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



local player=game.Players.LocalPlayer
local mouse=player:GetMouse()

local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])

local gauges = script.Parent
local values = script.Parent.Parent.Values
local isOn = script.Parent.Parent.IsOn

gauges:WaitForChild("Speedo")
gauges:WaitForChild("Tach")
gauges:WaitForChild("ln")
gauges:WaitForChild("bln")
gauges:WaitForChild("Gear")
gauges:WaitForChild("Speed")

car.DriveSeat.HeadsUpDisplay = false

local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline

if not _Tune.Engine and _Tune.Electric then _lRPM = _Tune.ElecRedline _pRPM = _Tune.ElecTransition2 end

local currentUnits = 1
local revEnd = math.ceil(_lRPM/1000)
--LockController



Closed = true

script.Parent.Interactive.Touched:connect(function(P)
	if P ~= nil and P.Parent ~= nil and P.Parent:FindFirstChild("CardNumber") ~= nil  and P.Parent.CardNumber.Value == 0 then
		if Closed == true then
			Closed = 1
			--script.Parent.Parent.Parent.Locked.Value =  false
			script.Parent.Interactive.ProximityPromptService.Enabled = true
			script.Parent.Locked.Value = false
			wait(1)
			Closed = false
			return
		end
		if Closed == false then
			Closed = 1

			--script.Parent.Parent.Parent.Locked.Value =  true
			script.Parent.Interactive.ProximityPromptService.Enabled = false
			script.Parent.Locked.Value = true
			wait(1)
			Closed = true
			return
		end

	end
end)
--Set up seating module


local SeatingModule = nil
if not game.ReplicatedStorage:FindFirstChild("VehicleSeatingModule") then
	SeatingModule = script:WaitForChild("VehicleSeatingModule")
	print("seating module added to player")
	if not game.ReplicatedStorage:FindFirstChild("VehicleSeatingModule") then --Check again incase of race events
		SeatingModule.Parent = game.ReplicatedStorage
		print("seating module added to player STILL")
	end
else
	if script:FindFirstChild("VehicleSeatingModule") then
		script.VehicleSeatingModule:Destroy()
	end
	SeatingModule = game.ReplicatedStorage.VehicleSeatingModule
end
SeatingModule = require(SeatingModule)
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------




function onRunning(speed)
	if speed>0.01 then
		playAnimation("run", 0.1, Humanoid)
		pose = "Running"
		setAnimationSpeed(1.5)
	else
		playAnimation("idle", 0.1, Humanoid)
		pose = "Standing"
	end
end

function onDied()
	pose = "Dead"
end

function onClimbing(speed)
	playAnimation("idle", 0.1, Humanoid)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	playAnimation("idle", 0.1, Humanoid)
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

function onSwimming(speed)
	if speed>0 then
		pose = "Running"
	else
		pose = "Standing"
	end
end

function getTool()	
	for _, kid in ipairs(Figure:GetChildren()) do
		if kid.className == "Tool" then return kid end
	end
	return nil
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

local lastTick = 0

function move(time)
	local amplitude = 0
	local frequency = 0
  	local deltaTime = time - lastTick
  	lastTick = time

	local climbFudge = 0
	local setAngles = false

	if (pose == "FreeFall") then
		playAnimation("idle", 0.1, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.1, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("run", 0.1, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
		stopAllAnimations()
	end

end
--[[
	Internal method used by setState (to trigger updates based on state) and by
	the reconciler (to trigger updates based on props)

	Returns true if the update was completed, false if it was cancelled by shouldUpdate
]]


function Component:__update(updatedElement, updatedState)
	if config.internalTypeChecks then
		internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__update`")
		internalAssert(
			Type.of(updatedElement) == Type.Element or updatedElement == nil,
			"Expected arg #1 to be of type Element or nil"
		)
		internalAssert(
			typeof(updatedState) == "table" or updatedState == nil,
			"Expected arg #2 to be of type table or nil"
		)
	end

	local internalData = self[InternalData]
	local componentClass = internalData.componentClass

	local newProps = self.props
	if updatedElement ~= nil then
		newProps = updatedElement.props

		if componentClass.defaultProps ~= nil then
			newProps = assign({}, componentClass.defaultProps, newProps)
		end

		self:__validateProps(newProps)
	end

	local updateCount = 0
	repeat
		local finalState
		local pendingState = nil

		-- Consume any pending state we might have
		if internalData.pendingState ~= nil then
			pendingState = internalData.pendingState
			internalData.pendingState = nil
		end

