Pinkstack/roblox-luau-corpus-text huggingface dataset:
-- aiming



GUI.MobileButtons.AimButton.MouseButton1Click:connect(function()
	if not Reloading and not HoldDown and AimDown == false and Equipped == true and Module.IronsightEnabled and (Character.Head.Position - Camera.CoordinateFrame.p).magnitude <= 1 then
        TweeningService:Create(Camera, TweenInfo.new(Module.TweenLength, Module.EasingStyle, Module.EasingDirection), {FieldOfView = Module.FieldOfViewIS}):Play()
        CrosshairModule:setcrossscale(Module.CrossScaleIS)
		--[[local GUI = game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("ZoomGui") or Tool.ZoomGui:Clone()
		GUI.Parent = game:GetService("Players").LocalPlayer.PlayerGui]]
		--Scoping = false
		game:GetService("Players").LocalPlayer.CameraMode = Enum.CameraMode.LockFirstPerson
		UserInputService.MouseDeltaSensitivity = InitialSensitivity * Module.MouseSensitiveIS
		AimDown = true
	elseif not Reloading and not HoldDown and AimDown == false and Equipped == true and Module.SniperEnabled and (Character.Head.Position - Camera.CoordinateFrame.p).magnitude <= 1 then
		TweeningService:Create(Camera, TweenInfo.new(Module.TweenLength, Module.EasingStyle, Module.EasingDirection), {FieldOfView = Module.FieldOfViewS}):Play()
		CrosshairModule:setcrossscale(Module.CrossScaleS)
		--[[local GUI = game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("ZoomGui") or Tool.ZoomGui:Clone()
		GUI.Parent = game:GetService("Players").LocalPlayer.PlayerGui]]
	    local zoomsound = GUI.Scope.ZoomSound:Clone()
	    zoomsound.Parent = Player.PlayerGui
        zoomsound:Play()
		Scoping = true
		game:GetService("Players").LocalPlayer.CameraMode = Enum.CameraMode.LockFirstPerson
		UserInputService.MouseDeltaSensitivity = InitialSensitivity * Module.MouseSensitiveS
		AimDown = true
		game:GetService("Debris"):addItem(zoomsound,5)
	else
        TweeningService:Create(Camera, TweenInfo.new(Module.TweenLengthNAD, Module.EasingStyleNAD, Module.EasingDirectionNAD), {FieldOfView = 70}):Play()
        CrosshairModule:setcrossscale(1)
		--[[local GUI = game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("ZoomGui")
		if GUI then GUI:Destroy() end]]
		Scoping = false
		game:GetService("Players").LocalPlayer.CameraMode = Enum.CameraMode.Classic
		UserInputService.MouseDeltaSensitivity = InitialSensitivity
		AimDown = false
	end
end)
--Set braking torque and stop back 2 wheels


function Chassis.EnableHandbrake()
	setMotorMaxAcceleration(math.huge)
	Motors[3].MotorMaxTorque = ActualBrakingTorque
	Motors[4].MotorMaxTorque = ActualBrakingTorque
	Motors[3].AngularVelocity = 0
	Motors[4].AngularVelocity = 0
end
--[[Steering]]


	Tune.SteerInner		= 35		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 37		-- Outer wheel steering angle (in degrees)
	Tune.SteerSpeed		= .03		-- 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
--Variables


local uis = game:GetService("UserInputService")

local mouse = game.Players.LocalPlayer:GetMouse()
local down = false

local canvas = script.Parent.CanvasFrame
local brushSettings = script.Parent.BrushSettingsFrame

local cursor = canvas.Cursor

local erasing = false
local currentSize = 10
local currentColor = Color3.fromRGB(0, 0, 0)

brushSettings.BrushButton.BackgroundColor3 = Color3.fromRGB(200, 200, 200)
brushSettings.ColorBox.Text = math.floor(currentColor.R * 255 + 0.5) .. ", " .. math.floor(currentColor.G * 255 + 0.5) .. ", " .. math.floor(currentColor.B * 255 + 0.5)
brushSettings.PaintImage.Size = UDim2.new(0, currentSize, 0, currentSize)
brushSettings.PaintImage.ImageColor3 = currentColor

local paintContainer = Instance.new("Folder", canvas)
-- ANimation


local Sound = script:WaitForChild("Haoshoku Sound")

