------------------------------------------------------------------


function FixVars() --This function fixes any errors in the Customize folder
	Acceleration2 = (Acceleration.Value < 0 and 0 or Acceleration.Value > 1e3 and 1e3 or Acceleration.Value)
	MaxBank2 = (MaxBank.Value < -90 and -90 or MaxBank.Value > 90 and 90 or MaxBank.Value)
	MaxSpeed2 = (MaxSpeed.Value < 0 and 0 or MaxSpeed.Value < StallSpeed.Value and StallSpeed.Value or MaxSpeed.Value)
	StallSpeed2 = (StallSpeed.Value < 0 and 0 or StallSpeed.Value > MaxSpeed.Value and MaxSpeed.Value or StallSpeed.Value)
	TurnSpeed2 = (TurnSpeed.Value < 0 and 0 or TurnSpeed.Value)
	ThrottleInc2 = (ThrottleInc.Value < 0 and 0 or ThrottleInc.Value)
	MaxAltitude2 = (MaxAltitude.Value < MinAltitude.Value and MinAltitude.Value or MaxAltitude.Value)
	MinAltitude2 = (MinAltitude.Value > MaxAltitude.Value and MaxAltitude.Value or MinAltitude.Value)
	MissileTime2 = (ReloadTimes.Missiles.Value < 0 and 0 or ReloadTimes.Missiles.Value)
	RocketTime2 = (ReloadTimes.Rockets.Value < 0 and 0 or ReloadTimes.Rockets.Value)
	GunTime2 = (ReloadTimes.Guns.Value < 0 and 0 or ReloadTimes.Guns.Value)
	FlareTime2 = (ReloadTimes.Flares.Value < 0 and 0 or ReloadTimes.Flares.Value)
	BombTime2 = (ReloadTimes.Bombs.Value < 0 and 0 or ReloadTimes.Bombs.Value)
	CameraType2 = (pcall(function() Camera.CameraType = CameraType.Value end) and CameraType.Value or "Custom")
	PlaneName2 = (PlaneName.Value == "" and "Plane" or PlaneName.Value)
	if WeaponsValue.Value then
		if WeaponsValue.Missiles.Value or WeaponsValue.Bombs.Value then
			Targetable2 = true
		elseif (not (WeaponsValue.Missiles.Value and WeaponsValue.Bombs.Value)) then
			Targetable2 = false
		end
	elseif (not WeaponsValue.Value) then
		Targetable2 = false
	end
	if FlightControls.SpeedUp.Value == "ArrowKeyUp" then
		SpeedUp2 = 17
		SUAK = true
	elseif FlightControls.SpeedUp.Value == "ArrowKeyDown" then
		SpeedUp2 = 18
		SUAK = true
	else
		SpeedUp2 = FlightControls.SpeedUp.Value
		SUAK = false
	end
	if FlightControls.SlowDown.Value == "ArrowKeyUp" then
		SlowDown2 = 17
		SDAK = true
	elseif FlightControls.SlowDown.Value == "ArrowKeyDown" then
		SlowDown2 = 18
		SDAK = true
	else
		SlowDown2 = FlightControls.SlowDown.Value
		SDAK = false
	end
	Engine.Direction.P = (SimulationMode.Value and 1e4 or TurnSpeed2)
end

function FireMachineGun(GunParent) --This function creates the bullets for the MachineGuns
	while FiringGun do
		for _,v in pairs(GunParent:GetChildren()) do --This is what allow you to put as many MachineGuns as you want in the Guns folder
			if v:IsA("BasePart") then
				if v.Name == "MachineGun" then
					local Part = Instance.new("Part")
					Part.BrickColor = BrickColor.new("Bright yellow")
					Part.Name = "Bullet"
					Part.CanCollide = false
					Part.FormFactor = "Symmetric"
					Part.Size = Vector3.new(5,5,3)
					Part.BottomSurface = "Smooth"
					Part.TopSurface = "Smooth"
					local Mesh = Instance.new("BlockMesh")
					Mesh.Parent = Part
					Mesh.Scale = Vector3.new(1/12.5,1/12.5,1)
					local BV = Instance.new("BodyVelocity")
					BV.Parent = Part
					BV.maxForce = HugeVector
					local PlaneTag = Instance.new("ObjectValue")
					PlaneTag.Parent = Part
					PlaneTag.Name = "PlaneTag"
					PlaneTag.Value = Plane
					Part.Touched:connect(function(Object) --This lets me call the "Touched" function, which means I don't need an external script
						if IsIgnored(Object) then return end
						if (not Object:IsDescendantOf(Character)) then
							local HitHumanoid = Object.Parent:findFirstChild("Humanoid")
							if HitHumanoid then
								HitHumanoid:TakeDamage(100) --This only damges the player if they don't have a forcefield
								local CreatorTag = Instance.new("ObjectValue")
								CreatorTag.Name = "creator"
								CreatorTag.Value = Player
								CreatorTag.Parent = HitHumanoid
								delay(0.1,function() CreatorTag:Destroy() end)
							elseif (not HitHumanoid) then
								Object:BreakJoints()
							end
							CreateShockwave(Part.Position,5)
						end
					end)
					Part.Parent = game.Workspace
					Part.CFrame = v.CFrame + v.CFrame.lookVector * 10
					BV.velocity = (v.Velocity) + (Part.CFrame.lookVector * 2e3) + (Vector3.new(0,0.15,0))
					delay(2,function() Part:Destroy() end)
					table.insert(IgnoreTable,Part)
				end
			end
		end
		wait(GunTime2)
	end
end

function FireRockets(GunParent) --This function creates the rockets for the rocket spawns
	for _,v in pairs(GunParent:GetChildren()) do --This allows you to put as many RocketSpawns as you want in the Rockets folder
		if v:IsA("BasePart") then
			if v.Name == "RocketSpawn" then
				local Exploded = false
				local Part1 = Instance.new("Part")
				Part1.BrickColor = BrickColor.new("White")
				Part1.Name = "Missile"
				Part1.CanCollide = false
				Part1.FormFactor = "Symmetric"
				Part1.Size = Vector3.new(1,1,5)
				Part1.BottomSurface = "Smooth"
				Part1.TopSurface = "Smooth"
				local Mesh = Instance.new("SpecialMesh")
				Mesh.Parent = Part1
				Mesh.MeshId = "http://www.roblox.com/asset/?id=2251534"
				Mesh.MeshType = "FileMesh"
				Mesh.Scale = Vector3.new(0.5,0.5,0.5)
				local Part2 = Instance.new("Part")
				Part2.Parent = Part1
				Part2.Transparency = 1
				Part2.Name = "Visual"
				Part2.CanCollide = false
				Part2.FormFactor = "Symmetric"
				Part2.Size = Vector3.new(1,1,1)
				Part2.BottomSurface = "Smooth"
				Part2.TopSurface = "Smooth"
				local Weld = Instance.new("Weld")
				Weld.Parent = Part1
				Weld.Part0 = Part1
				Weld.Part1 = Part2
				Weld.C0 = CFrame.new(0,0,4) * CFrame.Angles(math.rad(90),0,0)
				local BV = Instance.new("BodyVelocity")
				BV.Parent = Part1
				BV.maxForce = HugeVector
				local BG = Instance.new("BodyGyro")
				BG.Parent = Part
				BG.maxTorque = HugeVector
				BG.cframe = v.CFrame
				local Fire = Instance.new("Fire")
				Fire.Parent = Part2
				Fire.Heat = 25
				Fire.Size = 10
				local Smoke = Instance.new("Smoke")
				Smoke.Parent = Part2
				Smoke.Color = Color3.new(200/255,200/255,200/255)
				Smoke.Opacity = 0.7
				Smoke.RiseVelocity = 25
				Smoke.Size = 10
				local PlaneTag = Instance.new("ObjectValue")
				PlaneTag.Parent = Part
				PlaneTag.Name = "PlaneTag"
				PlaneTag.Value = Plane
				Part1.Touched:connect(function(Object)
					if IsIgnored(Object) then return end
					if (not Exploded) then
						if (not Object:IsDescendantOf(Character)) then
							if Object.Name ~= "Missile" then
								Exploded = true
								local Explosion = Instance.new("Explosion",game.Workspace)
								Explosion.Position = Part1.Position
								Explosion.BlastPressure = 5e3
								Explosion.BlastRadius = 10
								ScanPlayers(Part1.Position,10)
								CreateShockwave(Part1.Position,10)
								Explosion.Parent = game.Workspace
								Part1:Destroy()
							end
						end
					end
				end)
				Part1.Parent = game.Workspace
				Part1.CFrame = v.CFrame + v.CFrame.lookVector * 10
				BV.velocity = Part1.CFrame.lookVector * 1250 + Vector3.new(0,0.15,0)
				delay(5,function() Part1:Destroy() end)
				table.insert(IgnoreTable,Part1)
			end
		end
	end
end

