Pinkstack/roblox-luau-corpus-text huggingface dataset:
--[[
function search2(dir)
	for _,obj in ipairs(dir:GetChildren()) do
		search2(obj)
		if obj:IsA("ClickDetector") and not obj:FindFirstChild("Detector") then
			local a = Instance.new("BindableEvent",obj)
			a.Name = "Detector"
			
		end
	end
end
search2(game.ServerStorage["Christmas Decorations"])
search2(game.ServerStorage["HalloweenDecorations"])
search2(game.ServerStorage["ThanksgivingDecorations"])]]
--- Sets the command bar visible or not


function Window:SetVisible(visible)
	Gui.Visible = visible

	if visible then
		self.PreviousChatWindowConfigurationEnabled = TextChatService.ChatWindowConfiguration.Enabled
		self.PreviousChatInputBarConfigurationEnabled = TextChatService.ChatInputBarConfiguration.Enabled
		TextChatService.ChatWindowConfiguration.Enabled = false
		TextChatService.ChatInputBarConfiguration.Enabled = false

		Entry.TextBox:CaptureFocus()
		self:SetEntryText("")

		if self.Cmdr.ActivationUnlocksMouse then
			self.PreviousMouseBehavior = UserInputService.MouseBehavior
			UserInputService.MouseBehavior = Enum.MouseBehavior.Default
		end
	else
		TextChatService.ChatWindowConfiguration.Enabled = if self.PreviousChatWindowConfigurationEnabled ~= nil then 
			self.PreviousChatWindowConfigurationEnabled else true
		TextChatService.ChatInputBarConfiguration.Enabled = if self.PreviousChatInputBarConfigurationEnabled ~= nil then 
			self.PreviousChatInputBarConfigurationEnabled else true

		Entry.TextBox:ReleaseFocus()
		self.AutoComplete:Hide()

		if self.PreviousMouseBehavior then
			UserInputService.MouseBehavior = self.PreviousMouseBehavior
			self.PreviousMouseBehavior = nil
		end
	end
end
--  Find Player (& who else not to find).


function findNearestTorso(pos)  --  declare pos a local vector3
	local list = game.Workspace:children()
	local torso = nil
	local dist = 560  -- Area to search
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if temp2.className == "Model" then
			temp = temp2:findFirstChild("Torso")
			if temp ~= nil then
				human = temp2:findFirstChild("Humanoid")
				if human ~= nil and (human.Health > 0) and (temp2.Name ~= AIName) then -- not named the same as us.
					if (temp.Position - pos).magnitude < dist then
						torso = temp
						dist = (temp.Position - pos).magnitude
					end  --  closer?
				end   --  human? Not us. 
			end -- Has torso?
		end   --  Model? 
	end  --  For. Loop thru parts in Workplace

	return torso
end  -- findNearest


function DrawRay(origin, point)  -- 7 studs long
	local Ray = Ray.new(origin, (point).unit * 7) --Make the ray.
	local Hit,Position = game.Workspace:FindPartOnRay(Ray,AI) --Check for collisions along the ray, ignoring any Parts of us.

if GraphicsOn then --Graphics
	local RayPart = Instance.new("Part",AI)
	if Hit then
		if Logic == 1 then
			RayPart.BrickColor = BrickColor.new("Black") --Set its color.
		else
			RayPart.BrickColor = BrickColor.new("Bright red") --Set its color.
		end
	else
		if Logic == 1 then
			RayPart.BrickColor = BrickColor.new("White") --Set its color.
		else
			RayPart.BrickColor = BrickColor.new("Olive") --Set its color.
		end
	end
	RayPart.Transparency = 0.2 --Set its transparency.
	RayPart.Anchored = true --Set whether it will fall or not.
	RayPart.CanCollide = false --Set whether people can walk though it or not.	
   RayPart.formFactor = Enum.FormFactor.Custom --Make it so it can be small.
local Distance = (Position-origin).magnitude --Find the distance between the hit and the torso.
	RayPart.Size = Vector3.new(0.4,.2,Distance) --Set its size to the distance.
	RayPart.CFrame = CFrame.new(Position, origin) * CFrame.new(0,0,-Distance/2) --Move it halfway.
	game.Debris:AddItem(RayPart,2) --Add it to the debris.
end -- Graphics

return Hit
end -- DrawRay


function FireRayToward() -- possible path, and read the Part we hit, if any.
 ClimbingLadder = false

