Pinkstack/roblox-luau-corpus-text huggingface dataset:
--// All global vars will be wiped/replaced except script



return function(data, env)
	if env then
		setfenv(1, env)
	end
	local gui = script.Parent.Parent--client.UI.Prepare(script.Parent.Parent)
	local frame = gui.Frame
	local frame2 = frame.Frame
	local msg = frame2.Message
	local ttl = frame2.Title
	local Left = frame2.Left

	local gIndex = data.gIndex
	local gTable = data.gTable

	local title = data.Title
	local message = data.Message
	local scroll = data.Scroll
	local tim = data.Time

	local gone = false

	if not data.Message or not data.Title then gTable:Destroy() end

	ttl.Text = title
	msg.Text = message
	ttl.TextTransparency = 1
	msg.TextTransparency = 1
	ttl.TextStrokeTransparency = 1
	msg.TextStrokeTransparency = 1
	frame.BackgroundTransparency = 1

	local log  = {
		Type = "Small Screen Message";
		Title = title;
		Message = message;
		Icon = "rbxassetid://7501175708";
		Time = os.date("%X");
		Function = nil;
	}

	table.insert(client.Variables.CommunicationsHistory, log)
	service.Events.CommsCenter:Fire(log)

	local fadeSteps = 10
	local blurSize = 10
	local textFade = 0.1
	local strokeFade = 0.5
	local frameFade = 0.3

	local blurStep = blurSize/fadeSteps
	local frameStep = frameFade/fadeSteps
	local textStep = 0.1
	local strokeStep = 0.1

	local function fadeIn()
		gTable:Ready()
		for i = 1,fadeSteps do
			if msg.TextTransparency>textFade then
				msg.TextTransparency = msg.TextTransparency-textStep
				ttl.TextTransparency = ttl.TextTransparency-textStep
			end
			if msg.TextStrokeTransparency>strokeFade then
				msg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep
				ttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep
			end
			if frame.BackgroundTransparency>frameFade then
				frame.BackgroundTransparency = frame.BackgroundTransparency-frameStep
				frame2.BackgroundTransparency = frame.BackgroundTransparency
			end
			service.Wait("Stepped")
		end
	end

	local function fadeOut()
		if not gone then
			gone = true
			for i = 1,fadeSteps do
				if msg.TextTransparency<1 then
					msg.TextTransparency = msg.TextTransparency+textStep
					ttl.TextTransparency = ttl.TextTransparency+textStep
				end
				if msg.TextStrokeTransparency<1 then
					msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep
					ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep
				end
				if frame.BackgroundTransparency<1 then
					frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep
					frame2.BackgroundTransparency = frame.BackgroundTransparency
				end
				service.Wait("Stepped")
			end
			service.UnWrap(gui):Destroy()
		end
	end

	gTable.CustomDestroy = function()
		fadeOut()
	end

	fadeIn()
	if not tim then
		local _,time = message:gsub(" ","")
		time = math.clamp(time/2,4,11)+1
		Left.Text = `[{time}]`
		for i=time,1,-1 do
			if not Left then break end
			Left.Text = `[{i}]`
			wait(1)
		end
	else
		Left.Text = `[{tim}]`
		for i=tim,1,-1 do
			if not Left then break end
			Left.Text = `[{i}]`
			wait(1)
		end
	end
	Left.Text = '[Closing]'
	wait(0.3)
	if not gone then
		fadeOut()
	end
end
-- Get a list of blocked users from the corescripts.
-- Spawned because this method can yeild.


spawn(function()
	-- Pcalled because this method is not released on all platforms yet.
	if LocalPlayer.UserId > 0 then
		pcall(function()
			local blockedUserIds = StarterGui:GetCore("GetBlockedUserIds")
			if #blockedUserIds > 0 then
				local setInitalBlockedUserIds = DefaultChatSystemChatEvents:FindFirstChild("SetBlockedUserIdsRequest")
				if setInitalBlockedUserIds then
					setInitalBlockedUserIds:FireServer(blockedUserIds)
				end
			end
		end)
	end
end)