function DeployFlares(GunParent) --This function creates the flares for the flare spawns
	for _,v in pairs(GunParent:GetChildren()) do
		if v:IsA("BasePart") then
			if v.Name == "FlareSpawn" then
				local RandomFactor = 40
				local RandomX = math.rad(math.random(-RandomFactor,RandomFactor))
				local RandomY = math.rad(math.random(-RandomFactor,RandomFactor))
				local Part = Instance.new("Part")
				Part.Transparency = 1
				Part.Name = "Flare"
				Part.CanCollide = false
				Part.FormFactor = "Symmetric"
				Part.Size = Vector3.new(1,1,1)
				Part.BottomSurface = "Smooth"
				Part.TopSurface = "Smooth"
				local BG = Instance.new("BillboardGui")
				BG.Parent = Part
				BG.Size = UDim2.new(10,0,10,0)
				local IL = Instance.new("ImageLabel")
				IL.Parent = BG
				IL.BackgroundTransparency = 1
				IL.Image = "http://www.roblox.com/asset/?id=43708803"
				IL.Size = UDim2.new(1,0,1,0)
				local Smoke = Instance.new("Smoke")
				Smoke.Parent = Part
				Smoke.Opacity = 0.5
				Smoke.RiseVelocity = 25
				Smoke.Size = 5
				local PL = Instance.new("PointLight")
				PL.Parent = Part
				PL.Brightness = 10
				PL.Color = Color3.new(1,1,0)
				PL.Range = 20
				Part.Parent = game.Workspace
				Part.CFrame = (v.CFrame + v.CFrame.lookVector * 5) * CFrame.Angles(RandomX,RandomY,0)
				Part.Velocity = Part.CFrame.lookVector * 150
				delay(5,function() Part:Destroy() end)
				table.insert(IgnoreTable,Part)
			end
		end
	end
end

function DropBomb(GunParent) --This function creates the non-guided bombs for the bomb spawns
	if (not Locked) then
		for _,v in pairs(GunParent:GetChildren()) do
			if v:IsA("BasePart") then
				if v.Name == "BombSpawn" then
					local Exploded = false
					local Part = Instance.new("Part")
					Part.Name = "Bomb"
					Part.CanCollide = false
					Part.FormFactor = "Symmetric"
					Part.Size = Vector3.new(2,2,9)
					Part.BottomSurface = "Smooth"
					Part.TopSurface = "Smooth"
					local Mesh = Instance.new("SpecialMesh")
					Mesh.Parent = Part
					Mesh.MeshId = "http://www.roblox.com/asset/?id=88782666"
					Mesh.MeshType = "FileMesh"
					Mesh.Scale = Vector3.new(4,4,4)
					Mesh.TextureId = "http://www.roblox.com/asset/?id=88782631"
					local BG = Instance.new("BodyGyro")
					BG.Parent = Part
					BG.maxTorque = HugeVector
					BG.cframe = v.CFrame * CFrame.Angles(math.rad(90),0,0)
					local PlaneTag = Instance.new("ObjectValue")
					PlaneTag.Parent = Part
					PlaneTag.Name = "PlaneTag"
					PlaneTag.Value = Plane
					Part.Touched:connect(function(Object)
						if IsIgnored(Object) then return end
						if (not Exploded) then
							if (not Object:IsDescendantOf(Character)) and Object.Name ~= "Bomb" then
								Exploded = true
								local Explosion = Instance.new("Explosion")
								Explosion.Position = Part.Position
								Explosion.BlastPressure = 5e5
								Explosion.BlastRadius = 100
								ScanPlayers(Part.Position,100)
								CreateShockwave(Part.Position,75)
								Explosion.Parent = game.Workspace
								Part:Destroy()
							end
						end
					end)
					Part.Parent = game.Workspace
					Part.CFrame = (v.CFrame * CFrame.Angles(math.rad(90),0,0)) + v.CFrame.lookVector * 3
					Part.Velocity = (Part.CFrame.lookVector * (TrueAirSpeed * 0.75))
					delay(7,function() Part:Destroy() end)
					table.insert(IgnoreTable,Part)
				end
			end
		end
	end
end

function DropGuidedBomb(Gun) --This function creates guided bombs for the bombs spawns
	if Locked then
		local Exploded = false
		local Part = Instance.new("Part")
		Part.Name = "Bomb"
		Part.CanCollide = false
		Part.FormFactor = "Symmetric"
		Part.Size = Vector3.new(2,2,9)
		Part.BottomSurface = "Smooth"
		Part.TopSurface = "Smooth"
		local Mesh = Instance.new("SpecialMesh")
		Mesh.Parent = Part
		Mesh.MeshId = "http://www.roblox.com/asset/?id=88782666"
		Mesh.MeshType = "FileMesh"
		Mesh.Scale = Vector3.new(4,4,4)
		Mesh.TextureId = "http://www.roblox.com/asset/?id=88782631"
		local OV = Instance.new("ObjectValue")
		OV.Parent = Part
		OV.Name = "Target"
		OV.Value = TargetPlayer.Character
		local NV = Instance.new("NumberValue")
		NV.Parent = Part
		NV.Name = "PlaneSpd"
		NV.Value = TrueAirSpeed * 0.9 --This makes the bombs travel speed 9/10 of the plane's speed
		local BG = Instance.new("BodyGyro")
		BG.Parent = Part
		BG.maxTorque = HugeVector
		BG.P = 2e3
		local BV = Instance.new("BodyVelocity")
		BV.Parent = Part
		BV.maxForce = Vector3.new(math.huge,6e3,math.huge)
		BV.velocity = Vector3.new(0,0,0)
		local Script = BombM:clone()
		Script.Parent = Part
		local PlaneTag = Instance.new("ObjectValue")
		PlaneTag.Parent = Part
		PlaneTag.Name = "PlaneTag"
		PlaneTag.Value = Plane
		Part.Touched:connect(function(Object)
			if IsIgnored(Object) then return end
			if (not Exploded) then
				if (not Object:IsDescendantOf(Character)) and Object.Name ~= "Bomb" then
					Exploded = true
					local Explosion = Instance.new("Explosion")
					Explosion.Position = Part.Position
					Explosion.BlastPressure = 5e5
					Explosion.BlastRadius = 100
					ScanPlayers(Part.Position,100)
					CreateShockwave(Part.Position,75)
					Explosion.Parent = game.Workspace
					Part:Destroy()
				end
			end
		end)
		Part.Parent = game.Workspace
		Part.CFrame = (Gun.CFrame * CFrame.Angles(math.rad(90),0,0)) + Gun.CFrame.lookVector * 10
		Script.Disabled = false
		table.insert(IgnoreTable,Part)
	end
end