		-- Consume a standard update to state or props
		if updatedState ~= nil or newProps ~= self.props then
			if pendingState == nil then
				finalState = updatedState or self.state
			else
				finalState = assign(pendingState, updatedState)
			end

			local derivedState = self:__getDerivedState(newProps, finalState)

			if derivedState ~= nil then
				finalState = assign({}, finalState, derivedState)
			end

			updatedState = nil
		else
			finalState = pendingState
		end

		if not self:__resolveUpdate(newProps, finalState) then
			-- If the update was short-circuited, bubble the result up to the caller
			return false
		end

		updateCount = updateCount + 1

		if updateCount > MAX_PENDING_UPDATES then
			error(tooManyUpdatesMessage:format(tostring(internalData.componentClass)), 3)
		end
	until internalData.pendingState == nil

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


local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_SoundsMisc")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local mult=0
local det=.13

script:WaitForChild("Rel")
script:WaitForChild("Start")

script.Parent.Values.Gear.Changed:connect(function() mult=1 end)

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

handler:FireServer("newSound","Rel",car.DriveSeat,script.Rel.SoundId,0,script.Rel.Volume,true)
handler:FireServer("newSound","Start",car.DriveSeat,script.Start.SoundId,1,script.Start.Volume,false)
handler:FireServer("playSound","Rel")
car.DriveSeat:WaitForChild("Rel")
car.DriveSeat:WaitForChild("Start")

while wait() do
	mult=math.max(0,mult-.1)
	local _RPM = script.Parent.Values.RPM.Value
	if script.Parent.Values.PreOn.Value then
		handler:FireServer("playSound","Start")
		wait(1.5)
	else
		if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
		RelVolume = 3*(1 - math.min(((script.Parent.Values.RPM.Value*3)/_Tune.Redline),1))
		RelPitch = (math.max((((script.Rel.SetPitch.Value + script.Rel.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rel.SetPitch.Value)) * on
	end
	if FE then
		handler:FireServer("updateSound","Rel",script.Rel.SoundId,RelPitch,RelVolume)
	else
		car.DriveSeat.Rel.Volume = RelVolume
		car.DriveSeat.Rel.Pitch = RelPitch
	end
end
-- Core connections


Connections = {};

function ClearConnections()
	-- Clears and disconnects temporary connections
	for Index, Connection in pairs(Connections) do
		Connection:disconnect();
		Connections[Index] = nil;
	end;
end;

function InitializeUI()
	-- Sets up the UI

	-- Ensure UI has not yet been initialized
	if UI then
		return;
	end;

	-- Create the root UI
	UI = Create 'ScreenGui' {
		Name = 'Building Tools by F3X (UI)'
	};

	-- Set up dock
	Dock = Cheer(Tool.Interfaces.Dock, UI).Start(getfenv(0));

end;
--- SonOfSevenless


print("Teleport Spell Loaded")

local COOLDOWN = 0
local MP = 0



bin = script.Parent

function TryToCast(player)
	-- returns true if player may cast this spell

	-- make sure this player has the wizard board stats
	local stats = player:findFirstChild("leaderstats")
	if stats == nil then return false end
	local mana = stats:findFirstChild("Mana")
	local level = stats:findFirstChild("Level")
	if mana == nil or level == nil then return false end

	if (mana.Value >= MP) then
		mana.Value = mana.Value - MP
		return true
	end

	return false
end




function teleportPlayer(pos)

	local player = game.Players.LocalPlayer
	if player == nil or player.Character == nil then return end

	local char = player.Character.Torso

	sound = Instance.new("Sound")
	sound.SoundId = ""
	sound.Parent = char
	sound.PlayOnRemove = true
	sound:remove()

	char.CFrame = CFrame.new(Vector3.new(pos.x, pos.y + 7, pos.z))


	sound = Instance.new("Sound")
	sound.SoundId = ""
	sound.Parent = char
	sound.PlayOnRemove = true
	sound:remove()

end


enabled = true
function onButton1Down(mouse)
	if not enabled then
		return
	end

	local player = game.Players.LocalPlayer
	if player == nil then return end
	--if TryToCast(player) == false then return end
	

	enabled = false
	mouse.Icon = "rbxasset://textures\\ArrowFarCursor.png"