UIS.InputBegan:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.Z and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" then
		Debounce = 2
		Track1 = plr.Character.Humanoid:LoadAnimation(script.AnimationCharge)
		Track1:Play()
		script.RemoteEventS:FireServer()
		for i = 1,math.huge do
			if Debounce == 2 then
				plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p)
				plr.Character.HumanoidRootPart.Anchored = true
			else
				
				break
				end
	     wait()
	  end
	end
end)

UIS.InputEnded:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.Z and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" then
		Debounce = 3
		local Track2 = plr.Character.Humanoid:LoadAnimation(script.AnimationRelease)
		Track2:Play()
		Track1:Stop()
		Sound:Play()
		local mousepos = Mouse.Hit
		script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p)
		local hum =  plr.Character.Humanoid
		for i = 1,10 do
			wait()
			hum.CameraOffset = Vector3.new(math.random(-0.5,0.5),math.random(-0.5,0.5),math.random(-0.5,0.5))
		end
		hum.CameraOffset = Vector3.new(0,0,0)
		wait(.5)
		Track2:Stop()
		plr.Character.HumanoidRootPart.Anchored = false
		wait(.5)
		Tool.Active.Value = "None"
		wait(3)
		Debounce = 1
	end
end)
--!strict


export type Object = { [string]: any }

return {
	assign = require(script.assign),
	entries = require(script.entries),
	freeze = require(script.freeze),
	is = require(script.is),
	isFrozen = require(script.isFrozen),
	keys = require(script.keys),
	preventExtensions = require(script.preventExtensions),
	seal = require(script.seal),
	values = require(script.values),
	-- Special marker type used in conjunction with `assign` to remove values
	-- from tables, since nil cannot be stored in a table
	None = require(script.None),
}
-------- CONFIG
-- ENABLERS (do not touch yet)


local Popups_Enabled = false  -- Enables popups. (refer to "Instructions" for installation)

local Sequential_Indicators = false -- Enables sequential indicators. (refer to "Instructions" for installation)

local Sequential_Segments = 3 -- How many segments your indicators use. (don't use if Sequential_Indicators is false)

local Trunk_Lights = false -- Enables rear, brake, and reverse lights on trunk. (they will still work inside of the main model)

local Plate_Lights = false -- Enables license plate lights.

local Interior_Lights = false -- Enables interior lights. (Not Working Yet)

local Door_Functionality = false -- (USE ONLY IF YOU HAVE OPENING DOORS, including trunk, any kind of door in misc **trunk no working yet)

local Mirror_Indicators = false --Enables indicators on mirrors. (Not Working yet)

local Dashboard_Indicators = false -- Enables dashboard indicators. (refer to "Instrucitons" for setup) (Not Working Yet)
--



function Raycast.FindPartOnRay(ray, ignore, terrainCellsAreCubes, ignoreWater)
	return WORKSPACE:FindPartOnRay(ray, ignore, terrainCellsAreCubes, ignoreWater)
end

function Raycast.FindPartOnRayWithIgnoreList(ray, ignoreList, terrainCellsAreCubes, ignoreWater)
	return WORKSPACE:FindPartOnRayWithIgnoreList(ray, ignoreList, terrainCellsAreCubes, ignoreWater)
end

function Raycast.FindPartOnRayWithWhiteList(ray, whiteList, terrainCellsAreCubes, ignoreWater)
	return WORKSPACE:FindPartOnRayWithWhitelist(ray, whiteList, terrainCellsAreCubes, ignoreWater)
end
--This module is for any client FX related to the garage debris



local DoorFX = {}

local tweenService = game:GetService("TweenService")

local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut)



local InitialModelCFrames = {}

function DoorFX.OPEN(door)
	if not door then return end
	
	for _, v in pairs(door:GetDescendants()) do
		if v:IsA("BasePart") or v:IsA("UnionOperation") then
			v.CanCollide = false
		end
	end
	
	local EffectsBrick = door:WaitForChild("Effects")
	local Effects = EffectsBrick:GetChildren()

	for _, Item in pairs (Effects) do
		if Item.Name == "Unlock" then Item:Play() continue end
		if Item:IsA("Beam") or Item:IsA("PointLight") or Item:IsA("ParticleEmitter") then
			Item.Enabled = true
		end
	end

	local Components = door:GetChildren()
	for _, Component in pairs (Components) do
		if not Component:IsA("Model") then continue end