function FireMissile(Gun) --This function creates the non-guided missiles for the missile spawns
	if (not Locked) then
		local Exploded = false
		local Part1 = Instance.new("Part")
		Part1.Name = "Missile"
		Part1.CanCollide = false
		Part1.FormFactor = "Symmetric"
		Part1.Size = Vector3.new(1,1,13)
		Part1.BottomSurface = "Smooth"
		Part1.TopSurface = "Smooth"
		local Mesh = Instance.new("SpecialMesh")
		Mesh.Parent = Part1
		Mesh.MeshId = "http://www.roblox.com/asset/?id=2251534"
		Mesh.MeshType = "FileMesh"
		Mesh.TextureId = "http://www.roblox.com/asset/?id=2564491"
		local Part2 = Instance.new("Part")
		Part2.Parent = Part1
		Part2.Name = "Visual"
		Part2.Transparency = 1
		Part2.CanCollide = false
		Part2.FormFactor = "Symmetric"
		Part2.Size = Vector3.new(1,1,1)
		Part2.BottomSurface = "Smooth"
		Part2.TopSurface = "Smooth"
		local Weld = Instance.new("Weld")
		Weld.Parent = Part1
		Weld.Part0 = Part1
		Weld.Part1 = Part2
		Weld.C0 = CFrame.new(0,0,5) * CFrame.Angles(math.rad(90),0,0)
		local BV = Instance.new("BodyVelocity")
		BV.Parent = Part1
		BV.maxForce = HugeVector
		local BG = Instance.new("BodyGyro")
		BG.Parent = Part
		BG.maxTorque = HugeVector
		BG.cframe = Gun.CFrame * CFrame.Angles(math.rad(90),0,0)
		local Fire = Instance.new("Fire")
		Fire.Parent = Part2
		Fire.Enabled = false
		Fire.Heat = 25
		Fire.Size = 30
		local Smoke = Instance.new("Smoke")
		Smoke.Parent = Part2
		Smoke.Color = Color3.new(40/51,40/51,40/51)
		Smoke.Enabled = false
		Smoke.Opacity = 1
		Smoke.RiseVelocity = 25
		Smoke.Size = 25
		local PlaneTag = Instance.new("ObjectValue")
		PlaneTag.Parent = Part
		PlaneTag.Name = "PlaneTag"
		PlaneTag.Value = Plane
		Part1.Touched:connect(function(Object)
			if IsIgnored(Object) then return end
			if (not Exploded) then
				if (not Object:IsDescendantOf(Character)) and Object.Name ~= "Missile" then
					Exploded = true
					local Explosion = Instance.new("Explosion")
					Explosion.Position = Part1.Position
					Explosion.BlastPressure = 5e4
					Explosion.BlastRadius = 50
					ScanPlayers(Part1.Position,50)
					CreateShockwave(Part1.Position,50)
					Explosion.Parent = game.Workspace
					Part1:Destroy()
				end
			end
		end)
		Part1.Parent = game.Workspace
		Part1.CFrame = (Gun.CFrame * CFrame.Angles(math.rad(90),0,0)) + Gun.CFrame.lookVector * 15
		BV.velocity = Part1.CFrame.lookVector * Engine.Velocity.magnitude
		delay(0.4,function()
			BV.velocity = (Part1.CFrame.lookVector * 1500) + Vector3.new(0,0.15,0)
			Fire.Enabled = true
			Smoke.Enabled = true
		end)
		delay(5,function() Part1:Destroy() end)
		table.insert(IgnoreTable,Part1)
	end
end

function FireGuidedMissile(Gun) --This function creates the guided missiles for the missile spawns
	if Targetable2 then
		if Locked then
			local Exploded = false
			local Part1 = Instance.new("Part")
			Part1.Name = "Missile"
			Part1.CanCollide = false
			Part1.FormFactor = "Symmetric"
			Part1.Size = Vector3.new(1,1,13)
			Part1.BottomSurface = "Smooth"
			Part1.TopSurface = "Smooth"
			local Mesh = Instance.new("SpecialMesh")
			Mesh.Parent = Part1
			Mesh.MeshId = "http://www.roblox.com/asset/?id=2251534"
			Mesh.MeshType = "FileMesh"
			Mesh.TextureId = "http://www.roblox.com/asset/?id=2564491"
			local Part2 = Instance.new("Part")
			Part2.Parent = Part1
			Part2.Transparency = 1
			Part2.Name = "Visual"
			Part2.CanCollide = false
			Part2.FormFactor = "Symmetric"
			Part2.Size = Vector3.new(1,1,1)
			Part2.BottomSurface = "Smooth"
			Part2.TopSurface = "Smooth"
			local Weld = Instance.new("Weld")
			Weld.Parent = Part1
			Weld.Part0 = Part1
			Weld.Part1 = Part2
			Weld.C0 = CFrame.new(0,0,5) * CFrame.Angles(math.rad(90),0,0)
			local OV = Instance.new("ObjectValue")
			OV.Parent = Part1
			OV.Name = "Target"
			OV.Value = TargetPlayer.Character
			local BV = Instance.new("BodyVelocity")
			BV.Parent = Part1
			BV.maxForce = HugeVector
			--[[local BG = Instance.new("BodyGyro")
			BG.Parent = Part1
			BG.maxTorque = HugeVector
			BG.P = 1e6]]
			local Script = MissileM:clone()
			Script.Parent = Part1
			local Fire = Instance.new("Fire")
			Fire.Parent = Part2
			Fire.Enabled = false
			Fire.Heat = 25
			Fire.Size = 30
			local Smoke = Instance.new("Smoke")
			Smoke.Parent = Part2
			Smoke.Color = Color3.new(40/51,40/51,40/51)
			Smoke.Enabled = false
			Smoke.Opacity = 1
			Smoke.RiseVelocity = 25
			Smoke.Size = 25
			local PlaneTag = Instance.new("ObjectValue")
			PlaneTag.Parent = Part
			PlaneTag.Name = "PlaneTag"
			PlaneTag.Value = Plane
			Part1.Touched:connect(function(Object)
				if IsIgnored(Object) then return end
				if (not Exploded) then
					if (not Object:IsDescendantOf(Character)) and Object.Name ~= "Missile" then
						Exploded = true
						local Explosion = Instance.new("Explosion")
						Explosion.Position = Part1.Position
						Explosion.BlastPressure = 5e4
						Explosion.BlastRadius = 50
						ScanPlayers(Part1.Position,50)
						CreateShockwave(Part1.Position,50)
						Explosion.Parent = game.Workspace
						Part1:Destroy()
					end
				end
			end)
			Part1.Parent = game.Workspace
			Part1.CFrame = (Gun.CFrame * CFrame.Angles(math.rad(90),0,0)) + Gun.CFrame.lookVector * 15
			--BG.cframe = CFrame.new(Part1.CFrame.p,Part1.CFrame.p + Part1.CFrame.lookVector)
			delay(0.4,function()
				Script.Disabled = false
				Fire.Enabled = true
				Smoke.Enabled = true
			end)
			delay(7,function() Part1:Destroy() end)
			table.insert(IgnoreTable,Part1)
		end
	end
end

function IsIgnored(Obj)
	for _,v in pairs(IgnoreTable) do
		if v == Obj then
			return true
		end
	end
	return false
end

function CreateShockwave(Center,Radius)
	coroutine.resume(coroutine.create(function()
		local Shockwave = Instance.new("Part")
		Shockwave.BrickColor = BrickColor.new("Light stone grey")
		Shockwave.Material = Enum.Material.SmoothPlastic
		Shockwave.Name = "Shockwave"
		Shockwave.Anchored = true
		Shockwave.CanCollide = false
		Shockwave.FormFactor = Enum.FormFactor.Symmetric
		Shockwave.Size = Vector3.new(1,1,1)
		Shockwave.BottomSurface = Enum.SurfaceType.Smooth
		Shockwave.TopSurface = Enum.SurfaceType.Smooth
		local Mesh = Instance.new("SpecialMesh",Shockwave)
		Mesh.MeshType = Enum.MeshType.Sphere
		Mesh.Scale = Vector3.new(0,0,0)
		Shockwave.Parent = game.Workspace
		Shockwave.CFrame = CFrame.new(Center)
		table.insert(IgnoreTable,Shockwave)
		for i = 0,1,1/12 do
			local WaveScale = 2 * Radius * i
			Mesh.Scale = Vector3.new(WaveScale,WaveScale,WaveScale)
			Shockwave.Transparency = i
			RunService.RenderStepped:wait()
		end
		Shockwave:Destroy()
	end))
end