	-- find the best cf
	local cf = mouse.Hit
	local v = cf.lookVector

	teleportPlayer(cf.p)

	wait(COOLDOWN)
	mouse.Icon = "rbxasset://textures\\ArrowCursor.png"
	enabled = true

end

function onSelected(mouse)
	mouse.Icon = "rbxasset://textures\\ArrowCursor.png"
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

bin.Selected:connect(onSelected)
--[[  
	
     ___  ___  ____________________ __  ___   ___  __  _____  __  ___   ___  __  ________  __
    / _ )/ _ \/  _/_  __/  _/ __/ // / / _ | / _ \/  |/  /\ \/ / / _ | / _ \/  |/  /  _/ |/ /
   / _  / , _// /  / / _/ /_\ \/ _  / / __ |/ , _/ /|_/ /  \  / / __ |/ // / /|_/ // //    / 
  /____/_/|_/___/ /_/ /___/___/_//_/ /_/ |_/_/|_/_/  /_/   /_/ /_/ |_/____/_/  /_/___/_/|_/  

      -- Developed by Avallex --

]]

--

	local Code = {}
	
	local Scroll = script.Parent:WaitForChild('Main'):WaitForChild('ScrollingFrame')
	Code.Strings = {}
	function Code:Initialise()
		local yoffset = 0
		for i,v in pairs(Code.Strings) do
			local Copy = script:WaitForChild('Entry'):Clone()
			Copy.Position = UDim2.new(0,0,0,yoffset)
			Copy.Parent = Scroll
			Copy.Text = v
			yoffset = yoffset + 15
		end
		Scroll.CanvasSize = UDim2.new(0,0,0,yoffset)
	end
	script.Parent:WaitForChild('Close').MouseButton1Click:connect(function() script.Parent:Destroy() end)
	
	return Code
--Connect any players that are added to the game to above 'NewPlayer' function


Players.PlayerAdded:connect(function(Player)
 Player.CharacterAdded:Connect(function(Character)
  --Run on every part that is added to the character
  local function ChangeGroup(Part)
   if Part:IsA("BasePart") then --Make sure we're dealing with any type of part
    PhysicsService:SetPartCollisionGroup(Part, "Players") --Set the part's collision group
   end
  end
 
  --Run above function on any parts that are added to the character from this point
  Character.ChildAdded:Connect(ChangeGroup)
 
  --Run above function on any parts that may already exist
  for _, Object in pairs(Character:GetChildren()) do
   ChangeGroup(Object)
  end
 end)
end)
-- emote bindable hook


script:WaitForChild("PlayEmote").OnInvoke = function(emote)
	-- Only play emotes when idling
	if pose ~= "Standing" then
		return
	end
	if emoteNames[emote] ~= nil then
		-- Default emotes
		playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)

		if userPlayEmoteByIdAnimTrackReturn then
			return true, currentAnimTrack
		else
			return true
		end
	end

	-- Return false to indicate that the emote could not be played
	return false
end
--[=[
	Given an observable that emits observables, emit an
	observable that once the initial observable completes,
	the latest values of each emitted observable will be
	combined into an array that will be emitted.

	https://rxjs.dev/api/operators/combineLatestAll

	@return (source: Observable<Observable<T>>) -> Observable<{ T }>
]=]


function Rx.combineLatestAll()
	return function(source)
		assert(Observable.isObservable(source), "Bad observable")

		return Observable.new(function(sub)
			local observables = {}
			local maid = Maid.new()

			local alive = true
			maid:GiveTask(function()
				alive = false
			end)

			maid:GiveTask(source:Subscribe(
				function(value)
					assert(Observable.isObservable(value))

					table.insert(observables, value)
				end,
				function(...)
					sub:Fail(...)
				end),
				function()
					if not alive then
						return
					end

					maid:GiveTask(Rx.combineLatest(observables))
						:Subscribe(sub:GetFireFailComplete())
				end)

			return maid
		end)
	end
end
--Left Arm


MakeWeld(car.Misc.Anims.R15.LeftArm.Hand.Y,car.DriveSeat,"Motor6D").Name="M"
MakeWeld(car.Misc.Anims.R15.LeftArm.Hand.Z,car.Misc.Anims.R15.LeftArm.Hand.Y,"Motor6D").Name="M"
MakeWeld(car.Misc.Anims.R15.LeftArm.Hand.X,car.Misc.Anims.R15.LeftArm.Hand.Z,"Motor6D").Name="M"
ModelWeld(car.Misc.Anims.R15.LeftArm.Hand.Parts,car.Misc.Anims.R15.LeftArm.Hand.X)

MakeWeld(car.Misc.Anims.R15.LeftArm.LowerArm.X,car.Misc.Anims.R15.LeftArm.Hand.X,"Motor6D").Name="M"
ModelWeld(car.Misc.Anims.R15.LeftArm.LowerArm.Parts,car.Misc.Anims.R15.LeftArm.LowerArm.X)

MakeWeld(car.Misc.Anims.R15.LeftArm.UpperArm.X,car.Misc.Anims.R15.LeftArm.LowerArm.X,"Motor6D").Name="M"
ModelWeld(car.Misc.Anims.R15.LeftArm.UpperArm.Parts,car.Misc.Anims.R15.LeftArm.UpperArm.X)
--[=[
	Same as `andThenCall`, except for `finally`.