		InitialModelCFrames[Component] = Component.PrimaryPart.CFrame

		local CFrameGoal = (Component.PrimaryPart.CFrame + Vector3.new(math.random(-1,1),3,math.random(-1,1))) 
			* CFrame.Angles(math.rad(math.random(1,360)), math.rad(math.random(1,360)), math.rad(math.random(1,360)))
	
		local TweenInf = TweenInfo.new(1, Enum.EasingStyle.Quint, Enum.EasingDirection.In)
		tweenService:Create(Component.PrimaryPart, TweenInf, {CFrame = CFrameGoal}):Play()
	end

	wait(1)

	for _, Component in pairs (Components) do
		if not Component:IsA("Model") then continue end

		local CFrameGoal = (Component.PrimaryPart.CFrame + Vector3.new(math.random(-20,20),50,math.random(-20,20))) 
			* CFrame.Angles(math.rad(math.random(1,360)), math.rad(math.random(1,360)), math.rad(math.random(1,360)))
	
		local TweenInf = TweenInfo.new(2, Enum.EasingStyle.Linear)
		local Tween = tweenService:Create(Component.PrimaryPart, TweenInf, {CFrame = CFrameGoal})
		Tween:Play()
		local Event = nil
		Event = Tween.Completed:Connect(function()
			Event:Disconnect()
			Component.PrimaryPart.CFrame = Component.PrimaryPart.CFrame - Vector3.new(0, 300, 0)		
		end)
	end

	wait(.5)

	for _, Item in pairs (Effects) do
		if Item:IsA("Beam") or Item:IsA("PointLight") or Item:IsA("ParticleEmitter") then
			Item.Enabled = false
		end
	end

end

function DoorFX.CLOSE(door)
	if not door then return end

	local Components = door:GetChildren()
	for _, Component in pairs (Components) do
		if Component:IsA("Model") then
			Component.PrimaryPart.CFrame = InitialModelCFrames[Component] or Component.PrimaryPart.CFrame 
			--this errors when the module is called for some reason so thats why its like that
		end
	end
end

return DoorFX
--// Return values: bool filterSuccess, bool resultIsFilterObject, variant result


function methods:InternalApplyRobloxFilterNewAPI(speakerName, message, textFilterContext) --// USES FFLAG
	local alwaysRunFilter = false
	local runFilter = RunService:IsServer() and not RunService:IsStudio()
	if (alwaysRunFilter or runFilter) then
		local fromSpeaker = self:GetSpeaker(speakerName)
		if fromSpeaker == nil then
			return false, nil, nil
		end

		local fromPlayerObj = fromSpeaker:GetPlayer()
		if fromPlayerObj == nil then
			return true, false, message
		end

		local success, filterResult = pcall(function()
			local ts = game:GetService("TextService")
			local result = ts:FilterStringAsync(message, fromPlayerObj.UserId, textFilterContext)
			return result
		end)
		if (success) then
			return true, true, filterResult
		else
			warn("Error filtering message:", message, filterResult)
			self:InternalNotifyFilterIssue()
			return false, nil, nil
		end
	end

	--// Simulate filtering latency.
	wait()
	return true, false, message
end

function methods:InternalDoMessageFilter(speakerName, messageObj, channel)
	local filtersIterator = self.FilterMessageFunctions:GetIterator()

	for funcId, func, priority in filtersIterator do
		local success, errorMessage = pcall(function()
			func(speakerName, messageObj, channel)
		end)

		if not success then
			warn(string.format("DoMessageFilter Function '%s' failed for reason: %s", funcId, errorMessage))
		end
	end
end

function methods:InternalDoProcessCommands(speakerName, message, channel)
	local commandsIterator = self.ProcessCommandsFunctions:GetIterator()