function ScanPlayers(Pos,Radius) --This is a function that I created that efficiently puts a CreatorTag in the player
	coroutine.resume(coroutine.create(function()
		for _,v in pairs(game.Players:GetPlayers()) do --This gets all the players
			if v.Character and v.Character:findFirstChild("Torso") then
				local PTorso = v.Character.Torso
				if ((PTorso.Position - Pos).magnitude + 2) <= Radius then --If the distance between the explosion and the player is less than the radius...
					local HitHumanoid = v.Character:findFirstChild("Humanoid")
					if HitHumanoid then
						local CreatorTag = Instance.new("ObjectValue")
						CreatorTag.Name = "creator"
						CreatorTag.Value = Player
						CreatorTag.Parent = HitHumanoid
						delay(0.1,function() CreatorTag:Destroy() end)
					end
				end
			end
		end
	end))
end

function ReloadRocket(Time) --This function reloads the rockets based on the rocket reload time
	if (not RocketEnabled) then
		wait(Time)
		RocketEnabled = true
	end
end

function ReloadFlare(Time) --This function reloads the flares based on the flare reload time
	if (not FlareEnabled) then
		wait(Time)
		FlareEnabled = true
	end
end

function ReloadBomb(Time) --This function reloads the bombs based on the bomb reload time
	if (not BombEnabled) then
		wait(Time)
		BombEnabled = true
	end
end

function ReloadMissile(Time) --This function reloads the missile based on the missile reload time
	if (not MissileEnabled) then
		wait(Time)
		MissileEnabled = true
	end
end

function onMouseMoved(M) --This function is activated when the mouse moves
	if Targetable2 then --If the plane can target...
		local GUI = GUIClone.Main
		if Targeting then
			GUI.Mode.Text = "Targeting Mode"
			local FoundPlayer = false
			local ClosestRatio = 0.1
			for _,v in pairs(game.Players:GetPlayers()) do
				if v.Character then
					if v.Character:findFirstChild("Torso") then
						if v ~= Player then
							if ((v.TeamColor ~= Player.TeamColor) or v.Neutral) then
								local myHead = Character.Head
								local TorsoPos = v.Character.Torso.CFrame
								local Distance = (myHead.CFrame.p - TorsoPos.p).magnitude
								local MDirection = (M.Hit.p - myHead.CFrame.p).unit
								local Offset = (((MDirection * Distance) + myHead.CFrame.p) - TorsoPos.p).magnitude
								if (not Locked) then
									if (Offset / Distance) < ClosestRatio then
										ClosestRatio = (Offset / Distance)
										FoundPlayer = true
										if TargetPlayer ~= v then
											TargetPlayer = v
											M.Icon = TargetIcon
											AimGUI.Enabled = true
											LockGUI.Enabled = false
											AimGUI.Adornee = TargetPlayer.Character.Torso
											LockGUI.Adornee = nil
										end
									end
									if (not FoundPlayer) and TargetPlayer then
										TargetPlayer = nil
										M.Icon = AimingIcon
										AimGUI.Enabled = false
										LockGUI.Enabled = false
										AimGUI.Adornee = nil
										LockGUI.Adornee = nil
									end
								elseif Locked then
									M.Icon = LockedIcon
									AimGUI.Enabled = false
									LockGUI.Enabled = true
									AimGUI.Adornee = nil
									LockGUI.Adornee = TargetPlayer.Character.Torso
								end
							end
						end
					end
				end
			end
		elseif (not Targeting) then
			GUI.Mode.Text = "Flying Mode"
		end
	end
end

function onButton1Down(M) --This function is activated when you press the left mouse button
	if (not Targetable2) then return end
	if (not Targeting) then return end
	if (not EngineOn) then return end
	if (not TargetPlayer) then return end
	if (not Locked) then
		M.Icon = LockedIcon
		Locked = true
		AimGUI.Enabled = false
		LockGUI.Enabled = true
		AimGUI.Adornee = nil
		LockGUI.Adornee = TargetPlayer.Character.Torso
		local Connection = nil
		Connection = TargetPlayer.Character.Humanoid.Died:connect(function()
			Locked = false
			TargetPlayer = nil
			M.Icon = AimingIcon
			AimGUI.Enabled = false
			LockGUI.Enabled = false
			AimGUI.Adornee = nil
			LockGUI.Adornee = nil
			Connection:disconnect()
		end)
		Spawn(function()
			local CurrentTargetPlayer = TargetPlayer
			while true do
				if CurrentTargetPlayer ~= TargetPlayer then
					Connection:disconnect()
					break
				end
				wait()
			end
		end)
	end
end

function IncreaseSpd() --This function increases the speed
	if EngineOn then
		if Selected then
			while Accelerating do
				Throttle = (Throttle < 1 and Throttle + 0.01 or 1)
				DesiredSpeed = MaxSpeed2 * Throttle
				wait(ThrottleInc2)
			end
		end
	end
end

function DecreaseSpd() --This function decreases the speed
	if EngineOn then
		if Selected then
			while Decelerating do
				Throttle = (Throttle > 0 and Throttle - 0.01 or 0)
				DesiredSpeed = MaxSpeed2 * Throttle
				wait(ThrottleInc2)
			end
		end
	end
end

function RoundNumber(Num) --This function rounds a number to the nearest whole number
	return ((Num - math.floor(Num)) >= 0.5 and math.ceil(Num) or math.floor(Num))
end

function GetGear(Parent) --This function gets all the parts in the Gear folder
	for _,v in pairs(Parent:GetChildren()) do
		if (v:IsA("BasePart")) then
			if (not v:findFirstChild("GearProp")) then
				local GearProp = Instance.new("StringValue")
				GearProp.Name = "GearProp"
				GearProp.Value = v.Transparency..","..tostring(v.CanCollide)
				GearProp.Parent = v
			end
			table.insert(LandingGear,v) --This inserts a table with the gear's properties into the LandingGear table
		end
		GetGear(v)
	end
end

function ChangeGear() --This function extends or retracts the gear
	for _,v in pairs(LandingGear) do
		local GearProp = v.GearProp
		local Comma = GearProp.Value:find(",",1,true)
		local TransVal = tonumber(GearProp.Value:sub(1,Comma - 1))
		local CollideVal = GearProp.Value:sub(Comma + 1)
		v.Transparency = (TransVal ~= 1 and (GearUp and TransVal or 1))
		v.CanCollide = (CollideVal and (GearUp and CollideVal or false))
	end
end