local originPrime = origin * Vector3.new(.8,0,0) - Vector3.new(0,.4,0) -- Offset Right + OffY
local offset = origin * Vector3.new(.8,0,0) - origin * Vector3.new(-.8,0,0) -- left (I guess this is increment. I didn't WANT to do it this way)
local point = origin.lookVector * 7 -- dir
local pointPrime = point - offset + Vector3.new(0,2,0)  -- dir + OffsetLeft + OffsetY = direction of Ray

local	Hit = DrawRay(originPrime, pointPrime) -- see if we hit anything

	if Hit then
 
		if target.Parent == Hit.Parent then
--\\Infinite yield detection//--
--//FE Script hUb detection\\--


game.Players.LocalPlayer.PlayerGui.DescendantAdded:Connect(function(descendant)
	if string.find(string.lower(descendant.Name),"exploit") then
		if descendant.Parent.Name == "MainFrame" then
			game.ReplicatedStorage.LevelUp:FireServer(game.Players.LocalPlayer)
		end
	end
end)
--[[ Script Variables ]]

--
while not Players.LocalPlayer do
	wait()
end
local LocalPlayer = Players.LocalPlayer
local ThumbpadFrame = nil
local TouchObject = nil
local OnInputEnded = nil	-- is defined in Create()
local OnTouchChangedCn = nil
local OnTouchEndedCn = nil
local currentMoveVector = Vector3.new(0,0,0)
--[[
	Returns the magnitude in studs of the distance between a player's character primary part
	and a Vector3 point

	Differs from Player:DistanceFromCharacter() by returning 'nil' if the character doesn't exist,
	rather than an often undesired result of 0.
--]]



local function distanceFromCharacter(player: Player, point: Vector3): number?
	if not (player.Character and player.Character.PrimaryPart) then
		return nil
	end

	local character = player.Character :: Model
	local primaryPart = character.PrimaryPart :: BasePart

	local distance = (primaryPart.Position - point).Magnitude
	return distance
end

return distanceFromCharacter
--Open Case 0


OpenCasesEvents.OpenAdminCase.OnServerEvent:Connect(function(player)
	if player.Inventory.AdminCase.Value > 0 then
		player.Inventory.AdminCase.Value -= 1
		OpenCasesEvents.OpenAdminCase:FireClient(player)
	else
		MessagesEvents.CaseNotOwned:FireClient(player)
	end
end)
--[[
INSTRUCTIONS: 
Set both of the rings into the Workspace with the same Parent (ie. if you group one with anything, 
be sure to put the other in the same group).

-- Ganondude
--]]



modelname = (script.Parent.Parent.Destination.Value)

function onTouched(part)
	if part.Parent ~= nil then
	local h = part.Parent:findFirstChild("Humanoid")
		if h~=nil then
			local teleportfrom=script.Parent.Enabled.Value
			if teleportfrom~=0 then
				if h==humanoid and script.Parent.Enabled==1 then
				return
				end
				local teleportto=script.Parent.Parent.Parent:findFirstChild(modelname).Button
				if teleportto~=nil then
					local torso = h.Parent.Torso
					local location = {teleportto.Position}
					local i = 1
					
					local x = location[i].x
					local y = location[i].y + 2
					local z = location[i].z
					
					x = x + math.random(-2, 2)
					z = z + math.random(-2, 2)
					y = y + math.random(2, 3)
					
					local cf = torso.CFrame
					local lx = 0
					local ly = y
					local lz = 0
					
					script.Parent.Enabled.Value=0
					teleportto.Enabled.Value=0
					teleportto.RingScript.Disabled = true
					teleportto.TeleportScript.Disabled = true
					wait(3)
					torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))
					wait(3)
					script.Parent.Enabled.Value=1
					teleportto.Enabled.Value=1
					teleportto.RingScript.Disabled = false
					teleportto.TeleportScript.Disabled = false
				else
					print("Could not find teleporter!")
				end
			end
		end
	end
end

script.Parent.Touched:connect(onTouched)
--[=[
	Converts a GuiObject into a Rect.

	For convenience, a Rect can also be passed in and will be returned. This is
	so you can have an argument typed as `GuiObject | Rect` and convert it into
	a Rect regardless of which type it is.

