Pinkstack/roblox-luau-corpus-text huggingface dataset:
-- 	return moduleResult
-- end



return {
	-- Mock functions
	fn = function(...)
		return mock:fn(...)
	end,
	clearAllMocks = function()
		return mock:clearAllMocks()
	end,
	resetAllMocks = function()
		return mock:resetAllMocks()
	end,
	_mock = mock,
	-- Mock timers
	useFakeTimers = function()
		return fakeTimers:useFakeTimers()
	end,
	useRealTimers = function()
		return fakeTimers:useRealTimers()
	end,
	runAllTicks = function()
		return fakeTimers:runAllTicks()
	end,
	runAllTimers = function()
		return fakeTimers:runAllTimers()
	end,
	advanceTimersByTime = function(msToRun)
		fakeTimers:advanceTimersByTime(msToRun)
	end,
	runTimersToTime = function(msToRun)
		fakeTimers:advanceTimersByTime(msToRun)
	end,
	runOnlyPendingTimers = function()
		fakeTimers:runOnlyPendingTimers()
	end,
	advanceTimerstoNextTimer = function(steps)
		fakeTimers:advanceTimerstoNextTimer(steps)
	end,
	clearAllTimers = function()
		fakeTimers:clearAllTimers()
	end,
	getTimerCount = function()
		fakeTimers:getTimerCount()
	end,
	setSystemTime = function(now)
		fakeTimers:setSystemTime(now)
	end,
	getRealSystemTime = function()
		fakeTimers:getRealSystemTime()
	end,
	testEnv = {
		delay = fakeTimers.delayOverride,
		tick = fakeTimers.tickOverride,
		DateTime = fakeTimers.dateTimeOverride,
		os = fakeTimers.osOverride,
		-- require = requireOverride,
	},
	_fakeTimers = fakeTimers,
}
--[[
	This is a test file to demonstrate how ragdolls work. If you don't use
	this file, you need to manually apply the Ragdoll tag to humanoids that
	you want to ragdoll
--]]



local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local StarterPack = game:GetService("StarterPack")
local StarterPlayer = game:GetService("StarterPlayer")

script.KillScript.Parent = StarterPlayer.StarterCharacterScripts
script.RagdollMe.Parent = StarterPlayer.StarterCharacterScripts
--------------------- PLEASE DO NOT EDIT BELOW!!!




















local Auto_Load = true

local Auto_Save = true

local Save_On_Leave = true

local Stats = {"Kills"}

local StatsNotToSave = {"Helmet","Bandana","Headset","Glasses","PW"}



game.Players.PlayerAdded:connect(function(p)
	wait()
	local ODS = game:GetService("DataStoreService"):GetDataStore(p.userId)
	for i = 1,#Stats do
		ODS:UpdateAsync(Stats[i], function(old)
			return old or 0
		end)
	end
	local l = Instance.new("Model", p)
	l.Name = "leaderstats"
	for i = 1,#StatsNotToSave do
		S = Instance.new("StringValue", l)
		S.Name = StatsNotToSave[i]
	end
	for i = 1,#Stats do
		S = Instance.new("NumberValue", l)
		S.Name = Stats[i]
		if Auto_Load then
			S.Value = ODS:GetAsync(Stats[i])
		end
		if Auto_Save then
			S.Changed:connect(function()
				ODS:SetAsync(Stats[i], S.Value)
			end)
		end			
	end
end)

if Save_On_Leave then
	game.Players.PlayerRemoving:connect(function(p)
		local ODS = game:GetService("DataStoreService"):GetDataStore(p.userId)
		for i = 1,#Stats do
			stat = p.leaderstats:FindFirstChild(Stats[i]) 
			if stat then
				ODS:UpdateAsync(stat.Name, function(old)
					return stat.Value
				end)
			end
		end
	end)
end
-- Right Arms


local RUA = character.UpperTorso:FindFirstChild("RightShoulderRigAttachment")
local RUARig = character.RightUpperArm:FindFirstChild("RightShoulderRigAttachment")
local RLA = character.RightUpperArm:FindFirstChild("RightElbowRigAttachment")
local RLARig = character.RightLowerArm:FindFirstChild("RightElbowRigAttachment")
local RH = character.RightLowerArm:FindFirstChild("RightWristRigAttachment")
local RHRig = character.RightHand:FindFirstChild("RightWristRigAttachment")
--			local Destructible = ExplosionTouchPart:FindFirstChild("RocketDestructible")
--			if Destructible and Destructible.Value and RadiusFromBlast < BLAST_RADIUS then
--				Destructible.Value = false
--				
--				RunLocalEffect:FireAllClients("FadePart",ExplosionTouchPart)
--				Debris:AddItem(ExplosionTouchPart,3)
--			end