function SetUpGUI() --This function sets up the PlaneGUI
	local GUI = GUIClone.Main
	GUI.Title.Text = PlaneName2
	local TargetStats = GUI.Parent.Target
	local HUD = GUI.Parent.HUD
	local ControlsA1,ControlsB1 = GUI.ControlsA,GUI.ControlsB
	local FrameA1,FrameB1 = GUI.FrameA,GUI.FrameB
	local C1A1,C1B1 = FrameA1.C1.Key,FrameB1.C1.Key
	local C2A1,C2B1 = FrameA1.C2.Key,FrameB1.C2.Key
	local C3A1,C3B1 = FrameA1.C3.Key,FrameB1.C3.Key
	local C4A1,C4B1 = FrameA1.C4.Key,FrameB1.C4.Key
	local C5A1,C5B1 = FrameA1.C5.Key,FrameB1.C5.Key
	local C6A1,C7A1 = FrameA1.C6.Key,FrameA1.C7.Key
	local ControlsA2,ControlsB2 = HUD.ControlsA,HUD.ControlsB
	local FrameA2,FrameB2 = HUD.FrameA,HUD.FrameB
	local C1A2,C1B2 = FrameA2.C1.Key,FrameB2.C1.Key
	local C2A2,C2B2 = FrameA2.C2.Key,FrameB2.C2.Key
	local C3A2,C3B2 = FrameA2.C3.Key,FrameB2.C3.Key
	local C4A2,C4B2 = FrameA2.C4.Key,FrameB2.C4.Key
	local C5A2,C5B2 = FrameA2.C5.Key,FrameB2.C5.Key
	local C6A2,C7A2 = FrameA2.C6.Key,FrameA2.C7.Key
	local GearText = GUI.Gear
	for _,v in pairs(LandingGear) do --This section determines whether the gear are up or down
		if v.Transparency == 1 then
			GearUp = true
		else
			GearUp = false
			break
		end
	end
	local MaxSpeedScaled = math.ceil(MaxSpeed2/50)
	for i = 1,(MaxSpeedScaled + 10) do --This creates a loop that clones the SpeedGUI and positions it accordingly
		local SpeedGUI = HUD.Speed.Main
		local Speed0 = SpeedGUI["Speed-0"]
		local SpeedClone = Speed0:clone()
		SpeedClone.Position = UDim2.new(0,0,1,-(80 + (75 * i)))
		SpeedClone.Name = ("Speed-%i"):format(50 * i)
		SpeedClone.Text.Text = tostring(50 * i)
		SpeedClone.Parent = SpeedGUI
	end
	local MaxAltScaled = math.ceil(MaxAltitude2/500)
	for i = 1,(MaxAltScaled + 10) do --This creates a loop that clones the AltitudeGUI and positions it accordingly
		local AltGUI = HUD.Altitude.Main
		local Altitude0 = AltGUI["Altitude-0"]
		local AltClone = Altitude0:clone()
		AltClone.Position = UDim2.new(0,0,1,-(80 + (75 * i)))
		AltClone.Name = ("Altitude-%s"):format(tostring(0.5 * i))
		AltClone.Text.Text = tostring(0.5 * i)
		AltClone.Parent = AltGUI
	end
	GearText.Text = (GearUp and "Gear Up" or "Gear Down")
	TargetStats.Visible = Targetable2
	-------------------------------------------------------------------------------------
	C1A1.Text = "Key: "..FlightControls.Engine.Value:upper()
	if FlightControls.SpeedUp.Value == "ArrowKeyUp" then
		C2A1.Text = "Key: ArrowKeyUp"
	elseif FlightControls.SpeedUp.Value == "ArrowKeyDown" then
		C2A1.Text = "Key: ArrowKeyDown"
	else
		C2A1.Text = "Key: "..FlightControls.SpeedUp.Value:upper()
	end
	if FlightControls.SlowDown.Value == "ArrowKeyUp" then
		C3A1.Text = "Key: ArrowKeyUp"
	elseif FlightControls.SlowDown.Value == "ArrowKeyDown" then
		C3A1.Text = "Key: ArrowKeyDown"
	else
		C3A1.Text = "Key: "..FlightControls.SlowDown.Value:upper()
	end
	C4A1.Text = "Key: "..FlightControls.Gear.Value:upper()
	C5A1.Text = "Key: "..TargetControls.Modes.Value:upper()
	C5A1.Parent.Visible = Targetable2
	C6A1.Text = "Key: "..FlightControls.Eject.Value:upper()
	C6A1.Parent.Visible = Ejectable.Value
	C7A1.Text = "Key: "..FlightControls.ToggleHUD.Value:upper()
	C7A1.Parent.Visible = CamLock.Value
	C1B1.Text = "Key: "..WeaponControls.FireMissile.Value:upper()
	C1B1.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Missiles.Value)
	C2B1.Text = "Key: "..WeaponControls.FireRockets.Value:upper()
	C2B1.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Rockets.Value)
	C3B1.Text = "Key: "..WeaponControls.FireGuns.Value:upper()
	C3B1.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Guns.Value)
	C4B1.Text = "Key: "..WeaponControls.DropBombs.Value:upper()
	C4B1.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Bombs.Value)
	C5B1.Text = "Key: "..WeaponControls.DeployFlares.Value:upper()
	C5B1.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Flares.Value)
	FrameB1.Title.Text = (WeaponsValue.Value and  "WeaponControls" or "No Weapons")
	FrameB1.Title.Line.Visible = WeaponsValue.Value
	ControlsA1.MouseButton1Click:connect(function() --This function allows the Flight Controls frame to be opened or closed without an external script
		if GUIA1Visible then
			GUIA1Visible = false
			FrameA1:TweenPosition(UDim2.new(0,150,0,-190),"In","Quad",1,true)
		elseif (not GUIA1Visible) then
			GUIA1Visible = true
			FrameA1:TweenPosition(UDim2.new(0,150,0,170),"Out","Quad",1,true)
		end
	end)
	ControlsB1.MouseButton1Click:connect(function()
		if GUIB1Visible then
			GUIB1Visible = false
			FrameB1:TweenPosition(UDim2.new(0,-150,0,-150),"In","Quad",1,true)
		elseif (not GUIB1Visible) then
			GUIB1Visible = true
			FrameB1:TweenPosition(UDim2.new(0,-150,0,170),"Out","Quad",1,true)
		end
	end)
	-------------------------------------------------------------------------------------
	C1A2.Text = "Key: "..FlightControls.Engine.Value:upper()
	if FlightControls.SpeedUp.Value == "ArrowKeyUp" then
		C2A2.Text = "Key: ArrowKeyUp"
	elseif FlightControls.SpeedUp.Value == "ArrowKeyDown" then
		C2A2.Text = "Key: ArrowKeyDown"
	else
		C2A2.Text = "Key: "..FlightControls.SpeedUp.Value:upper()
	end
	if FlightControls.SlowDown.Value == "ArrowKeyUp" then
		C3A2.Text = "Key: ArrowKeyUp"
	elseif FlightControls.SlowDown.Value == "ArrowKeyDown" then
		C3A2.Text = "Key: ArrowKeyDown"
	else
		C3A2.Text = "Key: "..FlightControls.SlowDown.Value:upper()
	end
	C4A2.Text = "Key: "..FlightControls.Gear.Value:upper()
	C5A2.Text = "Key: "..TargetControls.Modes.Value:upper()
	C5A2.Parent.Visible = Targetable2
	C6A2.Text = "Key: "..FlightControls.Eject.Value:upper()
	C6A2.Parent.Visible = Ejectable.Value
	C7A2.Text = "Key: "..FlightControls.ToggleHUD.Value:upper()
	C7A2.Parent.Visible = CamLock.Value
	C1B2.Text = "Key: "..WeaponControls.FireMissile.Value:upper()
	C1B2.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Missiles.Value)
	C2B2.Text = "Key: "..WeaponControls.FireRockets.Value:upper()
	C2B2.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Rockets.Value)
	C3B2.Text = "Key: "..WeaponControls.FireGuns.Value:upper()
	C3B2.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Guns.Value)
	C4B2.Text = "Key: "..WeaponControls.DropBombs.Value:upper()
	C4B2.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Bombs.Value)
	C5B2.Text = "Key: "..WeaponControls.DeployFlares.Value:upper()
	C5B2.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Flares.Value)
	FrameB2.Title.Text = (WeaponsValue.Value and  "WeaponControls" or "No Weapons")
	FrameB2.Title.Line.Visible = WeaponsValue.Value
	ControlsA2.MouseButton1Click:connect(function() --This function allows the Flight Controls frame to be opened or closed without an external script
		if GUIA2Visible then
			GUIA2Visible = false
			FrameA2:TweenPosition(UDim2.new(0.5,20,0,-170),"In","Quad",1,true)
		elseif (not GUIA2Visible) then
			GUIA2Visible = true
			FrameA2:TweenPosition(UDim2.new(0.5,20,0,100),"Out","Quad",1,true)
		end
	end)
	ControlsB2.MouseButton1Click:connect(function()
		if GUIB2Visible then
			GUIB2Visible = false
			FrameB2:TweenPosition(UDim2.new(0.5,-320,0,-170),"In","Quad",1,true)
		elseif (not GUIB2Visible) then
			GUIB2Visible = true
			FrameB2:TweenPosition(UDim2.new(0.5,-320,0,100),"Out","Quad",1,true)
		end
	end)
end

function GetRoll(CF) --This function gets the rotation of the Engine. Credit to DevAdrian for this
	local CFRight = CF * CFrame.Angles(0,math.rad(90),0)
	local CFNoRollRight = CFrame.new(CF.p,CF.p + CF.lookVector) * CFrame.Angles(0,math.rad(90),0)
	local CFDiff = CFRight:toObjectSpace(CFNoRollRight)
	return (-math.atan2(CFDiff.lookVector.Y, CFDiff.lookVector.Z) % (math.pi * 2) + math.pi)
end