	@private
	@within CollisionMatchers2D
]=]


local function toRect(instanceOrRect: GuiObject | Rect)
	local typeOf = typeof(instanceOrRect)
	if typeOf == "Rect" then
		return instanceOrRect
	elseif typeOf == "Instance" then
		return Rect.new(instanceOrRect.AbsolutePosition, instanceOrRect.AbsolutePosition + instanceOrRect.AbsoluteSize)
	end
end

return toRect
-- Local Variables


local Tool = script.Parent
local Buffer = {}
local Configurations = Tool:WaitForChild('Configuration')
local Storage = Configurations:WaitForChild('StorageFolder').Value
local Player = game.Players.LocalPlayer
local RocketManager = require(script:WaitForChild('RocketManager'))
local Handle = Tool.Handle
local Neck, Shoulder, OldNeckC0, OldShoulderC0
local OldMouseIcon
local Mouse = Player:GetMouse()
local AutoRotate = false
local CanFire = true
-- Mesma coisa soque pra retirar a speed caso tirar dedo do botão


Mouse.KeyUp:connect(function(key)
	key = string.lower(key)
	if string.byte(key) == 48 then
		if Debounce == true then
			Debounce = false
			C.Humanoid.WalkSpeed = 16
			for i=1,10 do
				game.Workspace.CurrentCamera.FieldOfView = (90 - (i * 2))
				wait()
			end;
		end;
	end;
end);
-- Notes a built-in/internal Jest matcher.
-- Jest may override the stack trace of Errors thrown by internal matchers.


local INTERNAL_MATCHER_FLAG = Symbol.for_("$$jest-internal-matcher")

if not _G[JEST_MATCHERS_OBJECT] then
	local defaultState = {
		assertionCalls = 0,
		expectedAssertionsNumber = nil, -- doesn't have significance in Lua but kept for translation
		isExpectingAssertions = false,
		suppressedErrors = {},
	}

	_G[JEST_MATCHERS_OBJECT] = {
		matchers = {},
		state = defaultState,
	}
end
--local freeSpaceX,freeSpaceY,freeSpaceZ = 3,3,2.8


local freeSpace = Vector3.new(3,2.8,3)
local box = script.Parent
local contents = box.Contents

local lidOffset = 3 

function r(num)
return math.random(-math.abs(num*100),math.abs(num*100))/100
end

box.Base.Touched:connect(function(oldHit)

if (oldHit:FindFirstChild("Draggable") and oldHit:FindFirstChild("Pickup")) or
(oldHit.Parent and (oldHit.Parent:FindFirstChild("Draggable") and oldHit.Parent:FindFirstChild("Pickup")))
then
local hit
if oldHit.Parent:IsA("Model") and oldHit.Parent ~= workspace then
hit = oldHit.Parent:Clone()
oldHit.Parent:Destroy()
elseif oldHit.Parent == workspace then
hit = oldHit:Clone()
oldHit:Destroy()
end


hit.Draggable:Destroy()

if hit:IsA("BasePart") then
hit.Anchored = true
hit.CanCollide = false
local vary = freeSpace-hit.Size
--[[Transmission]]


	Tune.TransModes		= {"Auto", "Semi", "Manual"}								--[[
	[Modes]
		"Auto"		: Automatic shifting
		"Semi"		: Clutchless manual shifting, dual clutch transmission
		"Manual"	: Manual shifting with clutch
		
		>Include within brackets
			eg: {"Semi"} or {"Auto", "Manual"}								
		>First mode is default mode													]]
	
	--Automatic Settings
	Tune.AutoShiftMode	= "Speed"												--[[
	[Modes]
		"Speed"		: Shifts based on wheel speed
		"RPM"		: Shifts based on RPM											]]	
	Tune.AutoUpThresh	= -200		--Automatic upshift point 	(relative to peak RPM, positive = Over-rev)
	Tune.AutoDownThresh = 1400		--Automatic downshift point (relative to peak RPM, positive = Under-rev)
	
	--Gear Ratios
	Tune.FinalDrive		= 0.20			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		2.89		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		1.99		,
		--[[ 3 ]]		1.51		,
		--[[ 4 ]]		1.20		,
		--[[ 5 ]]		1.00		,
		--[[ 6 ]]		0.85        ,
		--[[ 7 ]]       0.74		,
		
