Pinkstack/roblox-luau-corpus-text huggingface dataset:
--[[Engine]]


	--Torque Curve
	Tune.Horsepower		= 250*1.3		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 1000		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 7000		--		Use sliders to manipulate values
	Tune.Redline		= 10000	--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 6500
	Tune.PeakSharpness	= 5
	Tune.CurveMult		= 0.5
	
	--Incline Compensation
	Tune.InclineComp	= 1.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)
--[[ Script Variables ]]

--
while not Players.LocalPlayer do
	wait()
end
local LocalPlayer = Players.LocalPlayer
local Humanoid = MasterControl:GetHumanoid()
local JumpButton = nil
local OnInputEnded = nil		-- defined in Create()
local CharacterAddedConnection = nil
local HumStateConnection = nil
local HumChangeConnection = nil
local ExternallyEnabled = false
local JumpPower = 0
local JumpStateEnabled = true
-- ================================================================================
-- LOCAL FUNCTIONS
-- ================================================================================
-- Display result dialog


local function openDlg(resultString, resultTime)
	-- Display result string
	ResultString.Text = string.upper(resultString)
	
	-- Display result time if > 0 (formatted)
	if resultTime and resultTime > 0 then
		local minutes = math.floor(resultTime/60)
		local seconds = math.floor(resultTime%60)
		if seconds < 10 then seconds = "0"..tostring(seconds)	end
		ResultTime.Text = string.upper("WINNING TIME: "..tostring(minutes)..":"..tostring(seconds))
	else
		ResultTime.Text = ""
	end
	
	dlg.Visible = true
	
	wait(DISPLAY_DURATION)
	
	dlg.Visible = false
end -- openDlg()
--[[**
	ensures value is an integer

	@param value The value to check against

	@returns True iff the condition is satisfied, false otherwise
**--]]


function t.integer(value)
	local success, errMsg = t.number(value)
	if not success then
		return false, errMsg or ""
	end
	if value%1 == 0 then
		return true
	else
		return false, string.format("integer expected, got %d", value)
	end
end
-- Motor(s)


local SeeSawMotor = script.Parent:WaitForChild("SeeSawMotor")

local function OnSeatsChange(ChangedSeat)
	local Seat1Occupant = Seat1.Occupant
	local Seat2Occupant = Seat2.Occupant
	local Seat1T = Seat1.Throttle
	local Seat2T = Seat2.Throttle
	
	if Seat1Occupant and Seat2Occupant == nil then
		SeeSawMotor.DesiredAngle = 0.3
	elseif Seat2Occupant and Seat1Occupant == nil then
		SeeSawMotor.DesiredAngle = -0.3
	end
	
	if Seat1Occupant and Seat2Occupant then

		-- When both inputs are equal or would seem equal, make it balanced
		if Seat2T == 0 and Seat1T == 0 or Seat1T == -1 and Seat2T == -1 or Seat1T == 1 and Seat2T == 1 or Seat1T == -1 and Seat2T == 0 or Seat1T == 0 and Seat2T == -1 then
			SeeSawMotor.DesiredAngle = 0
			return
		end

		-- Seat1 logic
		if Seat1T == 1 and Seat2T == 0 or Seat1T == 1 and Seat2T == -1 then
			SeeSawMotor.DesiredAngle = 0.3
		end
		
		-- Seat2 logic
		if Seat2T == 1 and Seat1T == 0 or Seat2T == 1 and Seat1T == -1 then
			SeeSawMotor.DesiredAngle = -0.3
		end
	end
end
---SG Is  Here---
---Please Dont Change Anything Can Dont Work If You Change--



local db = true
local player = game.Players.LocalPlayer
local target = game.Workspace.Sell
local delay = 3
script.Parent.MouseButton1Click:connect(function()
	if db == true then
		db = false
		player.Character.HumanoidRootPart.CFrame = target.CFrame * CFrame.new(0, 3, 0)
		for i = delay, 1, -1 do
			script.Parent.Text = i
			wait(1)
		end
		script.Parent.Text = "Sell"
		db = true
	end
end)
--Door Script
--This script toggles the door when it is clicked.
--Unless you know what you're doing, do not modify this script.