			
			local DeltaPos = ExplosionTouchPart.Position - Position
			local Normal = DeltaPos.magnitude == 0 and Vector3.new(0,1,0) or DeltaPos.unit
			local PartRadius = ExplosionTouchPart.Size.magnitude / 2
			local SurfaceArea = PartRadius * PartRadius
			
			--Set the velocity of the part.
			local Impulse = Normal * BLAST_PRESSURE * SurfaceArea * (1 / 4560)
			local Fraction = 1
			if IsInCharacter then
				Fraction = 1 - math.max(0, math.min(1,(RadiusFromBlast - 2) / BLAST_RADIUS))
			end				
			
			local CurrentVelocity = ExplosionTouchPart.Velocity
			local DeltaVelocity = Impulse / ExplosionTouchPart:GetMass()
			local BodyVelocity = Instance.new("BodyVelocity")
			BodyVelocity.Velocity = CurrentVelocity + DeltaVelocity
			BodyVelocity.Parent = ExplosionTouchPart
			
			local ForceNeeded = 196.2 * ExplosionTouchPart:GetMass()
			BodyVelocity.MaxForce = Vector3.new(ForceNeeded,ForceNeeded,ForceNeeded) * 10 * Fraction
			Debris:AddItem(BodyVelocity,0.2/FORCE_GRANULARITY)
			
			local RotImpulse = Impulse * 0.5 * RadiusFromBlast
			local CurrentRotVelocity = ExplosionTouchPart.RotVelocity
			local MomentOfInertia = (2 * ExplosionTouchPart:GetMass() * RadiusFromBlast * RadiusFromBlast/5) 
			local DeltaRotVelocity = RotImpulse / MomentOfInertia 
			local AngularVelocity = Instance.new("BodyAngularVelocity")
			local TorqueNeeded = 20 * MomentOfInertia
			AngularVelocity.MaxTorque = Vector3.new(TorqueNeeded,TorqueNeeded,TorqueNeeded) * 10 * Fraction
			AngularVelocity.AngularVelocity = CurrentRotVelocity + DeltaRotVelocity
			AngularVelocity.Parent = ExplosionTouchPart
			Debris:AddItem(AngularVelocity,0.2/FORCE_GRANULARITY)
		end
	end
	
	--Create the explosion.
	local Explosion = Instance.new("Explosion")
	Explosion.BlastPressure = 0
	Explosion.BlastRadius = BLAST_RADIUS
	Explosion.Position = Position
	Explosion.Hit:Connect(OnExplosionHit)
	Explosion.Parent = game.Workspace
	
	return Explosion
end

return ExplosionCreator
--[[[Default Controls]]


	--Peripheral Deadzones
	Tune.Peripherals = {
		MSteerWidth				= 67		,	-- Mouse steering control width	(0 - 100% of screen width)
		MSteerDZone				= 10		,	-- Mouse steering deadzone (0 - 100%)
		
		ControlLDZone			= 5			,	-- Controller steering L-deadzone (0 - 100%)
		ControlRDZone			= 5			,	-- Controller steering R-deadzone (0 - 100%)
	}
	
	--Control Mapping
	Tune.Controls = {
		
	--Keyboard Controls
		--Mode Toggles
		ToggleTCS				= Enum.KeyCode.T					,
		ToggleABS				= Enum.KeyCode.Y					,
		ToggleTransMode			= Enum.KeyCode.M					,
		ToggleMouseDrive		= Enum.KeyCode.R					,
		
		--Primary Controls
		Throttle				= Enum.KeyCode.Up					,
		Brake					= Enum.KeyCode.Down					,
		SteerLeft				= Enum.KeyCode.Left					,
		SteerRight				= Enum.KeyCode.Right				,
		
		--Secondary Controls
		Throttle2				= Enum.KeyCode.W					,
		Brake2					= Enum.KeyCode.S					,
		SteerLeft2				= Enum.KeyCode.A					,
		SteerRight2				= Enum.KeyCode.D					,
		