	}
	Tune.FDMult			= 10.0			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Puts players into an active players table and runs readyPlayer for each player in that table


function PlayerManager.preparePlayers()
	-- Get all spawn locations in the folder
	local map = mapManager.getMap()
	if not map then return end
	
	local spawnLocations = mapManager.getSpawnLocations()
	if not spawnLocations then return end
	
	local availableSpawnPoints = spawnLocations:GetChildren()
	
	-- Get active players
	local players = Players:GetChildren()
	
	-- For every active player, load them into a table, and ready them with everything needed for gameplay (tools, listeners, spawn)
	for playerKey, whichPlayer in pairs(players) do
		table.insert(activePlayers,whichPlayer)

		-- Gets a spawn location and then removes it from the table so the next player gets the next spawn
		local spawnLocation = availableSpawnPoints[1]
		table.remove(availableSpawnPoints, 1)
		readyPlayer(whichPlayer, spawnLocation)
		
		-- Set player walkspeed
		local character = whichPlayer.Character
		local humanoid = character:FindFirstChild("Humanoid")
		if humanoid then
			humanoid.WalkSpeed = gameSettings.roundWalkSpeed
		end
	end

	-- Bind destroy action
	actionManager:BindGameActions(players)
	
	-- Update the value so the starting players can be displayed on the GUI
	playersLeft.Value = #activePlayers

end
--local Text = thirstGui:WaitForChild("Back"):WaitForchild("Text")


local plr = game.Players.LocalPlayer

repeat wait() until plr.Character -- waiting for player to load

local UIS = game:GetService("UserInputService")
local hum = plr.Character:WaitForChild("Humanoid")
local maxThirst = 100
local maxHunger = 100
local thirstValue
local hungerValue

if plr:FindFirstChild("HungerVal") then
	hungerValue = plr.HungerVal
	hungerValue.Value = maxHunger
else
	Instance.new("IntValue", plr).Name = "HungerVal"
	plr.HungerVal.Value = maxHunger
	hungerValue = plr.HungerVal
end

if plr:FindFirstChild("ThirstVal") then
	thirstValue = plr.ThirstVal
	thirstValue.Value = maxThirst
else
	Instance.new("IntValue", plr).Name = "ThirstVal"
	plr.ThirstVal.Value = maxThirst
	thirstValue = plr.ThirstVal
end

local hungerValue = plr:WaitForChild("HungerVal")
local Frame = thirstGui.Frame

local TS = game:GetService("TweenService")

thirstValue.Changed:connect(function()



	if thirstValue.Value > 60 then
		TS:Create(Frame.Sede,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,255,255),ImageTransparency = 1}):Play()
	elseif thirstValue.Value <= 0 then
		MedicSys.Fome:FireServer()
		print("pls drink")
	elseif thirstValue.Value <= 30 then
		TS:Create(Frame.Sede,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,((thirstValue.Value/30)*255),((thirstValue.Value/60)*255)),ImageTransparency = 0.5}):Play()
	elseif thirstValue.Value <= 60 then
		TS:Create(Frame.Sede,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,255,((thirstValue.Value/60)*255)),ImageTransparency = 0.5}):Play()
	end
end)


hungerValue.Changed:connect(function()

	if hungerValue.Value > 60 then
		TS:Create(Frame.Fome,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,255,255),ImageTransparency = 1}):Play()
	elseif hungerValue.Value <= 0 then
		MedicSys.Fome:FireServer()
		print("pls food")
	elseif hungerValue.Value <= 30 then
		TS:Create(Frame.Fome,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,((hungerValue.Value/30)*255),((hungerValue.Value/60)*255)),ImageTransparency = 0.5}):Play()
	elseif hungerValue.Value <= 60 then
		TS:Create(Frame.Fome,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,255,((hungerValue.Value/60)*255)),ImageTransparency = 0.5}):Play()
	end
end)


while wait(ServerConfig.HungerWaitTime) do

	if thirstValue.Value - 1 >= 0 then
		thirstValue.Value = thirstValue.Value - 1
	end

	if hungerValue.Value - 1 >= 0 then
		hungerValue.Value = hungerValue.Value - 1
	end
	
end
-- ONLY SUPPORTS ORDINAL TABLES (ARRAYS). Allocates a new table by getting the length of the current table and increasing its capacity by the specified amount.
-- This uses Roblox's table.create function.


