Pinkstack/roblox-luau-corpus-text huggingface dataset:
--Main function


local function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container)
	
	local AnimObj
	
	local function Start()
		AnimObj = {}
		AnimObj["MainPart"] = EFFECT_LIB.NewInvisiblePart()
		
		AnimObj["Emitter"] = script.ConspiracyEff:clone()
		AnimObj["Emitter"].Parent = AnimObj["MainPart"]
		
		AnimObj["MainPart"].Parent = eff_cont
	end
	
	local function Update()
		local loop = EFFECT_LIB.Loop(1)
		AnimObj["MainPart"].CFrame = source_part:GetRenderCFrame() * CFrame.Angles(0, math.rad(loop * 360), 0) * CFrame.new(0, 0, -3)
	end
	
	local function Stop()
		eff_cont:ClearAllChildren()
		AnimObj = nil
	end
	
	return {Start = Start, Update = Update, Stop = Stop}
end

return AttachAuraControl
-- ROBLOX deviation: no optional capturing group in Lua string patterns so we try matching against both


local ANONYMOUS_PROMISE_IGNORE = "^%s+at Promise %(<anonymous>%).*$"
local ANONYMOUS_NEW_PROMISE_IGNORE = "^%s+at new Promise %(<anonymous>%).*$"
local ANONYMOUS_GENERATOR_IGNORE = "^%s+at Generator.next %(<anonymous>%).*$"
local NATIVE_NEXT_IGNORE = "^%s+at next %(native%).*$"
--Set up input began and ended for controller.


table.insert(EventsToDisconnect,UserInputService.InputBegan:Connect(function(Input,Processed)
	if Processed then return end
	local Character = Player.Character
	if not Character then return end
	local Humanoid = Character:FindFirstChildOfClass("Humanoid")
	if not Humanoid or Humanoid.Health <= 0 then return end
	
	--Disconnect the event if the tool is unparented.
	DisconnectEvents()
	
	--Register event if it was a mouse left click.
	if Input.UserInputType == Enum.UserInputType.MouseButton1 or Input.UserInputType == Enum.UserInputType.Touch then
		local Position = Get3DPosition(Input.Position.X,Input.Position.Y)
		LongInputBeganEvent:Fire(Position)
		
		if Input.UserInputType == Enum.UserInputType.MouseButton1 then
			InputBeganEvent:Fire(Position)
		end
	end
end))

table.insert(EventsToDisconnect,UserInputService.TouchTap:Connect(function(Positions,Processed)
	if Processed then return end
	local Character = Player.Character
	if not Character then return end
	local Humanoid = Character:FindFirstChildOfClass("Humanoid")
	if not Humanoid or Humanoid.Health <= 0 then return end
	
	--Disconnect the event if the tool is unparented.
	DisconnectEvents()
	
	local Position = Positions[1]
	if Position then
		InputBeganEvent:Fire(Get3DPosition(Position.X,Position.Y))
	end
end))

table.insert(EventsToDisconnect,UserInputService.InputEnded:Connect(function(Input)
	--Disconnect the event if the tool is unparented.
	DisconnectEvents()
	
	--Register event if it was a mouse left click or a touch.
	if Input.UserInputType == Enum.UserInputType.MouseButton1 or Input.UserInputType == Enum.UserInputType.Touch then
		InputEndedEvent:Fire(Get3DPosition(Input.Position.X,Input.Position.Y))
	end
end))

return InputHandler
-- << SETUP SEARCH BAR >>


local searchDe = true
frame.SearchBar.Frame.TextBox.FocusLost:connect(function(property)
	if searchDe then
		searchDe = false
		local page
		for i,v in pairs(pages) do
			if v.Position.X.Scale == 0 then
				page = v
			end
		end
	    if page then
			local functionName = "Create".. page.Name
			module[functionName]()
	    end
		wait(0.5)
		searchDe = true
	end
end)
--- Nasty Door Script by General_Punctuation ---