		--Manual Transmission
		ShiftUp					= Enum.KeyCode.E					,
		ShiftDown				= Enum.KeyCode.Q					,
		Clutch					= Enum.KeyCode.LeftShift			,
		
		--Handbrake
		PBrake					= Enum.KeyCode.P					,
		
	--Mouse Controls
		MouseThrottle			= Enum.UserInputType.MouseButton1	,
		MouseBrake				= Enum.UserInputType.MouseButton2	,
		MouseClutch				= Enum.KeyCode.W					,
		MouseShiftUp			= Enum.KeyCode.E					,
		MouseShiftDown			= Enum.KeyCode.Q					,
		MousePBrake				= Enum.KeyCode.P			,
		
	--Controller Mapping
		ContlrThrottle			= Enum.KeyCode.ButtonR2				,
		ContlrBrake				= Enum.KeyCode.ButtonL2				,
		ContlrSteer				= Enum.KeyCode.Thumbstick1			,
		ContlrShiftUp			= Enum.KeyCode.ButtonY				,
		ContlrShiftDown			= Enum.KeyCode.ButtonX				,
		ContlrClutch			= Enum.KeyCode.ButtonR1				,
		ContlrPBrake			= Enum.KeyCode.ButtonL1				,
		ContlrToggleTMode		= Enum.KeyCode.DPadUp				,
		ContlrToggleTCS			= Enum.KeyCode.DPadDown				,
		ContlrToggleABS			= Enum.KeyCode.DPadRight			,
	}
--[[local vehiclePart = vehicle.Undercarriage

local newForceField = Instance.new("Part")
newForceField.Name = "CarForceField"
newForceField.CanCollide = false
newForceField.Anchored = false
newForceField.Transparency = .5
newForceField.formFactor = "Custom"
newForceField.Size = vehicle:GetModelSize()*Vector3.new(.5, 1, .5)
newForceField.CFrame = vehicle:GetModelCFrame()
newForceField.Parent = vehicle

local newWeld = Instance.new("Weld")
newWeld.Part0 = newForceField
newWeld.Part1 = vehiclePart
newWeld.C1 = vehiclePart.CFrame:inverse() * (vehicle:GetModelCFrame() - vehicle:GetModelCFrame().p + vehiclePart.CFrame.p)
newWeld.Parent = vehiclePart
]]

--

function vAbs(vect)
	return Vector3.new(math.abs(vect.X), math.abs(vect.Y), math.abs(vect.Z))
end

function clearToRespawn(modelToRespawn)
	if modelToRespawn:IsA("Model") then
		local diag = .9*vAbs(modelToRespawn:GetModelCFrame():vectorToWorldSpace(modelToRespawn:GetModelSize()/2))
		return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn:GetModelCFrame().p - diag, modelToRespawn:GetModelCFrame().p + diag), nil, 100) < 1
	elseif modelToRespawn:IsA("BasePart") then
		local diag = .9*vAbs(modelToRespawn.CFrame:vectorToWorldSpace(modelToRespawn.Size/2))
		return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn.CFrame.p - diag, modelToRespawn.CFrame.p + diag), nil, 100) < 1
	else
		return true
	end
end

function respawnIt(toRespawn, oldParent)
	wait(timeToRespawn)

	while not (clearToRespawn(toRespawn)) do wait() end

	-- we want things with vehicle seats to NOT be welded to ground
	if not toRespawn:FindFirstChild("VehicleSeat") then
		game.JointsService:SetJoinAfterMoveInstance(toRespawn)
	end
	toRespawn.Parent = oldParent
	toRespawn:MakeJoints()
	if not toRespawn:FindFirstChild("VehicleSeat") then
		game.JointsService:CreateJoinAfterMoveJoints()
	end
end

function isSmallerThanVehicle(robloxModel)
	if robloxModel == vehicle then return false end -- check ourselves, before we wreck ourselves

	if robloxModel:IsA("BasePart") then
		return robloxModel.Size.magnitude + 4 < vehicleSize
	elseif robloxModel:IsA("Model") then
		return robloxModel:GetModelSize().magnitude + 4 < vehicleSize
	else
		return false
	end
end

function onTouch(hit, direction)
--CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR



local TycoonName = "TEST TYCOON"