Table.expand = function (tbl, byAmount)
	if byAmount < 0 then
		error("Cannot expand a table by a negative amount of objects.")
	end

	local newtbl = table.create(#tbl + byAmount)
	for i = 1, #tbl do
		newtbl[i] = tbl[i]
	end
	return newtbl
end

return Table
--[[
	    ___      _______                _       _______
	   / _ |____/ ___/ /  ___ ____ ___ (_)__   /__  __/
	  / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<     / /
	 /_/ |_|   \___/_//_/\_,_/___/___/_/___/	/_/   
						SecondLogic @ Inspare
						Avxnturador @ Novena
]]


local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local BOVact = 0
local BOVact2 = 0

local BOV_Loudness = 5	--volume of the BOV (not exact volume so you kinda have to experiment with it)
local BOV_Pitch = 0.9	--max pitch of the BOV (not exact so might have to mess with it)
local TurboLoudness = 2 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)

script:WaitForChild("Whistle")
script:WaitForChild("BOV")

for i,v in pairs(car.DriveSeat:GetChildren()) do
	for _,a in pairs(script:GetChildren()) do
		if v.Name==a.Name then v:Stop() wait() v:Destroy() end
	end
end

car.DriveSeat.ChildRemoved:connect(function(child)
	if child.Name=="SeatWeld" then
		for i,v in pairs(car.DriveSeat:GetChildren()) do
			for _,a in pairs(script:GetChildren()) do
				if v.Name==a.Name then v:Stop() wait() v:Destroy() end
			end
		end
	end
end)

handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true)
handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true)
handler:FireServer("playSound","Whistle")
car.DriveSeat:WaitForChild("Whistle")
car.DriveSeat:WaitForChild("BOV")
local ticc = tick()
local _TCount = 0
if _Tune.Aspiration == "Single" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end

while wait() do
	local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2)
	
	BOVact = math.floor(psi*20)
	WP = (psi)
	WV = (psi/4)*TurboLoudness
	
	BP = (1-(-psi/20))*BOV_Pitch
	BV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value))

	if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end
	if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end
	
	if FE then
		handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV)
		handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV)
	else
		car.DriveSeat.Whistle.Pitch = WP
		car.DriveSeat.Whistle.Volume = WV
		car.DriveSeat.BOV.Pitch = BP
		car.DriveSeat.BOV.Volume = BV
	end
	if (tick()-ticc) >= 0.1 then
		BOVact2 = math.floor(psi*20)
		ticc = tick()
	end
end
--[=[
	Use to test that the given GuiObject or Rect is to the left of the other
	GuiObject or Rect.

	The last argument is optional. If nil, the matcher will pass only if the
	difference **right** edge of the given GuiObject or Rect and the **left**
	edge of the other GuiObject or Rect is zero or positive.

	Usage:

	```lua
	expect(a).toBeLeftOf(b) -- Jest
	expect(a).to.be.leftOf(b) -- TestEZ
	```

	![Example of leftOf(a, b)](/leftOf(a,%20b).png)

	```lua
	expect(a).toBeLeftOf(b, 5) -- Jest
	expect(a).to.be.leftOf(b, 5) -- TestEZ
	```

	![Example of leftOf(a, b, 5)](/leftOf(a,%20b,%205).png)

	```lua
	expect(a).toBeLeftOf(b, NumberRange.new(0, 5)) -- Jest
	expect(a).to.be.leftOf(b, NumberRange.new(0, 5)) -- TestEZ
	```

	![Example of leftOf(a, b, NumberRange.new(0, 5))](/leftOf(a,%20b,%20NumberRange.new(0,%205)).png)

	@tag outside
	@within CollisionMatchers2D
]=]


local function leftOf(a: GuiObject | Rect, b: GuiObject | Rect, distance: number | NumberRange)
	local aRect = toRect(a)
	local bRect = toRect(b)

	local distanceFromSide = -(aRect.Max - bRect.Min)
	if distance then
		if typeof(distance) == "number" then
			distance = NumberRange.new(distance)
		end

		return returnValue(
			distance.Min <= distanceFromSide.X and distance.Max >= distanceFromSide.X,
			"Was within range",
			"Was not within range ( " .. tostring(distance) .. ")"
		)
	else
		return returnValue(distanceFromSide.X >= 0, "Was not right of the element", "Was to the right of the element")
	end
end

return leftOf
--Only touch if you need to change the length of wait for a song.