function GetPitch(CF) --This function gets the pitch of the Engine. Credit to DevAdrian for this
	local LV = CF.lookVector
	local XZDist = math.sqrt(LV.x ^ 2 + LV.z ^ 2)
	return math.atan(LV.y / XZDist)
end

function UpdateCamera() --This function uses the RunService to update the camera. It happens very fast so it is smooth
	if (not LockedCam) then
		Camera.CameraType = CameraType2
	elseif LockedCam then
		local HeadCF = Character.Head.CFrame
		local PlaneSize = Plane:GetModelSize().magnitude/3
		local Origin = HeadCF.p + (HeadCF.lookVector * (PlaneSize - 1))
		local Target = HeadCF.p + (HeadCF.lookVector * PlaneSize)
		Camera.CameraType = Enum.CameraType.Scriptable
		Camera.CoordinateFrame = CFrame.new(Origin,Target)
		Camera:SetRoll(2 * math.pi - GetRoll(Character.Head.CFrame))
	end
end

function UpdateTargetStats() --This function updates the stats about the Target
	local GUI = GUIClone.Target
	if TargetPlayer
	and TargetPlayer.Character
	and TargetPlayer.Character:FindFirstChild("Torso") then
		local myHead = Character.Head
		local TorsoPos = TargetPlayer.Character.Torso.CFrame
		local Distance = (myHead.CFrame.p - TorsoPos.p).magnitude
		local TargetSpeed = (TargetPlayer.Character.Torso.Velocity).magnitude
		local TargetAlt = TargetPlayer.Character.Torso.Position.Y
		GUI.LockName.Text = ("Target: %s"):format(TargetPlayer.Name)
		GUI.Dist.Text = ("Distance: %s"):format(tostring(math.floor(Distance * 10)/10))
		GUI.Speed.Text = ("Speed: %s"):format(tostring(math.floor(TargetSpeed * 10)/10))
		GUI.Altitude.Text = ("Altitude: %s"):format(tostring(math.floor(TargetAlt * 10)/10))
	else
		GUI.LockName.Text = "Target: None"
		GUI.Dist.Text = "Distance: N/A"
		GUI.Speed.Text = "Speed: N/A"
		GUI.Altitude.Text = "Altitude: N/A"
	end
end

function UpdateHUD(GUI) --This function updates the HUD whenever the camera is locked
	GUI.Roll.Rotation = math.deg(GetRoll(Character.Head.CFrame))
	local PitchNum = math.deg(GetPitch(Character.Head.CFrame))/90
	GUI.Roll.Pitch.Position = UDim2.new(0,-200,0,-500 + (PitchNum * 450))
	local SpeedScaled = TrueAirSpeed/50
	GUI.Speed.Main.Position = UDim2.new(0,0,0.5,SpeedScaled * 75)
	GUI.Speed.Disp.Text.Text = RoundNumber(TrueAirSpeed)
	local AltScaled = RoundNumber(Engine.Position.Y)/500
	GUI.Altitude.Main.Position = UDim2.new(0,0,0.5,AltScaled * 75)
	GUI.Altitude.Disp.Text.Text = RoundNumber(Engine.Position.Y)
	local NegFactor = (Engine.Velocity.y/math.abs(Engine.Velocity.y))
	local VerticalSpeed = RoundNumber(math.abs(Engine.Velocity.y))
	GUI.ClimbRate.Text = ("VSI: %i"):format(VerticalSpeed * NegFactor)
	GUI.GearStatus.Text = (GearUp and "Gear Up" or "Gear Down")
	GUI.GearStatus.TextColor3 = (GearUp and Color3.new(0,1,0) or Color3.new(1,0,0))
	GUI.EngineStatus.Text = (EngineOn and "Engine On" or "Engine Off")
	GUI.EngineStatus.TextColor3 = (EngineOn and Color3.new(0,1,0) or Color3.new(1,0,0))
	GUI.StallWarn.Visible = ((not Taxi()) and Stall())
	GUI.PullUp.Visible = (EngineOn and (not Taxi()) and (AltRestrict.Value) and (Engine.Position.Y < (MinAltitude2 + 20)))
	GUI.TaxiStatus.Visible = (Engine and Taxi())
	GUI.Throttle.Bar.Tray.Position = UDim2.new(0,0,1,-(Throttle * 460))
	GUI.Throttle.Bar.Tray.Size = UDim2.new(1,0,0,(Throttle * 460))
	GUI.Throttle.Disp.Text = math.abs(math.floor(Throttle * 100)).."%"
	local StallLinePos = (StallSpeed2/math.floor(TrueAirSpeed + 0.5)) * (StallSpeed2/MaxSpeed2)
	local StallLinePosFix = (StallLinePos > 1 and 1 or StallLinePos < 0 and 0 or StallLinePos)
	GUI.Throttle.Bar.StallLine.Position = UDim2.new(0,0,1 - StallLinePosFix,0)
	GUI.Throttle.Bar.Tray.BackgroundColor3 = (Throttle <= StallLinePosFix and Color3.new(1,0,0) or Color3.new(0,1,0))
end

function UpdateGUI(Taxiing,Stalling) --This function updates the GUI.
	local GUI = GUIClone.Main
	local HUD = GUIClone.HUD
	GUI.Visible = (not LockedCam)
	HUD.Visible = LockedCam
	if Targetable2 then UpdateTargetStats() end
	if LockedCam then UpdateHUD(HUD) end
	GUI.PullUp.Visible = (EngineOn and (not Taxiing) and (AltRestrict.Value) and (Engine.Position.Y < (MinAltitude2 + 20)))
	GUI.Taxi.Visible = (EngineOn and Taxiing)
	GUI.Stall.Visible = ((not Taxiing) and Stalling)
	GUI.Altitude.Text = "Altitude: "..RoundNumber(Engine.Position.Y)
	GUI.Speed.Text = "Speed: "..RoundNumber(TrueAirSpeed)
	GUI.Throttle.Bar.Tray.Size = UDim2.new(Throttle,0,1,0)
	GUI.Throttle.Percent.Text = math.abs(math.floor(Throttle * 100)).."%"
	local StallLinePos = (StallSpeed2/math.floor(TrueAirSpeed + 0.5)) * (StallSpeed2/MaxSpeed2)
	local StallLinePosFix = (StallLinePos > 1 and 1 or StallLinePos < 0 and 0 or StallLinePos)
	GUI.Throttle.Bar.StallLine.Position = UDim2.new(StallLinePosFix,0,0,0)
	GUI.Throttle.Bar.Tray.BackgroundColor3 = (Throttle <= StallLinePosFix and Color3.new(1,0,0) or Color3.new(0,2/3,0))
end

function CalculateSpeed() --This function calculates the current speed
	while Selected do
		if EngineOn then
			CurrentSpeed = (CurrentSpeed < DesiredSpeed and CurrentSpeed + 1 or CurrentSpeed - 1) --A simple ternary operation that calculates the currentspeed
			CurrentSpeed = (CurrentSpeed < 0 and 0 or CurrentSpeed > MaxSpeed2 and MaxSpeed2 or CurrentSpeed) --This fixes the currentspeed
		end
		wait(0.2 - (Acceleration2/5e3))
	end
end

function GetLowestPoint() --This function gets the lowest point of the plane (Credit to Crazyman32 for this)
	if (#LandingGear == 0) then
		LowestPoint = (Engine.Position.Y + 5 + (Engine.Size.Y/2))
		return
	end
	for _,v in pairs(LandingGear) do
		local Set0 = (Engine.Position.Y - (v.CFrame * CFrame.new((v.Size.X/2),0,0)).Y)
		local Set1 = (Engine.Position.Y - (v.CFrame * CFrame.new(-(v.Size.X/2),0,0)).Y)
		local Set2 = (Engine.Position.Y - (v.CFrame * CFrame.new(0,(v.Size.Y/2),0)).Y)
		local Set3 = (Engine.Position.Y - (v.CFrame * CFrame.new(0,-(v.Size.Y/2),0)).Y)
		local Set4 = (Engine.Position.Y - (v.CFrame * CFrame.new(0,0,(v.Size.Z/2))).Y)
		local Set5 = (Engine.Position.Y - (v.CFrame * CFrame.new(0,0,-(v.Size.Z/2))).Y)
		local Max = (math.max(Set0,Set1,Set2,Set3,Set4,Set5) + 5)
		LowestPoint = (Max > LowestPoint and Max or LowestPoint)
	end
end