spawn(function()
	local success, canLocalUserChat = pcall(function()
		return Chat:CanUserChatAsync(LocalPlayer.UserId)
	end)
	if success then
		canChat = RunService:IsStudio() or canLocalUserChat
	end
end)

local initData = EventFolder.GetInitDataRequest:InvokeServer()
----------------------------------------------------------------------------------------------------------------



local Vector3_new = Vector3.new
local math_max = math.max
local PI = math.pi
local TAU = PI * 2
local tick = tick

local function DeltaAngle(current, target)
	local n = ((target - current) % TAU)
	return (n > PI and (n - TAU) or n)
end

local function DeltaAngleV3(p1, p2)
	return Vector3_new(DeltaAngle(p1.X, p2.X), DeltaAngle(p1.Y, p2.Y), DeltaAngle(p1.Z, p2.Z))
end
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------



function onSwimming(speed)
	if speed > 1.00 then
		local scale = 10.0
		playAnimation("swim", 0.4, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Swimming"
	else
		playAnimation("swimidle", 0.4, Humanoid)
		pose = "Standing"
	end
end

function animateTool()
	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end
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 stepAnimate(currentTime)
	local amplitude = 1
	local frequency = 1
	local deltaTime = currentTime - lastTick
	lastTick = currentTime

	local climbFudge = 0
	local setAngles = false

	if (jumpAnimTime > 0) then
		jumpAnimTime = jumpAnimTime - deltaTime
	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.2, Humanoid)
		updateVelocity(currentTime)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
		stopAllAnimations()
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end

	-- Tool Animation handling
	local tool = Character:FindFirstChildOfClass("Tool")
	if tool and tool:FindFirstChild("Handle") then
		local animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = currentTime + .3
		end

		if currentTime > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end

		animateTool()
	else
		stopToolAnimations()
		toolAnim = "None"
		toolAnimInstance = nil
		toolAnimTime = 0
	end
end
--[[Transmission]]


	Tune.TransModes		= {"Auto"}								--[[
	[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		= 3.06			-- 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)
------



UIS.InputBegan:connect(function(i,GP) 
	if not GP then 

		if i.KeyCode == Enum.KeyCode.L then REvent:FireServer("L",true) end
		if i.KeyCode == Enum.KeyCode.H then REvent:FireServer("H",true) end
		if i.KeyCode == Enum.KeyCode.J then REvent:FireServer("J",true)	end
		if i.KeyCode == Enum.KeyCode.P then 
			REvent:FireServer("P",true)
		end
	end
end)

UIS.InputEnded:connect(function(i,GP)
	if not GP then 

		if i.KeyCode == Enum.KeyCode.H then REvent:FireServer("H",false) end

	end
end)
--[[
	Contains markers for annotating objects with types.

	To set the type of an object, use `Type` as a key and the actual marker as
	the value:

		local foo = {
			[Type] = Type.Foo,
		}
]]



local Symbol = require(script.Parent.Symbol)
local strict = require(script.Parent.strict)

local Type = newproxy(true)

local TypeInternal = {}

local function addType(name)
	TypeInternal[name] = Symbol.named("Roact" .. name)
end

addType("Binding")
addType("Element")
addType("Fragment")
addType("HostChangeEvent")
addType("HostEvent")
addType("StatefulComponentClass")
addType("StatefulComponentInstance")
addType("VirtualNode")
addType("VirtualTree")

function TypeInternal.of(value)
	if typeof(value) ~= "table" then
		return nil
	end

	return value[Type]
end

getmetatable(Type).__index = TypeInternal

getmetatable(Type).__tostring = function()
	return "RoactType"
end

strict(TypeInternal, "Type")

return Type
--!nonstrict


local LuauPolyfill = script.Parent
local Array = require(LuauPolyfill.Array)
type Array<T> = Array.Array<T>
type Object = { [string]: any }

local inspect = require(LuauPolyfill.util.inspect)

local Set = {}
Set.__index = Set
Set.__tostring = function(self)
	local result = "Set "
	if #self._array > 0 then
		result ..= "(" .. tostring(#self._array) .. ") "
	end
	result ..= inspect(self._array)
	return result
end

type callbackFn<T> = (value: T, key: T, set: Set<T>) -> ()
type callbackFnWithThisArg<T> = (thisArg: Object, value: T, key: T, set: Set<T>) -> ()