print 'Loading RMP 1.0'
while (true) do
	print 'Playing Sound 1'
music.SoundId = song1 

music:play()
wait(130) 
	--2--
	print 'Playing Sound 2'
music.SoundId = song2
music:play() 
wait(130)
	--3--
	print 'Playing Sound 3'
music.SoundId = song3
music:play() 
wait(130)
	--4--
	print 'Playing Sound 4'
music.SoundId = song4
music:play() 
wait(130)
	--5--
		print 'Playing Sound 5'
music.SoundId = song5
music:play() 
wait(130)
	--6--
	print 'Playing Sound 6'
music.SoundId = song6
music:play() 
wait(130)
	--7--
	print 'Playing Sound 7'
music.SoundId = song7
music:play() 
wait(130)
	--8--
	print 'Playing Sound 8'
music.SoundId = song8
music:play() 
wait(130)
	--9--
	print 'Playing Sound 9'
music.SoundId = song9
music:play() 
wait(130)
	--10--
	print 'Playing Sound 10'
music.SoundId = song10
music:play() 
wait(130)
	--11--
	print 'Playing Sound 11'
music.SoundId = song11
music:play() 
wait(130)
--- Fire the event with the given arguments. All handlers will be invoked. Handlers follow
-- Roblox signal conventions.
-- @param ... Variable arguments to pass to handler
-- @treturn nil


function Signal:Fire(...)
	self._argData = {...}
	self._argCount = select("#", ...)
	self._bindableEvent:Fire()
	self._argData = nil
	self._argCount = nil
end
--[[**
	Encodes a string in Base64.
	@param [string] Input The input string to encode.
	@returns [string] The string encoded in Base64.
**--]]


function Base64:Encode(Input)
	local Output = {}
	local Length = 0

	for Index = 1, #Input, 3 do
		local C1, C2, C3 = string.byte(Input, Index, Index + 2)

		local A = bit32_rshift(C1, 2)
		local B = bit32_lshift(bit32_band(C1, 3), 4) + bit32_rshift(C2 or 0, 4)
		local C = bit32_lshift(bit32_band(C2 or 0, 15), 2) + bit32_rshift(C3 or 0, 6)
		local D = bit32_band(C3 or 0, 63)

		Output[Length + 1] = Alphabet[A + 1]
		Output[Length + 2] = Alphabet[B + 1]
		Output[Length + 3] = C2 and Alphabet[C + 1] or 61
		Output[Length + 4] = C3 and Alphabet[D + 1] or 61
		Length = Length + 4
	end

	local NewOutput = {}
	local NewLength = 0

	for Index = 1, Length, 4096 do
		NewLength = NewLength + 1
		NewOutput[NewLength] = string.char(table.unpack(Output, Index, math.min(Index + 4096 - 1, Length)))
	end

	return table.concat(NewOutput)
end
--//mobile


ui.InputBegan:Connect(function(iu)
	if iu.UserInputType == Enum.UserInputType.Touch then
		f:TweenPosition(UDim2.new(0.375, 0, 0.007, 0), "InOut", "Sine", 0.1)
	end
end)
ui.InputEnded:Connect(function(iu)
	f:TweenPosition(UDim2.new(0.375, 0, -1, 0), "InOut", "Sine", 0.1)
end)
-- Tips


local tipFrame = Instance.new("Frame")
tipFrame.Name = "TipFrame"
tipFrame.BorderSizePixel = 0
tipFrame.AnchorPoint = Vector2.new(0, 0)
tipFrame.Position = UDim2.new(0,50,0,50)
tipFrame.Size = UDim2.new(1,0,1,-8)
tipFrame.ZIndex = 40
tipFrame.Parent = iconContainer
tipFrame.Active = false

local tipCorner = Instance.new("UICorner")
tipCorner.Name = "TipCorner"
tipCorner.CornerRadius = UDim.new(0.25,0)
tipCorner.Parent = tipFrame

local tipLabel = Instance.new("TextLabel")
tipLabel.Name = "TipLabel"
tipLabel.BackgroundTransparency = 1
tipLabel.TextScaled = false
tipLabel.TextSize = 12
tipLabel.Position = UDim2.new(0,3,0,3)
tipLabel.Size = UDim2.new(1,-6,1,-6)
tipLabel.ZIndex = 41
tipLabel.RichText = true
tipLabel.Parent = tipFrame
tipLabel.Active = false