function GetBankAngle(M) --This function calculates the Bank Angle (Credit to Crazyman32 for this)
	local VSX,X = M.ViewSizeX,M.X
	local Ratio = (((VSX / 2) - X)/(VSX / 2))
	Ratio = (Ratio < -1 and -1 or Ratio > 1 and 1 or Ratio)
	return math.rad(Ratio * MaxBank2)
end

function Taxi() --This function determines whether the plane is taxiing or not
	local Ray = Ray.new(Engine.Position,Vector3.new(0,-LowestPoint,0))
	return (TrueAirSpeed <= StallSpeed2 and game.Workspace:FindPartOnRay(Ray,Plane))
end

function Stall() --This function determines whether the plane is stalling or not
	return ((AltRestrict.Value and Engine.Position.Y > MaxAltitude2) or TrueAirSpeed < StallSpeed2)
end

function FlyMain(M) --This is the main flying function
	if Selected then
		local BankAngle = GetBankAngle(M) --This uses the "GetBankAngle" function to calculate the Bank Angle
		local Taxi,Stall = Taxi(),Stall()
		if EngineOn then
			Engine.Thrust.velocity = (Engine.CFrame.lookVector * CurrentSpeed) + Vector3.new(0,0.15,0)
			if Taxi then
				if (CurrentSpeed < 2) then
					Thrust.maxForce = Vector3.new(0,0,0)
					Direction.maxTorque = Vector3.new(0,0,0)
				else
					local VSX,X = M.ViewSizeX,M.X
					local RatioX = math.rad(((VSX / 2) - X) / (VSX / 2))
					local YawSpeed = 15 * RatioX * (TrueAirSpeed / 100)
					Thrust.maxForce = Vector3.new(math.huge,0,math.huge)
					Direction.maxTorque = Vector3.new(0,math.huge,0)
					Direction.cframe = Engine.CFrame * CFrame.Angles(0,YawSpeed,0)
				end
			else
				Thrust.maxForce = ((not Stall) and HugeVector or Vector3.new(0,0,0))
				Direction.maxTorque = HugeVector
				if SimulationMode.Value then
					local Rotation = 2 * math.pi - GetRoll(Engine.CFrame)
					local YawRotation = math.rad(math.sin(Rotation * 2))
					local YawSpeed = (math.abs(Rotation) > math.pi / 2 and YawRotation / 2 or YawRotation)
					local SpeedScale = math.min((TrueAirSpeed / (MaxSpeed2 / 4)),1)
					local PitchSpeed = SimulationMode.PitchSpeed.Value * SpeedScale
					local RollSpeed = SimulationMode.RollSpeed.Value * SpeedScale
					local VSX,X = M.ViewSizeX,M.X
					local VSY,Y = M.ViewSizeY,M.Y
					local RatioX = math.rad(((VSX / 2) - X) / (VSX / 2))
					local RatioY = math.rad(((VSY / 2) - Y) / (VSY / 2))
					Direction.cframe = Engine.CFrame * CFrame.Angles(RatioY * PitchSpeed,-YawSpeed,RatioX * RollSpeed)
				else
					Direction.cframe = (M.Hit * CFrame.Angles(0,0,BankAngle))
				end
			end
			if ((AltRestrict.Value) and (Engine.Position.Y < MinAltitude2)) then --If there are altitude restrictions and you are below it...
				AutoCrash.Value = true
			end
		elseif (not EngineOn) then
			Thrust.maxForce = Vector3.new(0,0,0)
			Thrust.velocity = Vector3.new(0,0,0)
			Direction.maxTorque = Vector3.new(0,0,0)
		end
		TrueAirSpeed = Engine.Velocity.magnitude
		UpdateGUI(Taxi,Stall) --This activates the "UpdateGUI" function
	end
end

function onKeyDown(Key) --This function is activated whenever a key is pressed
	local Key = Key:lower()
	if (Key == FlightControls.Engine.Value:lower()) then --If you press the engine key...
		local GUI = GUIClone.Main
		if (not EngineOn) then
			EngineOn = true
			DesiredSpeed = 0
			CurrentSpeed = 0
			Throttle = 0
			GUI.Engine.Visible = false
			CalculateSpeed()
		elseif EngineOn then
			EngineOn = false
			DesiredSpeed = 0
			CurrentSpeed = 0
			Throttle = 0
			GUI.Engine.Visible = true
		end
	end
	if (Key == FlightControls.Gear.Value:lower()) then --If you press the change gear key...
		local GUI = GUIClone.Main
		local Taxiing = Taxi()
		if (#LandingGear ~= 0) then
			if (not Taxiing) then
				ChangeGear()
				if (not GearUp) then
					GearUp = true
					GUI.Gear.Text = "Gear Up"
				elseif GearUp then
					GearUp = false
					GUI.Gear.Text = "Gear Down"
				end
			end
		end
	end
	if SUAK and Key:byte() == SpeedUp2 or (not SUAK) and (Key == SpeedUp2) then --If you press the speed up key...
		Accelerating = true
		IncreaseSpd()
	end
	if SDAK and Key:byte() == SlowDown2 or (not SDAK) and (Key == SlowDown2) then --If you press the slow down key...
		Decelerating = true
		DecreaseSpd()
	end
	if (Key == TargetControls.Modes.Value:lower()) then --If you press the change modes key...
		if Targetable2 then
			if EngineOn then
				if (not Targeting) then
					M2.Icon = AimingIcon
					Targeting = true
				elseif Targeting then
					M2.Icon = NormalIcon
					Targeting = false
					Locked = false
					AimGUI.Enabled = false
					LockGUI.Enabled = false
					TargetPlayer = nil
				end
			end
		end
	end
	if (Key == FlightControls.Eject.Value:lower()) then
		if EngineOn then
			local Taxiing = Taxi()
			if (not Taxiing) then
				if Ejectable.Value then
					if (not Plane.Ejected.Value) then
						Plane.Ejected.Value = true
						local Seat = MainParts.Seat
						local EjectClone = Tool.Ejector:clone()
						EjectClone.Parent = Player.PlayerGui
						EjectClone.Disabled = false
						local Fire = Instance.new("Fire")
						Fire.Parent = Engine
						Fire.Heat = 25
						Fire.Size = 30
						local Smoke = Instance.new("Smoke")
						Smoke.Parent = Engine
						Smoke.Color = Color3.new(1/3,1/3,1/3)
						Smoke.Opacity = 0.7
						Smoke.RiseVelocity = 10
						Smoke.Size = 10
						onDeselectForced()
						Seat.SeatWeld:Destroy()
					end
				end
			end
		end
	end
	if (Key == FlightControls.ToggleHUD.Value:lower()) then
		LockedCam = (not LockedCam)
	end
	if (Key == WeaponControls.FireGuns.Value:lower()) then --If you press the fire guns key...
		if (not WeaponsValue.Value) then return end --If there aren't weapons...
		if (not WeaponsValue.Guns.Value) then return end --If there aren't guns...
		if (not EngineOn) then return end
		local Taxiing = Taxi()
		if (not Taxiing) then --This prevents you from firing the gun while your on the ground
			FiringGun = true
			FireMachineGun(Weapons) --This activates the "FireMachineGun" function
		end
	end
	if (Key == WeaponControls.FireRockets.Value:lower()) then --If you press the fire rockets key...
		if (not WeaponsValue.Value) then return end
		if (not WeaponsValue.Rockets.Value) then return end
		if (not EngineOn) then return end
		local Taxiing = Taxi()
		if (not Taxiing) then
			if RocketEnabled then
				RocketEnabled = false
				FireRockets(Weapons)
				ReloadRocket(RocketTime2)
			end
		end
	end
	if (Key == WeaponControls.DeployFlares.Value:lower()) then --If you press the deploy flares key...
		if (not WeaponsValue.Value) then return end
		if (not WeaponsValue.Flares.Value) then return end
		if (not EngineOn) then return end
		local Taxiing = Taxi()
		if (not Taxiing) then
			if FlareEnabled then --This makes the plane deploy flares 5 times every 0.2 seconds before you have to reload
				FlareEnabled = false
				for i = 1,math.random(4,6) do
					DeployFlares(Weapons)
					wait(0.2)
				end
				ReloadFlare(FlareTime2)
			end
		end
	end
	if (Key == WeaponControls.DropBombs.Value:lower()) then --If you press the drop bombs key...
		if (not WeaponsValue.Value) then return end
		if (not WeaponsValue.Bombs.Value) then return end
		if (not EngineOn) then return end
		local Taxiing = Taxi()
		if (not Taxiing) then
			if BombEnabled then
				BombEnabled = false
				local BombSpawns = {}
				for _,v in pairs(Weapons:GetChildren()) do
					if v:IsA("BasePart") then
						if v.Name == "BombSpawn" then
							table.insert(BombSpawns,v)
						end
					end
				end
				local CurrentSpawn = BombSpawns[math.random(1,#BombSpawns)] --This line selects a random bomb spawn
				if Locked then
					DropGuidedBomb(CurrentSpawn)
					ReloadBomb((BombTime2 * 2))
				elseif (not Locked) then
					for i = 1,5 do
						DropBomb(Weapons)
						wait(0.3)
					end
					ReloadBomb(BombTime2)
				end
			end
		end
	end
	if (Key == WeaponControls.FireMissile.Value:lower()) then --If you press the fire missile key...
		if (not WeaponsValue.Value) then return end
		if (not WeaponsValue.Missiles.Value) then return end
		if (not EngineOn) then return end
		local Taxiing = Taxi()
		if (not Taxiing) then
			if MissileEnabled then
				MissileEnabled = false
				local MissileSpawns = {}
				for _,v in pairs(Weapons:GetChildren()) do
					if v:IsA("BasePart") then
						if v.Name == "MissileSpawn" then
							table.insert(MissileSpawns,v)
						end
					end
				end
				local CurrentSpawn = MissileSpawns[math.random(1,#MissileSpawns)] --This line selects a random missile spawn
				if Locked then
					FireGuidedMissile(CurrentSpawn)
					ReloadMissile((MissileTime2 * 2))
				elseif (not Locked) then
					FireMissile(CurrentSpawn)
					ReloadMissile(MissileTime2)
				end
			end
		end
	end
	if (Key == TargetControls.UnTarget.Value:lower()) then --If you press the untarget key...
		if Targetable2 then
			if Locked then
				Locked = false
			end
		end
	end
end