	for funcId, func, priority in commandsIterator do
		local success, returnValue = pcall(function()
			local ret = func(speakerName, message, channel)
			if type(ret) ~= "boolean" then
				error("Process command functions must return a bool")
			end
			return ret
		end)

		if not success then
			warn(string.format("DoProcessCommands Function '%s' failed for reason: %s", funcId, returnValue))
		elseif returnValue then
			return true
		end
	end

	return false
end

function methods:InternalGetUniqueMessageId()
	local id = self.MessageIdCounter
	self.MessageIdCounter = id + 1
	return id
end

function methods:InternalAddSpeakerWithPlayerObject(speakerName, playerObj, fireSpeakerAdded)
	if (self.Speakers[speakerName:lower()]) then
		error("Speaker \"" .. speakerName .. "\" already exists!")
	end

	local speaker = Speaker.new(self, speakerName)
	speaker:InternalAssignPlayerObject(playerObj)
	self.Speakers[speakerName:lower()] = speaker

	if fireSpeakerAdded then
		local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end)
		if not success and err then
			print("Error adding speaker: " ..err)
		end
	end

	return speaker
end

function methods:InternalFireSpeakerAdded(speakerName)
	local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end)
	if not success and err then
		print("Error firing speaker added: " ..err)
	end
end
-----------------
--| Functions |--
-----------------



function wait(TimeToWait)
	if TimeToWait ~= nil then
		local TotalTime = 0
		TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait()
		while TotalTime < TimeToWait do
			TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait()
		end
	else
		game:GetService("RunService").Heartbeat:wait()
	end
end

function DamageTag(parent,damage)
	DmgTag = script.DamageTag:clone()
	DmgTag.Damage.Value = damage
	DmgTag.creator.Value = game.Players.LocalPlayer
	DmgTag.Disabled = false
	DmgTag.Parent = parent
end
--Services


local runService = game:GetService("RunService")
local debrisService = game:GetService("Debris")
local tweenService = game:GetService("TweenService")
local serverStorage = game:GetService("ServerStorage")
local physicsService = game:GetService("PhysicsService")

local modules = script.Parent
local core = require(modules.CoreModule)
local status = require(modules.Status)
local targeting = require(modules.TargetModule)
local actions = require(modules.ActionsModule)
local troubleshoot = require(modules.Troubleshoot)

local marine = script.Parent.Parent.Parent
local myRoot = marine.HumanoidRootPart
local myHuman = marine.Humanoid
local myHead = marine.Head

local m4 = marine.M4
local barrel = m4.Barrel
local lightFlash = barrel.MuzzleDynamicLight
local chamber = m4.Chamber
local fireSound = m4.Fire
local impact = m4.Impact
--local chunkHandler = require(game.ReplicatedStorage.Modules.Chunk_Handler)


local grid = chunkHandler:GetGrid()

local oldChunks = {}

repeat wait() until game.Players.LocalPlayer.Character and game.Players.LocalPlayer.Character.Parent == workspace


while wait(4) do
	local chunk = chunkHandler:GetChunkAtVector3(grid, game.Players.LocalPlayer.Character.HumanoidRootPart.Position)
	if chunk then
		local neighbors = chunk:GetNeighborChunks(grid, 3, true)
		
		
		local newChunks = {}
		
		for i,v in pairs (neighbors) do
			--[[local p = Instance.new("Part")
			p.Anchored = true
			p.CFrame = v.CFrame
			p.Size = Vector3.new(4, 4, 4)
			p.Parent = workspace
			game.Debris:AddItem(p, 2)]]
			
			newChunks[v] = v
			if oldChunks[v] == nil  then
				oldChunks[v] = v
			end
			v:ShowResources()
		end
		
		newChunks[chunk] = chunk
		chunk:ShowResources()
		
		
		
		for _, oldChunk in pairs (oldChunks) do
			if newChunks[oldChunk] == nil then
				--This chunk is no longer in range
				print("HIDING CHUNKS")
				oldChunk:HideResources()
				oldChunks[oldChunk] = nil
			end
		end
	end
end
--	====================
--	BASIC
--	A basic settings for the gun
--	====================