function onTouch(hit)
	local plr = hit.Parent:FindFirstChild("Humanoid")
	if plr ~= nil then
		script.Disabled = true
		script.Parent.DoorParts.Union.Transparency = 1
		script.Parent.DoorParts.MainPart.Transparency = 1
		script.Parent.DoorParts.Union.CanCollide = false
		script.Parent.DoorParts.MainPart.CanCollide = false
		wait(1)
		script.Disabled = false
		script.Parent.DoorParts.Union.Transparency = 0
		script.Parent.DoorParts.MainPart.Transparency = 1
		script.Parent.DoorParts.Union.CanCollide = true
		script.Parent.DoorParts.MainPart.CanCollide = true
	end
	end
script.Parent.DoorParts.MainPart.Touched:connect(onTouch)
--// Vars



local plr = game.Players.LocalPlayer
	local char = plr.Character
	local hum = char.Humanoid

local cam = game.Workspace.CurrentCamera

local seat = script:WaitForChild("VehicleSeat").Value
	local BAV = seat.BodyAngularVelocity
	local BV = seat.BodyVelocity

local Storage = seat.Parent.Parent.TankEvents
	
	local idleSound = seat.idleSound
	Storage.Sound:FireServer(idleSound, true)
	local runSound = seat.runSound

local Settings = require(seat.Parent.Parent.Settings)

local Equipped = true

local car = seat.Parent

local rs = game:GetService("RunService")
	rst = rs.RenderStepped
local uis = game:GetService("UserInputService")
	local ib = uis.InputBegan
	local ie = uis.InputEnded
	local jr = uis.JumpRequest

local ForwardKeyDown
local BackwardKeyDown
local RightTurnKeyDown
local LeftTurnKeyDown

local speed = 0
local maxSpeed = 18
-- dayLength defines how long, in minutes, a day in your game is. Feel free to alter it.


local dayLength = 7

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
--Made by Haustier and Luckymaxer


local humanoid = script.Parent.Humanoid
local head = script.Parent.Head
local walkDistance = 20 --radius
local detectionDistance = 20

function walkBackAndForth()
	while wait() do
		local targetPos = head.CFrame * CFrame.new(0, 0, -walkDistance)
		targetPos = Vector3.new(targetPos.X, targetPos.Y, targetPos.Z)
		humanoid:MoveTo(targetPos)
		local counter = 0
		repeat
			wait()
			counter = counter + 1
			if counter >= 100 then
				break
			end
		until (head.Position - targetPos).magnitude <= 2
		walkDistance = -walkDistance
	end
end

walkBackAndForth()
--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol


 
wait(0.1)
local player = game.Players.LocalPlayer
local HUB = script.Parent.HUB
local HUB2 = script.Parent.HUB2
local limitButton = HUB.Name
local FE = game.Workspace.FilteringEnabled
local lightOn = false
local Camera = game.Workspace.CurrentCamera
local cam = script.Parent.nxtcam.Value
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local windows = false
local handler = carSeat:WaitForChild('Filter')
local winfob = HUB.Parent.Music
local pal = false
local palpal = HUB.Parent.Palette
local red = 0
local green = 0
local blue = 1
local debounce = false

local scr = false


local st = false
--[[
	Returns all ScreenGui objects shown that are not a part of this dev module

	Returns:
	An array of ScreenGuis that are Enabled
]]


function GuiController:_getOtherScreenGuis(): { ScreenGui }
	local otherScreenGuis = Cryo.List.filter(self.player.PlayerGui:GetDescendants(), function(instance)
		return instance:IsA("ScreenGui") and not self:_isModuleScreenGui(instance) and instance.Enabled
	end)

	return otherScreenGuis
end
--[[
	Provides various properties for cchecking if the user is interfacing with a
	keyboard, gamepad, or touch-enabled device.
]]



local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")

local Cryo = require(script.Parent.Parent.Packages.Cryo)
local Roact = require(script.Parent.Parent.Packages.Roact)
local ConfigurationContext = require(script.Parent.Parent.Libraries.Configuration).ConfigurationContext
local withConfiguration = ConfigurationContext.withConfiguration
local ExternalEventConnection = require(script.Parent.Parent.Components.ExternalEventConnection)

local Context = Roact.createContext({})

local InputContextProvider = Roact.Component:extend("InputContextProvider")

export type State = {
	isAppFocusedByGamepad: boolean,
	isUsingKeyboard: boolean,
	isUsingGamepad: boolean,
	isUsingTouch: boolean,
}

function InputContextProvider:init()
	self.selectedObjectTracker = Roact.createRef()