local clickdetector = Instance.new("ClickDetector", script.Parent) --This creates a click detector for the door.
clickdetector.MouseClick:Connect(function() --This detects a click on the door.
	if script.Parent.CanCollide == true then --This checks if the door is closed.
		script.Parent.Open:Play() --This plays the open sound.
		script.Parent.Transparency = 0.25 --This causes the door to be slightly transparent.
		script.Parent.CanCollide = false --This causes the door to stop colliding.
	else --If the door is open, then the code below will run instead.
		script.Parent.Close:Play() --This plays the close sound.
		script.Parent.Transparency = 0 --This causes the door to be completely opaque.
		script.Parent.CanCollide = true --This causes the door to begin colliding.
	end
end)
--// F key, Horn


mouse.KeyDown:connect(function(key)
	if key=="f" then 
		veh.Lightbar.middle.Airhorn:Play()
		veh.Lightbar.middle.Wail.Volume = 0
		veh.Lightbar.middle.Yelp.Volume = 0
		veh.Lightbar.middle.Priority.Volume = 0
		veh.Lightbar.middle.Manual.Volume = 0
		veh.Lightbar.middle.rWail.Volume = 0
		veh.Lightbar.middle.rYelp.Volume = 0
		veh.Lightbar.middle.rPriority.Volume = 0
	end
end)
--[[Misc]]


	Tune.LoadDelay		= 3.0		-- Delay before initializing chassis (in seconds)
	Tune.AutoStart		= false		-- Set to false if using manual ignition plugin
	Tune.AutoFlip		= true		-- Set to false if using manual flip plugin
	Tune.AutoUpdate		= true		-- Automatically applies minor updates to the chassis if any are found.
									-- Will NOT apply major updates, but will notify you of any.
									-- Set to false to mute notifications, or if using modified Drive.
--created by
------------------------------------------
--Clear And Enter


check = true -- Global

function Clear()
print("Cleared")
Input = ""
end

script.Parent.Clear.ClickDetector.MouseClick:connect(Clear)




function Enter()
if Input == Code then
print("Entered")
Input = ""

local door = script.Parent.Parent.Door

for i = 1, 35 do
	door.CFrame = CFrame.new(door.Position + Vector3.new(0,0,0.1))
	wait(0.01)
end

wait(5) --Closes

for i = 1, 35 do
	door.CFrame = CFrame.new(door.Position - Vector3.new(0,0,0.1))
	wait(0.01)
end



return end
Input = ""
print("Wrong Code")
end




script.Parent.Enter.ClickDetector.MouseClick:connect(Enter)
--Shade Script




sp=script.Parent
lastattack=0
nextrandom=0
nextsound=0
nextjump=0
chasing=false

variance=2

damage=15
attackrange=15
sightrange=200
runspeed=15
wonderspeed=4
healthregen=false

function raycast(spos,vec,currentdist)
	local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*currentdist),sp)
	if hit2~=nil and pos2 then
		if hit2.Transparency>=.8 or hit2.Name=="Handle" or string.sub(hit2.Name,1,6)=="Effect" then
			local currentdist=currentdist-(pos2-spos).magnitude
			return raycast(pos2,vec,currentdist)
		end
	end
	return hit2,pos2
end

function waitForChild(parent,childName)
	local child=parent:findFirstChild(childName)
	if child then return child end
	while true do
		child=parent.ChildAdded:wait()
		if child.Name==childName then return child end
	end
end
-- util



function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

function newSound(id)
	local sound = Instance.new("Sound")
	sound.SoundId = id
	sound.Parent = script.Parent.Head
	return sound
end
--Put the objects you want regenned in the model, if the object's parent is changed it will not be deleted when the button is pushed again.