		Auto = true;
		MuzzleOffset = Vector3.new(0, 0.60, -4.25);
		BaseDamage = 8;
		FireRate = 0.05; --In second
		ReloadTime = 2; --In second
		AmmoPerClip = 30; --Put "math.huge" to make this gun has infinite ammo and never reload
		Spread = 0.25; --In degree
		HeadshotEnabled = true; --Enable the gun to do extra damage on headshot
		HeadshotDamageMultiplier = 1.5;
		MouseIconID = "68308747";
		HitSoundIDs = {186809061,186809249,186809250,186809252};
		IdleAnimationID = 94331086; --Set to "nil" if you don't want to animate
		IdleAnimationSpeed = 1;
		FireAnimationID = nil; --Set to "nil" if you don't want to animate
		FireAnimationSpeed = 6;
		ReloadAnimationID = nil; --Set to "nil" if you don't want to animate
		ReloadAnimationSpeed = 1;
--[[
	Caches the character appearance of the specified userId
]]


function CharacterAppearanceCache.cacheCharacterAppearance(userId)
	coroutine.wrap(
		function()
			local success, appearanceAssets =
				pcall(
				function()
					return Players:GetCharacterAppearanceAsync(userId)
				end
			)

			if not success then
				Logger.warn("Failed to load character appearance for ", userId)
				return
			end

			appearanceCache[tostring(userId)] = appearanceAssets

			Logger.trace("Cached character model for", userId)
		end
	)()
end
-- This function casts a ray with a blacklist but not for Humanoid Penetration.


local function CastWithBlacklistAndNoHumPenetration(origin, direction, blacklist, ignoreWater, character, friendlyFire)
	if not blacklist or typeof(blacklist) ~= "table" then
		-- This array is faulty
		error("Call in CastBlacklist failed! Blacklist table is either nil, or is not actually a table.", 0)
	end
	local castRay = Ray.new(origin, direction)
	local hitPart, hitPoint, hitNormal, hitMaterial = nil, origin + direction, Vector3.new(0,1,0), Enum.Material.Air
	local success = false	
	repeat
		hitPart, hitPoint, hitNormal, hitMaterial = Workspace:FindPartOnRayWithIgnoreList(castRay, blacklist, false, ignoreWater)
		if hitPart then
			local target = hitPart:FindFirstAncestorOfClass("Model")
			local targetHumanoid = target and target:FindFirstChildOfClass("Humanoid")
			if (hitPart.Transparency > 0.75
			or hitPart.Name == "Missile"
			or hitPart.Name == "Handle"
			or hitPart.Name == "Effect"
			or hitPart.Name == "Bullet"
			or hitPart.Name == "Laser"
			or string.lower(hitPart.Name) == "water"
			or hitPart.Name == "Rail"
			or hitPart.Name == "Arrow"
			or (targetHumanoid and (targetHumanoid.Health == 0 or not DamageModule.CanDamage(target, character, friendlyFire)))) then
				table.insert(blacklist, hitPart)
				success	= false
			else
				success	= true
			end
		else
			success	= true
		end
	until success
	return hitPart, hitPoint, hitNormal, hitMaterial
end
-- regeneration


function regenHealth()
	if regening then return end
	regening = true
	
	while Humanoid.Health < Humanoid.MaxHealth do
		local s = wait(1)
		local health = Humanoid.Health
		if health~=0 and health < Humanoid.MaxHealth then
			local newHealthDelta = 0.01 * s * Humanoid.MaxHealth
			health = health + newHealthDelta
			Humanoid.Health = math.min(health,Humanoid.MaxHealth)
		end
	end
	
	if Humanoid.Health > Humanoid.MaxHealth then
		Humanoid.Health = Humanoid.MaxHealth
	end
	
	regening = false
end

Humanoid.HealthChanged:connect(regenHealth)
-- Check if enough time has pissed since previous shot was fired


local function canShootWeapon()
	local currentTime = tick()
	if currentTime - timeOfPreviousShot < FIRE_RATE then
		return false
	end
	return true
end

local function getWorldMousePosition()
	local mouseLocation = UserInputService:GetMouseLocation()

	-- Create a ray from the 2D mouse location
	local screenToWorldRay = workspace.CurrentCamera:ViewportPointToRay(mouseLocation.X, mouseLocation.Y)