	local state: State = {
		isAppFocusedByGamepad = false,
		isUsingGamepad = false,
		isUsingKeyboard = false,
		isUsingTouch = false,
	}
	self.state = state

	self.onSelectedObjectChanged = function()
		local selectedObject = GuiService.SelectedObject
		local tracker = self.selectedObjectTracker:getValue()

		self:setState(function()
			if selectedObject and tracker then
				if selectedObject:IsDescendantOf(tracker.Parent) then
					return {
						isAppFocusedByGamepad = true,
					}
				end
			end

			return {
				isAppFocusedByGamepad = false,
			}
		end)
	end

	self.onInputTypeChanged = function(inputType: Enum.UserInputType)
		self:setState(function()
			if inputType.Name:match("^Gamepad%d") then
				return {
					isUsingGamepad = true,
					isUsingKeyboard = false,
					isUsingTouch = false,
				}
			elseif inputType == Enum.UserInputType.Touch then
				return {
					isUsingGamepad = false,
					isUsingKeyboard = false,
					isUsingTouch = true,
				}
			else
				return {
					isUsingGamepad = false,
					isUsingKeyboard = true,
					isUsingTouch = false,
				}
			end
		end)
	end
end

function InputContextProvider:render()
	return Roact.createFragment({
		SelectedObjectTracker = Roact.createElement("Folder", {
			[Roact.Ref] = self.selectedObjectTracker,
		}),

		SelectedObjectChanged = Roact.createElement(ExternalEventConnection, {
			event = GuiService:GetPropertyChangedSignal("SelectedObject"),
			callback = self.onSelectedObjectChanged,
		}),

		LastInputTypeChanged = Roact.createElement(ExternalEventConnection, {
			event = UserInputService.LastInputTypeChanged,
			callback = self.onInputTypeChanged,
		}),

		Provider = Roact.createElement(Context.Provider, {
			value = self.state,
		}, self.props[Roact.Children]),
	})
end

function InputContextProvider:didMount()
	self.onInputTypeChanged(UserInputService:GetLastInputType())
end

function InputContextProvider:didUpdate(prevProps)
	-- This is for stories so that if the various states are changed by a
	-- storybook control the provider rerenders.
	if self.props ~= prevProps then
		self:setState(self.props)
	end
end
--EDIT BELOW----------------------------------------------------------------------


settings.PianoSoundRange = 100

settings.KeyAesthetics = true

settings.PianoSounds = {
	"233836579", --C/C#
	"233844049", --D/D#
	"233845680", --E/F
	"233852841", --F#/G
	"233854135", --G#/A
	"233856105", --A#/B
}
-- PUBLIC


local Tracker = {}
Tracker.__index = Tracker
local trackers = {}
Tracker.trackers = trackers
Tracker.itemAdded = Signal.new()
Tracker.itemRemoved = Signal.new()
Tracker.bodyPartsToIgnore = {
	-- We ignore these due to their insignificance (e.g. we ignore the lower and
	-- upper torso because the HumanoidRootPart also covers these areas)
	-- This ultimately reduces the burden on the player region checks
	UpperTorso = true,
	LowerTorso = true,
	Torso = true,
	LeftHand = true,
	RightHand = true,
	LeftFoot = true,
	RightFoot = true,
}
--- Takes in raw command information and generates a command out of it.
-- text and executor are required arguments.
-- allowIncompleteData, when true, will ignore errors about arguments missing so we can parse live as the user types.
-- data is for special networked Data about the command gathered on the client. Purely Optional.
-- returns the command if successful, or (false, errorText) if not


function Dispatcher:Evaluate (text, executor, allowIncompleteArguments, data)
	if RunService:IsClient() == true and executor ~= Players.LocalPlayer then
		error("Can't evaluate a command that isn't sent by the local player.")
	end

	local arguments = Util.SplitString(text)
	local commandName = table.remove(arguments, 1)
	local commandObject = self.Registry:GetCommand(commandName)

	if commandObject then
		-- No need to continue splitting when there are no more arguments. We'll just mash any additional arguments into the last one.
		arguments = Util.MashExcessArguments(arguments, #commandObject.Args)