debounce = false
regen = {}
last = {}
for a,b in ipairs(script.Parent.Parent:GetChildren()) do
if b ~= script.Parent then
table.insert(regen,b:clone())
table.insert(last,b)
end end
script.Parent.Touched:connect(function(hit)
if hit.Parent ~= nil then
if game.Players:playerFromCharacter(hit.Parent) ~= nil and debounce == false then 
debounce = true
for a,b in ipairs(last) do
if b.Parent == script.Parent.Parent then
end end
last = {}
for a,b in ipairs(regen) do
local c = b:clone()
table.insert(last,c)
c.Parent = script.Parent.Parent
pcall(function() c:MakeJoints() end)
end
script.Parent.BrickColor = BrickColor.new(26)
wait(2)
script.Parent.BrickColor = BrickColor.new(104)
debounce = false
end end end)
--[=[
	Gets a signal that will fire when the Brio dies. If the brio is already dead
	calling this method will error.

	:::info
	Calling this while the brio is already dead will throw a error.
	:::

	```lua
	local brio = Brio.new("a", "b")
	brio:GetDiedSignal():Connect(function()
		print("Brio died")
	end)

	brio:Kill() --> Brio died
	brio:Kill() -- no output
	```

	@return Signal
]=]


function Brio:GetDiedSignal()
	if self:IsDead() then
		error("Brio is dead")
	end

	if self._diedEvent then
		return self._diedEvent.Event
	end

	self._diedEvent = Instance.new("BindableEvent")
	return self._diedEvent.Event
end
--------RIGHT DOOR --------


game.Workspace.doorright.l11.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(1013)

game.Workspace.doorright.l12.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(1023)

game.Workspace.doorright.l13.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(106)

game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
-- declarations



local sDied = newSound("rbxasset://sounds/uuhhh.wav")
local sFallingDown = newSound("rbxasset://sounds/splat.wav")
local sFreeFalling = newSound("rbxasset://sounds/swoosh.wav")
local sGettingUp = newSound("rbxasset://sounds/hit.wav")
local sJumping = newSound("rbxasset://sounds/button.wav")
local sRunning = newSound("rbxasset://sounds/bfsl-minifigfoots1.mp3")
sRunning.Looped = true
-- SOULDRAGON'S INSANAQUARIUM DEADFISH SCRIPT


h = script.Parent.Parent.Humanoid
while true do
	if h.Health < 1 then
	script.Parent.Parent.Name = "Goodbye"
	script.Parent.BrickColor = BrickColor.new(26)
	script.Parent.Transparency = 0.5
	script.Parent.Anchored = true
	end
wait(1)
end
-- Made by Freakinve
-- 12/23/20 



local dayOutdoorAmbient = Color3.fromRGB(128, 128, 128)
local nightOutdoorAmbient = Color3.fromRGB(0, 0, 0)

local dayAmbient = Color3.fromRGB(128, 128, 128)
local nightAmbient = Color3.fromRGB(0, 0, 0)
------------------------------------------------------------------------------
--------------------[ MAIN PROGRAM ]------------------------------------------
------------------------------------------------------------------------------



while true do
	if (not Main:IsDescendantOf(game))
	or (Main.Parent.Name == "Knife" and FindFirstClass(Main, "Weld"))
	or Main.Anchored then
		break
	end
	
	if S.GrenadeTrail and S.GrenadeTransparency ~= 1
	and S.GrenadeTrailThickness ~= 0 and S.GrenadeTrailVisibleTime ~= 0 then
		local Trail = Instance.new("Part")
		Trail.BrickColor = S.GrenadeTrailColor
		Trail.Transparency = S.GrenadeTrailTransparency
		Trail.Anchored = true
		Trail.CanCollide = false
		Trail.Size = VEC3(1, 1, 1)
		local Mesh = Instance.new("BlockMesh")
		Mesh.Offset = VEC3(0, 0, -(Main.Position - LastPos).magnitude / 2)
		Mesh.Scale = VEC3(S.GrenadeTrailThickness, S.GrenadeTrailThickness, (Main.Position - LastPos).magnitude)
		Mesh.Parent = Trail
		Trail.Parent = Main.Parent
		Trail.CFrame = CF(LastPos, Main.Position)
		delay(S.GrenadeTrailVisibleTime, function()
			if S.GrenadeTrailDisappearTime > 0 then
				local X = 0
				while true do
					if X == 90 then break end
					local NewX = X + (3 / S.GrenadeTrailDisappearTime)
					X = (NewX > 90 and 90 or NewX)
					local Alpha = X / 90
					Trail.Transparency = NumLerp(S.GrenadeTrailTransparency, 1, Alpha)
					wait()
				end
				Trail:Destroy()
			else
				Trail:Destroy()
			end
		end)
		LastPos = Main.Position
	end
	