	-- The unit direction vector of the ray multiplied by a maxiumum distance
	local directionVector = screenToWorldRay.Direction * MAX_MOUSE_DISTANCE

	-- Raycast from the roy's origin towards its direction
	local raycastResult = workspace:Raycast(screenToWorldRay.Origin, directionVector)

	if raycastResult then
		-- Return the 3D point of intersection
		return raycastResult.Position
	else
		-- No object was hit so calculate the position at the end of the ray
		return screenToWorldRay.Origin + directionVector
	end
end

local function fireWeapon()
	local mouseLocation = getWorldMousePosition()

	-- Calculate a normalised direction vector and multiply by laser distance
	local targetDirection = (mouseLocation - tool.Handle.Position).Unit

	-- The direction to fire the weapon, multiplied by a maximum distance
	local directionVector = targetDirection * MAX_LASER_DISTANCE

	-- Ignore the player's character to prevent them from damaging themselves
	local weaponRaycastParams = RaycastParams.new()
	weaponRaycastParams.FilterDescendantsInstances = {Players.LocalPlayer.Character}
	local weaponRaycastResult = workspace:Raycast(tool.Handle.Position, directionVector, weaponRaycastParams)

	-- Check if any objects were hit between the start and end position
	local hitPosition
	if weaponRaycastResult then
		hitPosition = weaponRaycastResult.Position

		-- The instance hit will be a child of a character model
		-- If a humanoid is found in the model then it's likely a player's character
		local characterModel = weaponRaycastResult.Instance:FindFirstAncestorOfClass("Model")
		if characterModel then
			local humanoid = characterModel:FindFirstChild("Humanoid")
			if humanoid then
				eventsFolder.DamageCharacter:FireServer(characterModel, hitPosition)
			end
		end
	else
		-- Calculate the end position based on maxiumum laser distance
		hitPosition = tool.Handle.Position + directionVector
	end

	timeOfPreviousShot = tick()

	eventsFolder.LaserFired:FireServer(hitPosition)
	LaserRenderer.createLaser(tool.Handle, hitPosition)
end

local function toolEquipped()
	tool.Handle.Equip:Play()
end

local function toolActivated()
	if canShootWeapon() then
		fireWeapon()
	end
end

tool.Equipped:Connect(toolEquipped)
tool.Activated:Connect(toolActivated)
------------------------------------------------------------------------------
--------------------[ FUNCTIONS ]---------------------------------------------
------------------------------------------------------------------------------



local FindFirstClass = function(Object, Class)
	local FoundObject = nil
	for _, Obj in pairs(Object:GetChildren()) do
		if Obj.ClassName == Class then
			FoundObject = Obj
			break
		end
	end
	return FoundObject
end

local IsEnemy = function(Human)
	local HitPlyr = game.Players:GetPlayerFromCharacter(Human.Parent)
	if (not HitPlyr) then return S.CanDamageNPCs end
	return S.AllowFriendlyFire or (HitPlyr.TeamColor ~= Plyr.Value.TeamColor or HitPlyr.Neutral)
end

local IsIgnored = function(Obj)
	for _,v in pairs(Ignore) do
		if Obj == v or Obj:IsDescendantOf(v) then
			return true
		end
	end
	return false
end

local MarkHit = function()
	spawn(function()
		local Gui_Clone = Plyr.Value:WaitForChild("PlayerGui"):WaitForChild("Main_Gui")
		local HitMarker = Gui_Clone:WaitForChild("HitMarker")
		
		HitMarker.Visible = true
		local StartMark = tick()
		HitMarker.LastMark.Value = StartMark
		
		wait(0.5)
		
		if HitMarker.LastMark.Value <= StartMark then
			HitMarker.Visible = false
		end
	end)
end
--[[ Script Variables ]]

--
while not Players.LocalPlayer do
	wait()
end
local LocalPlayer = Players.LocalPlayer
local IsFollowStick = true
local ThumbstickFrame = nil
local MoveTouchObject = nil
local OnTouchEnded = nil		-- defined in Create()
local OnTouchMovedCn = nil
local OnTouchEndedCn = nil
local currentMoveVector = Vector3.new(0,0,0)