export type Set<T> = {
	size: number,
	-- method definitions
	add: (self: Set<T>, T) -> Set<T>,
	clear: (self: Set<T>) -> (),
	delete: (self: Set<T>, T) -> boolean,
	forEach: (self: Set<T>, callback: callbackFn<T> | callbackFnWithThisArg<T>, thisArg: Object?) -> (),
	has: (self: Set<T>, T) -> boolean,
	ipairs: (self: Set<T>) -> any,
}

type Iterable = { ipairs: (any) -> any }

function Set.new<T>(iterable: Array<T> | Set<T> | Iterable | string | nil): Set<T>
	local array = {}
	local map = {}
	if iterable ~= nil then
		local arrayIterable: Array<any>
		-- ROBLOX TODO: remove type casting from (iterable :: any).ipairs in next release
		if typeof(iterable) == "table" then
			if Array.isArray(iterable) then
				arrayIterable = Array.from(iterable :: Array<any>)
			elseif typeof((iterable :: Iterable).ipairs) == "function" then
				-- handle in loop below
			elseif _G.__DEV__ then
				error("cannot create array from an object-like table")
			end
		elseif typeof(iterable) == "string" then
			arrayIterable = Array.from(iterable :: string)
		else
			error(("cannot create array from value of type `%s`"):format(typeof(iterable)))
		end

		if arrayIterable then
			for _, element in ipairs(arrayIterable) do
				if not map[element] then
					map[element] = true
					table.insert(array, element)
				end
			end
		elseif typeof(iterable) == "table" and typeof((iterable :: Iterable).ipairs) == "function" then
			for _, element in (iterable :: Iterable):ipairs() do
				if not map[element] then
					map[element] = true
					table.insert(array, element)
				end
			end
		end
	end

	return (setmetatable({
		size = #array,
		_map = map,
		_array = array,
	}, Set) :: any) :: Set<T>
end

function Set:add(value)
	if not self._map[value] then
		-- Luau FIXME: analyze should know self is Set<T> which includes size as a number
		self.size = self.size :: number + 1
		self._map[value] = true
		table.insert(self._array, value)
	end
	return self
end

function Set:clear()
	self.size = 0
	table.clear(self._map)
	table.clear(self._array)
end

function Set:delete(value): boolean
	if not self._map[value] then
		return false
	end
	-- Luau FIXME: analyze should know self is Map<K, V> which includes size as a number
	self.size = self.size :: number - 1
	self._map[value] = nil
	local index = table.find(self._array, value)
	if index then
		table.remove(self._array, index)
	end
	return true
end
--[=[
	@param config ComponentConfig
	@return ComponentClass

	Create a new custom Component class.

	```lua
	local MyComponent = Component.new({Tag = "MyComponent"})
	```

	A full example might look like this:

	```lua
	local MyComponent = Component.new({
		Tag = "MyComponent",
		Ancestors = {workspace},
		Extensions = {Logger}, -- See Logger example within the example for the Extension type
	})

	local AnotherComponent = require(somewhere.AnotherComponent)

	-- Optional if UpdateRenderStepped should use BindToRenderStep:
	MyComponent.RenderPriority = Enum.RenderPriority.Camera.Value

	function MyComponent:Construct()
		self.MyData = "Hello"
	end

	function MyComponent:Start()
		local another = self:GetComponent(AnotherComponent)
		another:DoSomething()
	end

	function MyComponent:Stop()
		self.MyData = "Goodbye"
	end

	function MyComponent:HeartbeatUpdate(dt)
	end

	function MyComponent:SteppedUpdate(dt)
	end
	
	function MyComponent:RenderSteppedUpdate(dt)
	end
	```
]=]


function Component.new(config: ComponentConfig)
	local customComponent = {}
	customComponent.__index = customComponent
	customComponent.__tostring = function()
		return "Component<" .. config.Tag .. ">"
	end
	customComponent._ancestors = config.Ancestors or DEFAULT_ANCESTORS
	customComponent._instancesToComponents = {}
	customComponent._components = {}
	customComponent._trove = Trove.new()
	customComponent._extensions = config.Extensions or {}
	customComponent._started = false
	customComponent.Tag = config.Tag
	customComponent.Started = customComponent._trove:Construct(Signal)
	customComponent.Stopped = customComponent._trove:Construct(Signal)
	setmetatable(customComponent, Component)
	customComponent:_setup()
	return customComponent
end
-- Calculating IVs for SHA512/224 and SHA512/256