	wait()
end

if (not Main:IsDescendantOf(game)) then
	Grenade:Destroy()
end
---Steering


function Steering()
	if _MSteer then
		local mST = ((mouse.X-mouse.ViewSizeX/2)/_Tune.MSteerWidth)
		if math.abs(mST)<=_Tune.MSteerDZone then
			_GSteerT = 0
		else
			_GSteerT = (math.max(math.min((math.abs(mST)-_Tune.MSteerDZone),(1-_Tune.MSteerDZone)),0)/(1-_Tune.MSteerDZone))^_Tune.MSteerExp * (mST / math.abs(mST))
		end
	end
	if _GSteerC < _GSteerT then
		_GSteerC = math.min(_GSteerT,_GSteerC+_Tune.SteerSpeed)
	else
		_GSteerC = math.max(_GSteerT,_GSteerC-_Tune.SteerSpeed)
	end
	local sDecay = (1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-_Tune.MinSteer))
	if car.Wheels:FindFirstChild("FL")~= nil then
		if _GSteerC>= 0 then
			car.Wheels.FL.Arm.Steer.cframe=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0)
		else
			car.Wheels.FL.Arm.Steer.cframe=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0)
		end
	end
	if car.Wheels:FindFirstChild("FR")~= nil then
		if _GSteerC>= 0 then
			car.Wheels.FR.Arm.Steer.cframe=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0)
		else
			car.Wheels.FR.Arm.Steer.cframe=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0)
		end
	end
end
----------------------------------------------------------------------------------------------------
-----------------=[ 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 = true				--- Enable anti bunny hop system?
	,JumpCoolDown = 3					--- Seconds before you can jump again
	,JumpPower = 50						--- Jump power, default is 50
	
	,RealisticLaser = true				--- True = Laser line is invisible
	,ReplicatedLaser = true				
	,ReplicatedFlashlight = true
	
	,EnableRagdoll = true				--- Enable ragdoll death?
	,TeamTags = true					--- Aaaaaaa
	,HitmarkerSound = false				--- GGWP MLG 360 NO SCOPE xD
--- Skip forwards in now
-- @param delta now to skip forwards


function Spring:TimeSkip(delta)
	local now = tick()
	local position, velocity = self:_positionVelocity(now+delta)
	self._position0 = position
	self._velocity0 = velocity
	self._time0 = now
end

function Spring:__index(index)
	if Spring[index] then
		return Spring[index]
	elseif index == "Value" or index == "Position" or index == "p" then
		local position, _ = self:_positionVelocity(tick())
		return position
	elseif index == "Velocity" or index == "v" then
		local _, velocity = self:_positionVelocity(tick())
		return velocity
	elseif index == "Target" or index == "t" then
		return self._target
	elseif index == "Damper" or index == "d" then
		return self._damper
	elseif index == "Speed" or index == "s" then
		return self._speed
	else
		error(("%q is not a valid member of Spring"):format(tostring(index)), 2)
	end
end

function Spring:__newindex(index, value)
	local now = tick()