		-- Create the CommandContext and parse it.
		local command = Command.new({
			Dispatcher = self,
			Text = text,
			CommandObject = commandObject,
			Alias = commandName,
			Executor = executor,
			Arguments = arguments,
			Data = data
		})
		local success, errorText = command:Parse(allowIncompleteArguments)

		if success then
			return command
		else
			return false, errorText
		end
	else
		return false, "Invalid command. Use the help command to see all available commands."
	end
end
--[[
	Enters the view, cloning the element from ReplicatedStorage.
]]


function Spectating.enter()
	activeElements = elements:Clone()

	local spectatingElement = activeElements.SpectatingElement

	spectatingElement:FindFirstChild("Amount").Text = translate("SPECTATING")
	spectatingElement:FindFirstChild("Info").Text = translate("Click to change perspective")

	activeElements.Parent = LocalPlayer.PlayerGui

	startTime()
end
---------------------------------------------------



This = script.Parent
Lift = This.Parent.Parent.Parent
CustomLabel = require(This.Parent.Parent.Parent.CustomLabel)
Characters = require(script.Characters)

CustomText = CustomLabel["CUSTOMFLOORLABEL"]

Lift:WaitForChild("Floor").Changed:connect(function(floor)
  --custom indicator code--
  ChangeFloor(tostring(floor))
end)

function ChangeFloor(SF)
	if CustomText[tonumber(SF)] then
		SF = CustomText[tonumber(SF)]
	end
	SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL"))		
	SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))
end


function SetDisplay(ID,CHAR)
	if This.Display:FindFirstChild("Matrix"..ID) and Characters[CHAR] ~= nil then
 		for i,l in pairs(Characters[CHAR]) do 
			for r=1,5 do	
				This.Display["Matrix"..ID]["Row"..i]["D"..r].BrickColor = (l:sub(r,r) == "1" and BrickColor.new(ActiveCol) or BrickColor.new(InactiveCol))
				This.Display["Matrix"..ID]["Row"..i]["D"..r].Material = (l:sub(r,r) == "1" and "Neon" or "SmoothPlastic")
			end
		end
	end
end
-- ф-ция обработки нажатия клавиш на клавиатуре


local function onKeyPress(inputObject)
	if inputObject == "s" then -- если нажата клавиша "W"
		car:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame() + car.PrimaryPart.CFrame.LookVector * speed) -- перемещаем машину вперед
	elseif inputObject == "w" then -- если нажата клавиша "S"
		car:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame() - car.PrimaryPart.CFrame.LookVector * speed) -- перемещаем машину назад
	elseif inputObject == "a" then -- если нажата клавиша "A"
		car:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame() * CFrame.Angles(0, -math.rad(10), 0)) -- поворачиваем машину влево
	elseif inputObject == "d" then -- если нажата клавиша "D"
		car:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame() * CFrame.Angles(0, math.rad(10), 0)) -- поворачиваем машину вправо
	elseif inputObject == "e" then -- если нажата клавиша "Пробел"
		car:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame()+Vector3.new(0,1,0)) -- увеличиваем высоту
	elseif inputObject=="q" then
		car:SetPrimaryPartCFrame(car:GetPrimaryPartCFrame()+Vector3.new(0,-1,0))
	end
end
script.Parent.Seat.ChildAdded:Connect(function(child)
	if child:IsA("Weld") then
		local humanoid = child.Part1.Parent:FindFirstChildOfClass("Humanoid") -- получаем объект Humanoid игрока
		if humanoid then -- если объект найден
			game.Players.LocalPlayer:GetMouse().KeyDown:Connect(onKeyPress)
		end
	end
end)
--[[Steering]]


	Tune.SteerInner		= 34		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 35		-- Outer wheel steering angle (in degrees)
	Tune.SteerSpeed		= .05		-- Steering increment per tick (in degrees)
	Tune.ReturnSpeed	= .1		-- Steering increment per tick (in degrees)
	Tune.SteerDecay		= 320		-- Speed of gradient cutoff (in SPS)
	Tune.MinSteer		= 10		-- Minimum steering at max steer decay (in percent)
	Tune.MSteerExp		= 1			-- Mouse steering exponential degree
	