for width = 224, 256, 32 do
	local H_lo, H_hi = {}, nil
	if XOR64A5 then
		for j = 1, 8 do
			H_lo[j] = XOR64A5(sha2_H_lo[j])
		end
	else
		H_hi = {}
		for j = 1, 8 do
			H_lo[j] = bit32_bxor(sha2_H_lo[j], 0xA5A5A5A5) % 4294967296
			H_hi[j] = bit32_bxor(sha2_H_hi[j], 0xA5A5A5A5) % 4294967296
		end
	end

	sha512_feed_128(H_lo, H_hi, "SHA-512/" .. tostring(width) .. "\128" .. string.rep("\0", 115) .. "\88", 0, 128)
	sha2_H_ext512_lo[width] = H_lo
	sha2_H_ext512_hi[width] = H_hi
end
--[[Steering]]


	Tune.SteerInner		= 45		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 44		-- Outer wheel steering angle (in degrees)
	Tune.SteerSpeed		= .05		-- Steering increment per tick (in degrees)
	Tune.ReturnSpeed	= .1		-- Steering increment per tick (in degrees)
	Tune.SteerDecay		= 420		-- Speed of gradient cutoff (in SPS)
	Tune.MinSteer		= 10		-- Minimum steering at max steer decay (in percent)
	Tune.MSteerExp		= 1			-- Mouse steering exponential degree
	
	--Steer Gyro Tuning
	Tune.SteerD			= 13		-- Steering Dampening
	Tune.SteerMaxTorque	= 50000		-- Steering Force
	Tune.SteerP			= 100	-- Steering Aggressiveness
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------




function onRunning(speed)
	speed /= getRigScale()
	
	if speed > 0.01 then
		playAnimation("walk", 0.1, Humanoid)
		if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then
			setAnimationSpeed(speed / 14.5)
		end
		pose = "Running"
	else
		if emoteNames[currentAnim] == nil then
			playAnimation("idle", 0.1, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	speed /= getRigScale()
	
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / 12.0)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	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

function animateTool()
	
	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder:SetDesiredAngle(3.14 /2)
	LeftShoulder:SetDesiredAngle(-3.14 /2)
	RightHip:SetDesiredAngle(3.14 /2)
	LeftHip:SetDesiredAngle(-3.14 /2)
end

local lastTick = 0

function move(time)
	local amplitude = 1
	local frequency = 1
  	local deltaTime = time - lastTick
  	lastTick = time

	local climbFudge = 0
	local setAngles = false

  	if (jumpAnimTime > 0) then
  		jumpAnimTime = jumpAnimTime - deltaTime
  	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.1, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
----------------------------------------------------------------------------------------------------
--------------------=[ CFRAME ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------


	,EnableHolster = false
	,HolsterTo = 'Right Leg'				 -- Put the name of the body part you wanna holster to
	,HolsterPos = CFrame.new(0.80,0.7,0.2) * CFrame.Angles(math.rad(-88),math.rad(-180),math.rad(0))
	
	,RightArmPos = CFrame.new(-.875, 0.2, -1.25) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Server
	,LeftArmPos = CFrame.new(0.25,0.65,-1.65) * CFrame.Angles(math.rad(-100),math.rad(15),math.rad(-0))	--server

	,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))
	,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))

	,RightPos = CFrame.new(-0.65, 0.25, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Client
	,LeftPos = CFrame.new(0.2,0.675,-1.45) * CFrame.Angles(math.rad(-100),math.rad(15),math.rad(-0))	--Client
}

return Config
--// F key, HornOff


mouse.KeyUp:connect(function(key)
	if key=="h" then 
		veh.Lightbar.middle.Airhorn:Stop()
		veh.Lightbar.middle.Wail.Volume = 10
		veh.Lightbar.middle.Yelp.Volume = 10
		veh.Lightbar.middle.Priority.Volume = 10
		veh.Lightbar.AH.Transparency = 1
	end
end)
-- Variables (best not to touch these!)