	Attaches a `finally` handler to this Promise that calls the given callback with the predefined arguments.

	@param callback (...: any) -> any
	@param ...? any -- Additional arguments which will be passed to `callback`
	@return Promise
]=]


function Promise.prototype:finallyCall(callback, ...)
	assert(isCallable(callback), string.format(ERROR_NON_FUNCTION, "Promise:finallyCall"))
	local length, values = pack(...)
	return self:_finally(debug.traceback(nil, 2), function()
		return callback(unpack(values, 1, length))
	end)
end
--[=[
	@function includes
	@within Array

	@param array {T} -- The array to search.
	@param value any -- The value to search for.
	@param from? number -- The index to start searching from.
	@return boolean -- Whether the array contains the value.

	Checks whether the array contains the value. This is a wrapper
	around `Find`.

	#### Aliases

	`contains`, `has`

	```lua
	local array = { "hello", "world", "goodbye" }

	local value = Includes(array, "hello") -- true
	local value = Includes(array, "sift") -- false
	local value = Includes(array, "hello", 2) -- false
	```
]=]


local function includes<T>(array: { T }, value: any, from: number?): boolean
	return Find(array, value, from) ~= nil
end

return includes
--[[Susupension]]


	Tune.SusEnabled		= true		-- Sets whether suspension is enabled for PGS
	
	--Front Suspension
	Tune.FSusDamping	= 700		-- Spring Dampening
	Tune.FSusStiffness	= 9000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)
	
	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .1		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward
	
	--Rear Suspension
	Tune.RSusDamping	= 700		-- Spring Dampening
	Tune.RSusStiffness	= 9000		-- Spring Force
	Tune.RAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .1		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Aesthetics	
	Tune.SusVisible		= false			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Bright red"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness
-- @outline // PUBLIC METHODS



function Ping.Get(plr)
	plr = GetPlayer(plr)
	
	local RobloxCalculatedPing = plr:GetNetworkPing()
	return RobloxCalculatedPing ~= 0 and (RobloxCalculatedPing*2) or (Pool[plr] and Pool[plr].Value) or 0
end

function Ping.UpdatePlayer(plr)
	plr = GetPlayer(plr)
	if not Pool[plr] or (Pool[plr].Code ~= -1 and tick() - Pool[plr].Time < MAX_THROTTLE_TIME) then return end
	
	local plrObject = System.Player.Get(plr)
	if not plrObject or not plrObject.Ready then return end
	
	Pool[plr].Code = System.Random:NextInteger(0, 0xFFFF)
	Pool[plr].Time = tick()
	
	System.Remotes.FireClient(plr, "Ping", {Code = Pool[plr].Code, Value = Pool[plr].Value})
end

function Ping.GetAll()
	return Pool
end
--// Bullet Physics


	BulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop
	BulletSpeed = 2000; -- Bullet Speed
	BulletSpread = 0; -- How much spread the bullet has
	
	ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds
	ExploSpeed = 600; -- Speed for explosive rounds
	
	BulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)
--[[Brakes]]


	Tune.ABSEnabled		= false		-- Implements ABS
	Tune.ABSThreshold	= 20		-- Slip speed allowed before ABS starts working (in SPS) 

	Tune.FBrakeForce	= 1500		-- Front brake force
	Tune.RBrakeForce	= 2300		-- Rear brake force
	Tune.PBrakeForce	= 6000		-- Handbrake force
	
	Tune.FLgcyBForce	= 15000		-- Front brake force [PGS OFF]
	Tune.RLgcyBForce	= 10000		-- Rear brake force [PGS OFF]
	Tune.LgcyPBForce	= 25000		-- Handbrake force [PGS OFF]
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!