if game.Workspace:FindFirstChild(TycoonName) then
	local s = nil
	local bTycoon = game.Workspace:FindFirstChild(TycoonName)
	local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit")
	local new_Collector = zTycoon['READ ME'].Script:Clone()
	local Gate = zTycoon.Tycoons:GetChildren()[1].Entrance['Touch to claim!'].GateControl:Clone()
	if zTycoon then
		for i,v in pairs(zTycoon.Tycoons:GetChildren()) do --Wipe current tycoon 'demo'
			if v then
				s = v.PurchaseHandler:Clone()
				v:Destroy()
			end
		end
		-- Now make it compatiable
		if s ~= nil then
			for i,v in pairs(bTycoon.Tycoons:GetChildren()) do
				local New_Tycoon = v:Clone()
				New_Tycoon:FindFirstChild('PurchaseHandler'):Destroy()
				s:Clone().Parent = New_Tycoon
				local Team_C = Instance.new('BrickColorValue',New_Tycoon)
				Team_C.Value = BrickColor.new(tostring(v.Name))
				Team_C.Name = "TeamColor"
				New_Tycoon.Name = v.TeamName.Value
				New_Tycoon.Cash.Name = "CurrencyToCollect"
				New_Tycoon.Parent = zTycoon.Tycoons
				New_Tycoon.TeamName:Destroy()
				v:Destroy()
				New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0').NameUpdater:Destroy()
				local n = new_Collector:Clone()
				n.Parent = New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0')
				n.Disabled = false
				New_Tycoon.Gate['Touch to claim ownership!'].GateControl:Destroy()
				local g = Gate:Clone()
				g.Parent = New_Tycoon.Gate['Touch to claim ownership!']
			end
		else
			error("Please don't tamper with script names or this won't work!")
		end
	else
		error("Please don't change the name of our tycoon kit or it won't work!")
	end
	bTycoon:Destroy()
	Gate:Destroy()
	new_Collector:Destroy()
	print('Transfer complete! :)')
else
	error("Check if you spelt the kit's name wrong!")
end
-- ROBLOX deviation: console.log's name property is checked in SchedulerHostConfig.
-- But since Lua functions don't carry properties, we export this and import it there
-- for a reference equality.


exports.disabledLog = disabledLog

exports.disableLogs = function()
	if _G.__DEV__ then
		if disabledDepth == 0 then
			prevLog = console.log
			prevInfo = console.info
			prevWarn = console.warn
			prevError = console.error
			prevGroup = console.group
			prevGroupCollapsed = console.groupCollapsed
			prevGroupEnd = console.groupEnd

			console.info = disabledLog
			console.log = disabledLog
			console.warn = disabledLog
			console.error = disabledLog
			console.group = disabledLog
			console.groupCollapsed = disabledLog
			console.groupEnd = disabledLog
		end

		disabledDepth = disabledDepth + 1
	end
end

exports.reenableLogs = function()
	if _G.__DEV__ then
		disabledDepth = disabledDepth - 1

		if disabledDepth == 0 then
			console.log = prevLog
			console.info = prevInfo
			console.warn = prevWarn
			console.error = prevError
			console.group = prevGroup
			console.groupCollapsed = prevGroupCollapsed
			console.groupEnd = prevGroupEnd
		end

		if disabledDepth < 0 then
			console.error(
				"disabledDepth fell below zero. "
					.. "This is a bug in React. Please file an issue."
			)
		end
	end
end

return exports
----------------------------------------------------------------------------------------------------------------


function GunUp()
Holstered = false
Tool.Enabled = true
torso = Tool.Parent:FindFirstChild("Torso")
if torso ~= nil then
torso.weld1.C1 = CFrame.new(-.1, 1.25, .6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(10), math.rad(-90))
torso.weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0)
end
end

function GunDown()
Holstered = true
Tool.Enabled = false -- You don't want to be shooting if your not aiming
torso = Tool.Parent:FindFirstChild("Torso")
if torso ~= nil then
torso.weld1.C1 = CFrame.new(-.1, 1.25, .6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(-10), math.rad(-90))
torso.weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-70), math.rad(-15), 0)
end
end
-- Return empty string if children is empty.