local button = script.Parent 
local car = script.Parent.Parent.Car.Value
local sound = script.Parent.Start
sound.Parent = car.DriveSeat -- What brick the start sound is playing from.
button.MouseButton1Click:connect(function() -- Event when the button is clicked
	if script.Parent.Text == "Engine: Off" then -- If the text says it's off then..
		sound:Play() -- Startup sound plays..
		wait(1.5) -- For realism. Okay?
		script.Parent.Parent.IsOn.Value = true -- The car is is on, or in other words, start up the car.
		button.Text = "Engine: On"  -- You don't really need this, but I would keep it.
	else -- If it's on then when you click the button,
		script.Parent.Parent.IsOn.Value = false -- The car is turned off.
		button.Text = "Engine: Off"
	end -- Don't touch this.
end) -- And don't touch this either.
-----


function Lobby.run()
	_joinEvent = Util.newRemoteEvent("JoinEvent", ReplicatedStorage)
	_serverListEvent = Util.newRemoteEvent("ServerListEvent", ReplicatedStorage)
	_statusEvent = Util.newRemoteEvent("StatusEvent", ReplicatedStorage)

	MessagingService:SubscribeAsync("LOBBY", Lobby._dispatchMessage)
	MessagingService:SubscribeAsync(tostring(game.JobId), Lobby._dispatchMessage)

	Lobby._registerHandler("ANNOUNCE", Lobby._handleServerAnnounce)
	Lobby._registerHandler("ANNOUNCE:REMOVAL", Lobby._handleServerRemoval)
	Lobby._registerHandler("ANNOUNCE:RESPONSE", Lobby._handleServerAnnounce)
	Lobby._registerHandler("JOIN:RESPONSE", Lobby._handleJoinResponse)
	Lobby._registerHandler("JOIN:EXPIRED", Lobby._handleJoinExpired)

	Log.Debug.Lobby("run: %s (%s)", game.JobId, game.PlaceId)

	Lobby._requestServerList()

	_joinEvent.OnServerEvent:Connect(Lobby._onJoin)

	Players.PlayerAdded:Connect(Lobby._onPlayerAdded)
	Players.PlayerRemoving:Connect(Lobby._onPlayerRemoving)

	TeleportService.TeleportInitFailed:Connect(Lobby._onTeleportFailure)

	coroutine.wrap(function()
			while true do
				Lobby._detectDeadServers()
				Lobby._processJoinQueue()
				wait(1)
			end
	end)()
end
--!strict
--[=[
  @function isSubset
  @within Set

  @param subset { [any]: boolean } -- The subset to check.
  @param superset { [any]: boolean } -- The superset to check against.
  @return boolean -- Whether the subset is a subset of the superset.

  Checks whether a set is a subset of another set.

  ```lua
  local set = { hello = true, world = true }
  local subset = { hello = true }

  local isSubset = IsSubset(subset, set) -- true
  ```
]=]


local function isSubset(subset: { [any]: boolean }, superset: { [any]: boolean }): boolean
	for key, value in pairs(subset) do
		if superset[key] ~= value then
			return false
		end
	end

	return true
end

return isSubset
-- Example trigger script



local gui = script.Parent
local playergui = gui.Parent
local player = playergui.Parent
local mouse = player:GetMouse()

local vFrequency = script.Frequency
local tikiTorches = workspace.TikiTorches:GetChildren()

local loop = false

function go()
	local torch = tikiTorches[math.random(1, #tikiTorches)]
	gui.CreateIndicator:Invoke(torch.Main.Position, 1)
end

gui.TextButton.MouseButton1Down:connect(function ()
	gui.CreateIndicator:Invoke(Vector3.new(math.random(-25,25), 0, math.random(-25,25)), 2.5)
end)

gui.TextButton.MouseButton2Down:connect(function ()
	loop = not loop
end)

while true do
	if loop then
		go()
		wait(math.random(1,vFrequency.Value)/100)
	else
		gui.TextButton.MouseButton2Down:wait()
	end
	wait()
end