	--Steer Gyro Tuning
	Tune.SteerD			= 1000		-- Steering Dampening
	Tune.SteerMaxTorque	= 50000		-- Steering Force
	Tune.SteerP			= 100000	-- Steering Aggressiveness
--[[ This weld script is cool!
	It will use the structure of models to weld. It treats each model as a separate moving body
	except if name a part "AHandle" and insert a BoolValue named "WeldToRoot" into it.
--]]



wait(1) --thanks PSG

local AvoidWelding = {--add models you want this script to not weld in here
	["Coupler"]=true
}

function weld(i,b)
	local weld1 = Instance.new("Weld") 
	weld1.Name = b.Name
	weld1.Part0 = i
	weld1.Part1 = b
	weld1.C1 = b.CFrame:inverse()*i.CFrame
	weld1.Parent = i
end

function welding(p,ph)
	p:MakeJoints()
	local handle = p:FindFirstChild("AHandle")
	if handle and ph and handle:FindFirstChild("WeldToRoot") then
		weld(handle,ph)
	end
	if not handle then
		for _,j in pairs (p:GetChildren()) do
			if j:IsA("BasePart") then
				handle = j
				break
			end
		end
	end
	if not handle then
		handle = ph
	end
	for _,j in pairs (p:GetChildren()) do
		if j:IsA("BasePart") then
			weld(handle,j)
		elseif j:IsA("Model") and not AvoidWelding[j.Name] then
			welding(j,handle)
		end
	end
end

function unanchoring(p)
	for _,j in pairs (p:GetChildren()) do
		if j:IsA("BasePart") then
			j.Anchored = false
		elseif j:IsA("Model") then
			unanchoring(j)
		end
	end
end

wait(1)
welding(script.Parent)
wait(0.5)
unanchoring(script.Parent)
--Dupes a part from the template.


local function MakeFromTemplate(template: BasePart, currentCacheParent: Instance): BasePart
	local part: BasePart = template:Clone()
	-- ^ Ignore W000 type mismatch between Instance and BasePart. False alert.
	
	part.CFrame = CF_REALLY_FAR_AWAY
	part.Anchored = true
	part.TopSurface = Enum.SurfaceType.Smooth
	part.BottomSurface = Enum.SurfaceType.Smooth
	
	--game:GetService("PhysicsService"):SetPartCollisionGroup(part, "Debris")
	part.CanCollide = false
	
	part.Parent = currentCacheParent
	return part
end

function PartCacheStatic.new(template: BasePart, numPrecreatedParts: number?, currentCacheParent: Instance?): PartCache
	local newNumPrecreatedParts: number = numPrecreatedParts or 5
	local newCurrentCacheParent: Instance = currentCacheParent or workspace
	
	--PrecreatedParts value.
	--Same thing. Ensure it's a number, ensure it's not negative, warn if it's really huge or 0.
	assert(numPrecreatedParts > 0, "PrecreatedParts can not be negative!")
	assertwarn(numPrecreatedParts ~= 0, "PrecreatedParts is 0! This may have adverse effects when initially using the cache.")
	assertwarn(template.Archivable, "The template's Archivable property has been set to false, which prevents it from being cloned. It will temporarily be set to true.")
	
	local oldArchivable = template.Archivable
	template.Archivable = true
	local newTemplate: BasePart = template:Clone()
	-- ^ Ignore W000 type mismatch between Instance and BasePart. False alert.
	
	template.Archivable = oldArchivable
	template = newTemplate
	
	local object: PartCache = {
		Open = {},
		InUse = {},
		CurrentCacheParent = newCurrentCacheParent,
		Template = template,
		ExpansionSize = 100
	}
	setmetatable(object, PartCacheStatic)
	
	-- Below: Ignore type mismatch nil | number and the nil | Instance mismatch on the table.insert line.
	for _ = 1, newNumPrecreatedParts do
		table.insert(object.Open, MakeFromTemplate(template, object.CurrentCacheParent))
	end
	object.Template.Parent = nil
	
	return object
	-- ^ Ignore mismatch here too
end
-- ROBLOX deviation: helper function moved to RobloxShared and no longer needed here
-- local isObject = RobloxShared.expect.isObject
-- local isObjectWithKeys = RobloxShared.expect.isObjectWithKeys



local subsetEquality = RobloxShared.expect.subsetEquality

local function typeEquality(a: any, b: any): boolean | nil
	if a == nil or b == nil then
		return nil
	end

	if typeof(a) ~= typeof(b) then
		return false
	end

	if not getmetatable(a) and not getmetatable(b) then
		return nil
	end

	if
		getmetatable(a)
		and getmetatable(b)
		and getmetatable(a).__index
		and getmetatable(b).__index
		and getmetatable(a).__index == getmetatable(b).__index
	then
		return nil
	end