function printChildren(
	children: Array<unknown>,
	config: Config,
	indentation: string,
	depth: number,
	refs: Refs,
	printer: Printer
): string
	return Array.join(
		Array.map(children, function(child)
			return config.spacingOuter
				.. indentation
				.. if typeof(child) == "string"
					then printText(child, config)
					else printer(child, config, indentation, depth, refs)
		end),
		""
	)
end
exports.printChildren = printChildren

function printText(text: string, config: Config): string
	-- ROBLOX deviation START: adding default value as we don't support colors
	local colors = config.colors or DEFAULT_COLORS
	local contentColor = colors.content
	-- ROBLOX deviation END
	return contentColor.open .. escapeHTML(text) .. contentColor.close
end
exports.printText = printText

function printComment(comment: string, config: Config): string
	-- ROBLOX deviation START: adding default value as we don't support colors
	local colors = config.colors or DEFAULT_COLORS
	local commentColor = colors.comment
	-- ROBLOX deviation END
	return commentColor.open .. "<!--" .. escapeHTML(comment) .. "-->" .. commentColor.close
end
exports.printComment = printComment
------------------------------------------------------------------------
-- The luai_num* macros define the primitive operations over numbers.
-- * this is not the entire set of primitive operations from luaconf.h
-- * used in luaK:constfolding()
------------------------------------------------------------------------


function luaK:numadd(a, b) return a + b end
function luaK:numsub(a, b) return a - b end
function luaK:nummul(a, b) return a * b end
function luaK:numdiv(a, b) return a / b end
function luaK:nummod(a, b) return a % b end
  -- ((a) - floor((a)/(b))*(b)) /* actual, for reference */
function luaK:numpow(a, b) return a ^ b end
function luaK:numunm(a) return -a end
function luaK:numisnan(a) return not a == a end
  -- a NaN cannot equal another NaN
--[[--------------------------------------------------------------------
  masks for instruction properties. The format is:
  bits 0-1: op mode
  bits 2-3: C arg mode
  bits 4-5: B arg mode
  bit 6: instruction set register A
  bit 7: operator is a test

  for OpArgMask:
  OpArgN - argument is not used
  OpArgU - argument is used
  OpArgR - argument is a register or a jump offset
  OpArgK - argument is a constant or register/constant
----------------------------------------------------------------------]]
--[[ Modules ]]

--
local ClickToMoveTouchControls = nil
local ControlModules = {}

local ControlState = {}
ControlState.Current = nil
function ControlState:SwitchTo(newControl)
	if ControlState.Current == newControl then return end

	if ControlState.Current then
		ControlState.Current:Disable()
	end

	ControlState.Current = newControl

	if ControlState.Current then
		ControlState.Current:Enable()
	end
end

function ControlState:IsTouchJumpModuleUsed()
	return isJumpEnabled
end

local MasterControl = require(script:WaitForChild('MasterControl'))
-- server script inside the NPC model 


local humanoid = script.Parent:WaitForChild("Humanoid")

local function onDied()
	for _, part in ipairs(script.Parent:GetChildren()) do
		if part:IsA("BasePart") then
			part.Transparency = 1
			part.Anchored = true
		end
	end
end

humanoid.Died:Connect(onDied)
--Scripted by DermonDarble



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


function module:GetShieldSkin(Skin)
	local inv = game.ReplicatedStorage.Inventory.Shields
    for i,v in pairs(inv.Common:GetChildren()) do
	if v.Name == Skin then
		return v.Value
	else
		for i,v in pairs(inv.Rare:GetChildren()) do
		if v.Name == Skin then
		    return v.Value
		else
			for i,v in pairs(inv.Epic:GetChildren()) do
			if v.Name == Skin then
		        return v.Value
			else
				for i,v in pairs(inv.Legendary:GetChildren()) do
				if v.Name == Skin then
		            return v.Value
				else
				print("Couldn't find the skin info")
				return nil
				end
			end
		end
	end
end
end
end
end
end
-- Events


ClientOrchestration.ClientSceneMetadataEvent = Orchestra.Events.ClientEvents.ClientSceneMetadata
ClientOrchestration.SendMediaControllerConfig = Orchestra.Events.MediaControllerConfigEvents.SendMediaControllerConfig
ClientOrchestration.Seek = Orchestra.Events.ClientEvents.Seek
ClientOrchestration.SceneEnded = Orchestra.Events.ClientEvents.SceneEnded
ClientOrchestration.SeekPermissionsEvent = Orchestra.Events.ClientEvents.SeekPermissions

ClientOrchestration.SeekerGuiComponent = nil

ClientOrchestration.playerGui = Players.LocalPlayer:WaitForChild("PlayerGui")

