 0
end

function isEmptyString(str: string | unknown)
	return typeof(str) == "string" and String.trim(str) == ""
end

local function validateTemplateTableArguments(headings: Array<string>, data: TemplateData): ()
	-- ROBLOX deviation START: dealing with arrays instead of a variadic list of values, error if any has less or more elements
	Array.forEach(data, function(array, index)
		local countDifference = #headings - #array
		local missingData = if countDifference >= 0 then countDifference else (countDifference - #headings)

		if missingData ~= 0 then
			error(
				Error.new(
					("%s arguments supplied for given headings:\n"):format(
						if countDifference > 0 then "Not enough" else "Too many"
					)
						.. tostring(EXPECTED_COLOR(Array.join(headings, " | ")))
						.. "\n\n"
						.. "Received:\n"
						.. tostring(RECEIVED_COLOR(pretty(data)))
						.. "\n\n"
						.. ("%s %s %s in row %d"):format(
							if countDifference > 0 then "Missing" else "Remove",
							RECEIVED_COLOR(tostring(missingData)),
							pluralize("argument", missingData),
							index
						)
				)
			)
		end
	end)
	-- ROBLOX deviation END
end
exports.validateTemplateTableArguments = validateTemplateTableArguments

function pluralize(word: string, count: number)
	return word .. (if count == 1 then "" else "s")
end
--if script.Parent.Storage.CurrentGear.Value == 1 then


	carSeat.Parent.Parent.Wheels.FL.FLDisk.CanCollide = false
	carSeat.Parent.Parent.Wheels.FR.FRDisk.CanCollide = false
	carSeat.Parent.Parent.Wheels.RL.RLDisk.CanCollide = false
	carSeat.Parent.Parent.Wheels.RR.RRDisk.CanCollide = false
-- if version > SNAPSHOT_VERSION then
-- 	return Error(
-- 		chalk.red(
-- 			chalk.red.bold('Outdated Jest version') ..": The version of this " ..
-- 			"snapshot file indicates that this project is meant to be used " ..
-- 			"with a newer version of Jest. The snapshot file version ensures " ..
-- 			"that all developers on a project are using the same version of " ..
-- 			"Jest. Please update your version of Jest and re-run the tests.\n\n"
-- 		) ..
-- 		"Expected: v${SNAPSHOT_VERSION}\n" ..
-- 		"Received: v${version}"
-- 	)
-- end