	if index == "Value" or index == "Position" or index == "p" then
		local _, velocity = self:_positionVelocity(now)
		self._position0 = value
		self._velocity0 = velocity
	elseif index == "Velocity" or index == "v" then
		local position, _ = self:_positionVelocity(now)
		self._position0 = position
		self._velocity0 = value
	elseif index == "Target" or index == "t" then
		local position, velocity = self:_positionVelocity(now)
		self._position0 = position
		self._velocity0 = velocity
		self._target = value
	elseif index == "Damper" or index == "d" then
		local position, velocity = self:_positionVelocity(now)
		self._position0 = position
		self._velocity0 = velocity
		self._damper = math.clamp(value, 0, 1)
	elseif index == "Speed" or index == "s" then
		local position, velocity = self:_positionVelocity(now)
		self._position0 = position
		self._velocity0 = velocity
		self._speed = value < 0 and 0 or value
	else
		error(("%q is not a valid member of Spring"):format(tostring(index)), 2)
	end

	self._time0 = now
end

function Spring:_positionVelocity(now)
	local p0 = self._position0
	local v0 = self._velocity0
	local p1 = self._target
	local d = self._damper
	local s = self._speed

	local t = s*(now - self._time0)
	local d2 = d*d

	local h, si, co
	if d2 < 1 then
		h = math.sqrt(1 - d2)
		local ep = math.exp(-d*t)/h
		co, si = ep*math.cos(h*t), ep*math.sin(h*t)
	elseif d2 == 1 then
		h = 1
		local ep = math.exp(-d*t)/h
		co, si = ep, ep*t
	else
		h = math.sqrt(d2 - 1)
		local u = math.exp((-d + h)*t)/(2*h)
		local v = math.exp((-d - h)*t)/(2*h)
		co, si = u + v, u - v
	end

	local a0 = h*co + d*si
	local a1 = 1 - (h*co + d*si)
	local a2 = si/s

	local b0 = -s*si
	local b1 = s*si
	local b2 = h*co - d*si

	return
		a0*p0 + a1*p1 + a2*v0,
	b0*p0 + b1*p1 + b2*v0
end

return Spring
--// F key, Horn


mouse.KeyUp:connect(function(key)
	if key=="f" then 
		script.Parent.Parent.Horn.TextTransparency = 0.8
		veh.Lightbar.middle.Airhorn:Stop()
		veh.Lightbar.middle.Wail.Volume = 1
		veh.Lightbar.middle.Yelp.Volume = 1
		veh.Lightbar.middle.Priority.Volume = 1
		script.Parent.Parent.MBOV.Visible = true
			script.Parent.Parent.MBOV.Text = "Made by OfficerVargas"
	end
end)

mouse.KeyDown:connect(function(key)
	if key=="j" then 
		veh.Lightbar.middle.Beep:Play()
		if On3 then On3=false else
			On3=true 
			while On3 do
			script.Parent.Parent.Lights.TextTransparency = 0
			 veh.Lightbar.on.Value = true 
			script.Parent.Parent.MBOV.Visible = true
			script.Parent.Parent.MBOV.Text = "Made by OfficerVargas"
			wait(0.01)
			veh.Lightbar.on.Value = false 
			script.Parent.Parent.Lights.TextTransparency = 0.8
			script.Parent.Parent.MBOV.Visible = true
			script.Parent.Parent.MBOV.Text = "Made by OfficerVargas"
		end 
		end
	end
end)