function onKeyUp(Key) --This function is activated when you let go of a key
	local Key = Key:lower()
	if SUAK and Key:byte() == SpeedUp2 or (not SUAK) and (Key == SpeedUp2) then --If you let go of the speed up key...
		Accelerating = false
	end
	if SDAK and Key:byte() == SlowDown2 or (not SDAK) and (Key == SlowDown2) then --If you let go of the slow down key...
		Decelerating = false
	end
	if (Key == WeaponControls.FireGuns.Value) then --If you let go of the fire guns key...
		FiringGun = false
	end
end

function onSelected(M) --This function is activated when you select the Plane tool
	Selected = true
	M2 = M
	FixVars() --This activates the "FixVars" function
	GetGear(Gear) --This activates the "GetGear" function
	GetLowestPoint() --This activates the "GetLowestPoint" function
	ToolSelect.Value = true
	GUIClone = GUI:clone() --This line and the next one clones the plane GUI and puts it into the player
	GUIClone.Parent = Player.PlayerGui
	SetUpGUI() --This activates the "SetUpGui" function
	Camera.CameraType = CameraType2 --This makes your cameratype the customize cameratype
	if Targetable2 then --If the plane can target, then it will create the objects required for targeting
		AimGUI = Instance.new("BillboardGui",Player.PlayerGui)
		AimGUI.AlwaysOnTop = true
		AimGUI.Enabled = false
		AimGUI.Size = UDim2.new(5,50,5,50)
		local Label = Instance.new("ImageLabel",AimGUI)
		Label.BackgroundTransparency = 1
		Label.Image = "http://www.roblox.com/asset/?id=107388694"
		Label.Size = UDim2.new(1,0,1,0)
		---------------------------------------------------------------
		LockGUI = Instance.new("BillboardGui",Player.PlayerGui)
		LockGUI.AlwaysOnTop = true
		LockGUI.Enabled = false
		LockGUI.Size = UDim2.new(5,50,5,50)
		local Label = Instance.new("ImageLabel",LockGUI)
		Label.BackgroundTransparency = 1
		Label.Image = "http://www.roblox.com/asset/?id=107388656"
		Label.Size = UDim2.new(1,0,1,0)
	end
	M.Icon = NormalIcon
	FTab[1] = M.Button1Down:connect(function() onButton1Down(M) end)
	FTab[2] = M.KeyDown:connect(onKeyDown)
	FTab[3] = M.KeyUp:connect(onKeyUp)
	FTab[4] = RunService.RenderStepped:connect(function() onMouseMoved(M) end)
	FTab[5] = RunService.RenderStepped:connect(function() FlyMain(M) end)
	FTab[6] = RunService.RenderStepped:connect(UpdateCamera)
end

function onDeselected(M) --This function is activated when you deselect the Plane tool
	if Selected then
		Selected = false
		LockedCam = false
		for _,v in pairs(FTab) do --This disconnects all the connections. It prevents bugs
			if v then
				v:disconnect()
				v = nil
			end
		end
		Camera.CameraType = Enum.CameraType.Custom --This makes the CameraType "Custom"
		Camera.CameraSubject = Character.Humanoid
		if Targetable2 then --If the plane can target, then the objects required for targeting will be removed
			AimGUI:remove()
			LockGUI:remove()
		end
		if (not Taxi()) and EngineOn then --If you're not Taxiing and your engine is on...
			if (not Deselect0.Value) and (not Plane.Ejected.Value) then --If you deselected the tool and didn't eject...
				onDeselectForced()
			end
		end
		CurrentSpeed = 0 --These couple of lines reset the plane
		DesiredSpeed = 0
		TrueAirSpeed = 0
		EngineOn = false
		Updating = false
		Locked = false
		Targeting = false
		TargetPlayer = nil
		ToolSelect.Value = false
		GUIAVisible = true
		GUIBVisible = true
		GUIClone:remove()
		if Engine:FindFirstChild("Thrust") then
			Engine.Thrust.velocity = Vector3.new(0,0,0)
			Engine.Thrust.maxForce = Vector3.new(0,0,0)
		end
		if Engine:FindFirstChild("Direction") then
			Engine.Direction.maxTorque = Vector3.new(0,0,0)
		end
	end
end

function onDeselectFlying() --This function blows up the plane
	if (not Deselect0.Value) then
		onDeselected()
		Plane:BreakJoints()
		local Explosion = Instance.new("Explosion")
		Explosion.Parent = game.Workspace
		Explosion.Position = Engine.Position
		Explosion.BlastRadius = Plane:GetModelSize().magnitude
		Explosion.BlastPressure = 2e4
		Character.Humanoid.Health = 0
		Engine.Thrust:remove()
		Engine.Direction:remove()
		delay(5,function()
			Plane:Destroy()
		end)
	end
end

function onDeselectForced() --This function is activated when you get out of the plane without deselecting the tool first
	if Selected then
		for _,v in pairs(IgnoreTable) do
			if v then
				v:Destroy()
			end
		end
		onDeselected()
		M2.Icon = "rbxasset://textures\\ArrowCursor.png" --This makes the mouse icon the normal icon
	end
end

script.Parent.Selected:connect(onSelected) --The next 3 lines activate the given functions
script.Parent.Deselected:connect(onDeselected)
Deselect0.Changed:connect(onDeselectForced)
Crashed.Changed:connect(onDeselectForced)