ClientOrchestration.taskLib = task
ClientOrchestration._warn = function(msg)
	warn(msg)
end

ClientOrchestration._require = function(file)
	return require(file)
end

ClientOrchestration.handleSeekPermissionsEvent = function(hasPermission)
	if hasPermission and not ClientOrchestration.SeekerGuiComponent then
		local SeekerGuiElement = ClientOrchestration.Roact.createElement(ClientOrchestration.SeekerGui)

		ClientOrchestration.SeekerGuiComponent = ClientOrchestration.Roact.mount(
			SeekerGuiElement,
			ClientOrchestration.playerGui,
			"SceneSeeker"
		)
	end

	if not hasPermission and ClientOrchestration.SeekerGuiComponent then
		if ClientOrchestration.SeekerGuiComponent then
			ClientOrchestration.Roact.unmount(ClientOrchestration.SeekerGuiComponent)
			ClientOrchestration.SeekerGuiComponent = nil
		end
	end
end

ClientOrchestration.ClientSceneMetadataRequestConnection = nil

ClientOrchestration.setupSchema = function()
	ClientOrchestration.isSeekable = false
	local lastCalledOrchestrationTime = ClientOrchestration.lastCalledOrchestrationTime

	local setupSuccess, setupError = ClientOrchestration.SchemaProcessorInstance:Setup()

	local isSameScene = lastCalledOrchestrationTime == ClientOrchestration.lastCalledOrchestrationTime

	if not setupSuccess then
		ClientOrchestration._warn("Client Schema Setup wasn't successful")
		ClientOrchestration._warn(setupError)
	elseif isSameScene then
		ClientOrchestration.isSeekable = true
	end
	return setupSuccess
end

ClientOrchestration.processSchema = function()
	local processSuccess, processError = ClientOrchestration.SchemaProcessorInstance:Process()

	if not processSuccess then
		ClientOrchestration._warn("Client Schema Process wasn't successful")
		ClientOrchestration._warn(processError)
	end
end

ClientOrchestration.cleanUp = function()
	if ClientOrchestration.SchemaProcessorInstance then
		ClientOrchestration.SchemaProcessorInstance:CleanUp()
	end
end

ClientOrchestration.handleSceneEnded = function()
	if ClientOrchestration.SchemaProcessorInstance then
		local endSceneSuccess, endSceneError = ClientOrchestration.SchemaProcessorInstance:EndScene()
		if not endSceneSuccess then
			ClientOrchestration._warn("Client End Scene wasn't successful")
			ClientOrchestration._warn(endSceneError)
		end
		ClientOrchestration.cleanUp()
	end
end
--			for i,v in pairs(script.Parent.Parent.Body.phone:GetChildren()) do
--				v.Transparency = 0
--			end


			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over.
				GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly.
				GUI:Clone().Parent = player.PlayerGui --// Compact version
			end
		end
	end
end)

script.Parent.ChildRemoved:connect(function(child)
	if child:IsA("Weld") then
		if child.Part1.Name == "HumanoidRootPart" then
			game.Workspace.CurrentCamera.FieldOfView = 70
			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			if player and player.PlayerGui:FindFirstChild("SS3") then
				player.PlayerGui:FindFirstChild("SS3"):Destroy()
-- [[ Dummiez's Data Store Score Board ]]
-- This script updates the Data store with the values from the remote function.



wait(1)

local ods = game:GetService("DataStoreService"):GetOrderedDataStore("TopCoins")

function updateBoard(board, data)
	for k,v in pairs(data) do
		local pos = k
		local name = v.key
		local score = v.value
		local dispname = board:findFirstChild("Name"..pos)
		local dispval = board:findFirstChild("Score"..pos)
		dispname.Text = tostring(name)
		dispval.Text = tostring(score)
	end	
end

while true do
	wait(script.Refresh.Value)
	local pages = ods:GetSortedAsync(false, 10)
	local data = pages:GetCurrentPage()
	updateBoard(game.Workspace.HighScore.ScoreBlock.SurfaceGui, data)
end
-- Compiled with roblox-ts v2.1.0


local default = {
	["0"] = 0,
	["50"] = 0.5,
	["75"] = 0.75,
	["90"] = 0.9,
	["95"] = 0.95,
	["100"] = 1,
	["105"] = 1.05,
	["110"] = 1.1,
	["125"] = 1.25,
	["150"] = 1.5,
}
return {
	default = default,
}