mouse.KeyDown:connect(function(key)
	if key=="k" then 
		veh.Lightbar.middle.Beep:Play()
		if On2 then On2=false else
			On2=true 
			while On2 do
			script.Parent.Parent.TD.TextTransparency = 0
			 veh.Takedown.on.Value = true 
			script.Parent.Parent.MBOV.Visible = true
			script.Parent.Parent.MBOV.Text = "Made by OfficerVargas"
			wait(0.01)
			veh.Takedown.on.Value = false 
			script.Parent.Parent.TD.TextTransparency = 0.8
			script.Parent.Parent.MBOV.Visible = true
			script.Parent.Parent.MBOV.Text = "Made by OfficerVargas"
		end 
		end
	end
end)
--for _, item in ipairs(Shield:GetChildren()) do
--	if item:IsA("BasePart") == true and item:FindFirstChild("Ignore") == nil then
--		item.Touched:connect(function(Hit)
--			if Hit == nil then return end
--			if Hit.Parent == nil then return end
--			
--			local Item = Hit.Parent
--			
--			if Item:IsA("Tool") == true then return end
--			if Hit.Name == "Torso" then return end
--			if Hit.Name == "HumanoidRootPart" then return end
--			if Hit.Name == "Left Leg" then return end
--			if Hit.Name == "Right Leg" then return end
--			if Hit.Name == "Head" then return end
--			if Hit.Name == "Left Arm" then return end
--			if Hit.Name == "Right Arm" then return end
--			
--			if Game:GetService("Players"):GetPlayerFromCharacter(Item) ~= nil then return end
--			
--			for _, x in ipairs(Hit:GetChildren()) do
--				if x:IsA("TouchTransmitter") == true then x:Destroy() break end
--			end
--			
--			if Item.Name == "ShadowGrab" then
--				Health = Health + (MaxHealth / 12)
--				
--				HealthBar.Shield.Bar:TweenSize(UDim2.new((Health / MaxHealth), 0, 1, 0), Enum.EasingDirection.In, Enum.EasingStyle.Linear, 0.5, true)									
--				
--				Item:Destroy()
--				
--				if Health < MaxHealth then
--					-- yay, still alive.
--				else
--					HealthBar.Parent.Parent:Destroy()
--				end
--			end
--		end)
--	end
--end



function CreateRegion3FromLocAndSize(Position, Size)
	local SizeOffset = Size / 2
	local Point1 = Position - SizeOffset
	local Point2 = Position + SizeOffset
	return Region3.new(Point1, Point2)
end

function FindNear(part, radius)
	local r = CreateRegion3FromLocAndSize(part.Position, Vector3.new(part.Size.X + radius, 50, part.Size.Z + radius))
	
	return Game:GetService("Workspace"):FindPartsInRegion3(r, part, 100)
end

while true do
	for _, x in ipairs(Shield:GetChildren()) do
		if x:IsA("BasePart") == true and x.Name ~= "Overhead" and x:FindFirstChild("Ignore") == nil then
			for _, item in ipairs(FindNear(x, 15)) do
				if item:IsA("BasePart") == true and item:FindFirstChild("Pierce") == nil then
					local own, dmg = GetOwnerAndDamage(item)
					
					if own ~= nil and dmg ~= nil then
						if (item.Position - x.Position).magnitude <= 10 and item ~= x then
							if Health < MaxHealth then
								
								if (Health + dmg) <= MaxHealth then
									Health = Health + dmg
									
									HealthBar.Shield.Bar:TweenSize(UDim2.new((Health / MaxHealth), 0, 1, 0), Enum.EasingDirection.In, Enum.EasingStyle.Linear, 0.5, true)
									
									for _, b in ipairs(item:GetChildren()) do
										if b:IsA("TouchTransmitter") == true then b:Destroy() end
									end
									
									item:Destroy()
									
									if Health < MaxHealth then
										-- yay, still alive.
									else
										HealthBar.Parent.Parent:Destroy()
									end
								else
									HealthBar.Parent.Parent:Destroy()
								end
							else
								HealthBar.Parent.Parent:Destroy()
							end
						end
					end
				end
			end
	
		end
	end
	
	Game:GetService("RunService").Stepped:wait()
end
--[=[
	@within TableUtil
	@function Reverse
	@param tbl table
	@return table

	Reverses the array.

	```lua
	local t = {1, 5, 10}
	local tReverse = TableUtil.Reverse(t)
	print(tReverse) --> {10, 5, 1}
	```

	:::note Arrays only
	This function works on arrays, but not dictionaries.
]=]


local function Reverse(tbl: Table): Table
	local n = #tbl
	local tblRev = table.create(n)
	for i = 1,n do
		tblRev[i] = tbl[n - i + 1]
	end
	return tblRev
end