local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.Scissors-- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage

hitPart.Touched:Connect(function(hit)
	if debounce == true then
		if hit.Parent:FindFirstChild("Humanoid") then
			local plr = game.Players:FindFirstChild(hit.Parent.Name)
			if plr then
				debounce = false
				hitPart.BrickColor = BrickColor.new("Bright red")
				tool:Clone().Parent = plr.Backpack
				wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
				debounce = true
				hitPart.BrickColor = BrickColor.new("Bright green")
			end
		end
	end
end)
--//Voice commands


HUB.Voice.I.MouseButton1Click:connect(function()
	carSeat.Parent.Body.Lightbar.M.pullover1:Play()
end)
HUB.Voice.II.MouseButton1Click:connect(function()
	carSeat.Parent.Body.Lightbar.M.out:Play()
end)
HUB.Voice.III.MouseButton1Click:connect(function()
	carSeat.Parent.Body.Lightbar.M.pullover2:Play()
end)
HUB.Voice.IV.MouseButton1Click:connect(function()
	carSeat.Parent.Body.Lightbar.M.pullover3:Play()
end)
while wait() do
	carSeat.Parent.Body.Dash.S.G.Time.Text = game.Lighting.TimeOfDay
end
-- setup emote chat hook


script.msg.Changed:connect(function(msg)
	script.msg.Value = ""
	local emote = ""
	if (string.sub(msg, 1, 3) == "/e ") then
		emote = string.sub(msg, 4)
	elseif (string.sub(msg, 1, 7) == "/emote ") then
		emote = string.sub(msg, 8)
	end
	
	if (pose == "Standing" and emoteNames[emote] ~= nil) then
		playAnimation(emote, 0.1, Humanoid)
	end
-- Waiting for the player ensures that the RobloxLocaleId has been set.


if Players.LocalPlayer == nil then
    Players:GetPropertyChangedSignal("LocalPlayer"):Wait()
end

local coreScriptTableTranslator
local function getTranslator()
    if coreScriptTableTranslator == nil then
        coreScriptTableTranslator = CoreGui.CoreScriptLocalization:GetTranslator(
            LocalizationService.RobloxLocaleId)
    end
    return coreScriptTableTranslator
end

local translatorsCache = {}

local function getTranslatorForLocale(locale)
    local translator = translatorsCache[locale]
    if translator then
        return translator
    end

    translator = CoreGui.CoreScriptLocalization:GetTranslator(locale)
    translatorsCache[locale] = translator

    return translator
end

local function formatByKeyWithFallback(key, args, translator)
    local success, result = pcall(function()
        return translator:FormatByKey(key, args)
    end)

    if success then
        return result
    else
        return FALLBACK_ENGLISH_TRANSLATOR:FormatByKey(key, args)
    end
end

local RobloxTranslator = {}

function RobloxTranslator:FormatByKey(key, args)
    if FFlagCoreScriptEnableRobloxTranslatorFallback then
        return formatByKeyWithFallback(key, args, getTranslator())
    else
        return getTranslator():FormatByKey(key, args)
    end
end

function RobloxTranslator:FormatByKeyForLocale(key, locale, args)
    if FFlagCoreScriptEnableRobloxTranslatorFallback then
        return formatByKeyWithFallback(key, args, getTranslatorForLocale(locale))
    else
        return getTranslatorForLocale(locale):FormatByKey(key, args)
    end
end

return RobloxTranslator
--[=[
	Constructs a new ServiceBag

	@param parentProvider ServiceBag? -- Optional parent provider to find services in
	@return ServiceBag
]=]


function ServiceBag.new(parentProvider)
	local self = setmetatable(BaseObject.new(), ServiceBag)

	self._services = {}
	self._parentProvider = parentProvider

	self._serviceTypesToInitializeSet = {}
	self._initializedServiceTypeSet = {}
	self._initializing = false

	self._serviceTypesToStart = {}

	self._destroying = Signal.new()
	self._maid:GiveTask(self._destroying)

	return self
end
--		child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player


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

script.Parent.ChildRemoved:connect(function(child)
	if child:IsA("Weld") then
		if child.Part1.Name == "HumanoidRootPart" then
			game.Workspace.CurrentCamera.FieldOfView = 70
			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			if player and player.PlayerGui:FindFirstChild("Screen") then
				player.PlayerGui:FindFirstChild("Screen"):Destroy()
				script.Parent.Parent.Body.Lights.Run.Material = "SmoothPlastic"
				
				script.Parent.Parent.Body.Dash.DashSc.G.Enabled = false
				script.Parent.Parent.Body.Dash.S.G.Enabled = false
			end
		end
	end	
end)