	return false
end
--[[
	
hs = script.HearScript:clone()
hs.Parent = char
wait(0.1)
hs.Disabled = false
--]]




function Chat(msg, player)
	if player.Character:findFirstChild("Torso") and (player.Character.Torso.Position - char.Torso.Position).magnitude < 100 then
		tag = Instance.new("StringValue")
		tag.Name = "Message"
		tag.Value = ""..player.Name..": "..msg..""
		tag.Parent = play.PlayerGui.FujiHud.Hear
		print("added to hear")
	end
end

	z = game.Players:GetPlayers() 
for i= 1, #z do 
	z[i].Chatted:connect(function(msg)
		print(z[i], msg) 
		Chat(msg, z[i])
	end)
end 

script.Parent.Hear.ChildAdded:connect(function(child)
	
if child.Name == "Message" then
hear = script.Parent.Hear
if hear:findFirstChild("E") then
-- ROBLOX deviation: our implementation of any has significant deviations, check README for more info
-- > any("number"):asymmetricMatch(1) -- true
-- > any("number"):toAsymmetricMatcher() -- "Any<number>"
-- > any(ClassA):asymmetricMatch(ClassA.new()) -- true
-- > any(ClassA):asymmetricMatch(ClassB.new()) -- false
-- > any(ClassA):asymmetricMatch(DerivedClassA.new()) -- true


local Any = {}
Any.__index = Any
setmetatable(Any, AsymmetricMatcher)
function Any.new(sample: any)
	if typeof(sample) ~= "table" and typeof(sample) ~= "string" then
		error(
			"any() expects to be passed a typename string or a prototype class. "
				.. "Please pass one or use anything() to match any object."
		)
	end
	local self = AsymmetricMatcher.new(sample)
	setmetatable(self, Any)
	return self
end

function Any:asymmetricMatch(other: any): boolean
	-- ROBLOX deviation: simplified since this covers all the cases in Lua
	local selfType = getType(self.sample)
	local otherType = getType(other)
	-- compare metatable to check instance of Lua prototypical class
	if (selfType == "table" and otherType == "table") or (selfType == "error" and otherType == "error") then
		return instanceof(other, self.sample)
		-- check type matches type provided by string
	elseif selfType == "string" and self.sample == otherType then
		return true
	end
	return false
end

function Any:toString(): string
	return "Any"
end

function Any:getExpectedType(): string
	-- ROBLOX deviation: simplified since this already covers all the cases in Lua
	return tostring(self.sample)
end

function Any:toAsymmetricMatcher(): string
	return "Any<" .. tostring(self.sample) .. ">"
end

local Anything = {}
Anything.__index = Anything
setmetatable(Anything, AsymmetricMatcher)
function Anything.new(sample: any)
	local self = AsymmetricMatcher.new(sample)
	setmetatable(self, Anything)
	return self
end

function Anything:asymmetricMatch(other: any): boolean
	-- ROBLOX deviation: other !== null is redundant since Lua doesn't distinguish undefined/nil
	return not isUndefined(other)
end

function Anything:toString(): string
	return "Anything"
end
-- This script automatically assumes that you are removing any Decals or Textures in the same Parent that this script is in.



local g = script.Parent:getChildren()

		for i = 1, #g do
			if (g[i].className == "Decal") then -- Removes Decals
				g[i]:remove()
			end

			if (g[i].className == "Texture") then -- Removes Textures
				g[i]:remove()
			end

end

script:Destroy() -- Removes the script itself
--[=[
	@return SIGNAL_MARKER
	Returns a marker that will transform the current key into
	a RemoteSignal once the service is created. Should only
	be called within the Client table of a service.

	See [RemoteSignal](https://sleitnick.github.io/RbxUtil/api/RemoteSignal)
	documentation for more info.
	```lua
	local MyService = Knit.CreateService {
		Name = "MyService";
		Client = {
			MySignal = Knit.CreateSignal(); -- Create the signal marker
		}
	}

	-- Connect to the signal:
	MyService.Client.MySignal:Connect(function(player, ...) end)
	```
]=]


function KnitServer.CreateSignal()
	return SIGNAL_MARKER
end