Pinkstack/roblox-luau-corpus-text huggingface dataset:
-- Temporary hack until ScreenGui.DisplayOrder is released.


function methods:GetFocusedState()
	local focusedState = {
		Focused = self.TextBox:IsFocused(),
		Text = self.TextBox.Text
	}
	self.LastFocusedState = focusedState
	return focusedState
end

function methods:RestoreFocusedState(focusedState)
	self.TextBox.Text = focusedState.Text
	if focusedState.Focused then
		self.TextBox:CaptureFocus()
	end
end

function methods:FadeOutBackground(duration)
	self.AnimParams.Background_TargetTransparency = 1
	self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
	self:FadeOutText(duration)
end

function methods:FadeInBackground(duration)
	self.AnimParams.Background_TargetTransparency = 0.6
	self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
	self:FadeInText(duration)
end

function methods:FadeOutText(duration)
	self.AnimParams.Text_TargetTransparency = 1
	self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
end

function methods:FadeInText(duration)
	self.AnimParams.Text_TargetTransparency = 0.4
	self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration)
end

function methods:AnimGuiObjects()
	self.GuiObject.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency
	self.GuiObjects.TextBoxFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency

	self.GuiObjects.TextLabel.TextTransparency = self.AnimParams.Text_CurrentTransparency
	self.GuiObjects.TextBox.TextTransparency = self.AnimParams.Text_CurrentTransparency
	self.GuiObjects.MessageModeTextButton.TextTransparency = self.AnimParams.Text_CurrentTransparency
end

function methods:InitializeAnimParams()
	self.AnimParams.Text_TargetTransparency = 0.4
	self.AnimParams.Text_CurrentTransparency = 0.4
	self.AnimParams.Text_NormalizedExptValue = 1

	self.AnimParams.Background_TargetTransparency = 0.6
	self.AnimParams.Background_CurrentTransparency = 0.6
	self.AnimParams.Background_NormalizedExptValue = 1
end

function methods:Update(dtScale)
	self.AnimParams.Text_CurrentTransparency = CurveUtil:Expt(
			self.AnimParams.Text_CurrentTransparency,
			self.AnimParams.Text_TargetTransparency,
			self.AnimParams.Text_NormalizedExptValue,
			dtScale
	)
	self.AnimParams.Background_CurrentTransparency = CurveUtil:Expt(
			self.AnimParams.Background_CurrentTransparency,
			self.AnimParams.Background_TargetTransparency,
			self.AnimParams.Background_NormalizedExptValue,
			dtScale
	)

	self:AnimGuiObjects()
end

function methods:SetChannelNameColor(channelName, channelNameColor)
	self.ChannelNameColors[channelName] = channelNameColor
	if self.GuiObjects.MessageModeTextButton.Text == channelName then
		self.GuiObjects.MessageModeTextButton.TextColor3 = channelNameColor
	end
end

function methods:GetChannelNameColor(channelName)
	return self.ChannelNameColors[channelName]
end
--Main function


local function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container)
	
	local AnimObj

	local function Start()
		AnimObj = {}
		
	end
	
	local function Update()

	end
	
	local function Stop()
		AnimObj = nil
	end
	
	return {Start = Start, Update = Update, Stop = Stop}
end

return AttachAuraControl
--		if not self.movingThread then
--			self.movingThread = coroutine.create(
--				function()
--					UpdatePoints:FireServer(1)
--					repeat
--						wait(4/humanoid.WalkSpeed)
--						UpdatePoints:FireServer(1)
--					until not self.isPlayerMoving
--					self.movingThread = nil
--				end)
--			coroutine.resume(self.movingThread)
--		end


	else
		self.queuedToContinueMoving = true
	end
end

function WaypointController:StopTracking()
	self.isPlayerMoving = false
	
	if self.queuedToContinueMoving then
		self.queuedToContinueMoving = false
		
		self:TrackPlayer()
	else
		self.waypointPath:Stop() 
		self.movingThread = nil 
	end
end
--------------------------------------------------------------- CHECK PLATFORM BELOW



local RootPart = player.Character.Torso

local Ignore = player.Character

local ray = Ray.new(RootPart.CFrame.p,Vector3.new(0,-50,0))

local Hit, Position, Normal, Material = workspace:FindPartOnRay(ray,Ignore)

if Hit and Hit.Name == "Body" then -- Change "RaftTop" to whatever the moving part's name is
----- SEATS -----



for _, v in pairs(seats) do
	v.ChildAdded:Connect(function(obj) -- added
		if obj.Name == "SeatWeld" then
			local player = game.Players:GetPlayerFromCharacter(obj.Part1.Parent)
			if player then
				table.insert(occupants, obj.Part1.Parent)
			end
		end
	end)
	v.ChildRemoved:Connect(function(obj) -- removed
		if obj.Name == "SeatWeld" then
			local player = game.Players:GetPlayerFromCharacter(obj.Part1.Parent)
			if player then
				for i, occupant in pairs(occupants) do
					if occupant == player then
						table.remove(occupants, i)
					end
				end
			end
		end
	end)
end
--Made by Stickmasterluke




local sp=script.Parent

originalgrip=CFrame.new(.15,-2,0)*CFrame.Angles(0,math.pi/2,0)
currentgrip=originalgrip

enabled=true
taunting=false

function waitfor(parent,name)
	while true do
		local child=parent:FindFirstChild(name)
		if child~=nil then
			return child
		end
		wait()
	end
end

waitfor(sp,"Handle")

function onButton1Down(mouse)
	if not enabled then
		return
	end
	enabled=false
	mouse.Icon="rbxasset://textures\\GunWaitCursor.png"
	wait(.75)
	mouse.Icon="rbxasset://textures\\GunCursor.png"
	enabled=true
end

function swordUp()
	currentgrip=originalgrip
end

function swordOut()
	currentgrip=originalgrip*CFrame.Angles(math.pi/4,.4,0)
end

function spinsword(spintime)
	delay(0,function()
		local startspin=tick()
		local endspin=startspin+spintime
		while tick()<endspin do
			sp.Grip=currentgrip*CFrame.Angles(math.pi*2*((tick()-startspin)/spintime),0,0)
			wait()
		end
		sp.Grip=currentgrip
	end)
end

function onEquippedLocal(mouse)
	local currentlast=lastequipped
	if mouse==nil then
		print("Mouse not found")
		return 
	end
	mouse.Icon="rbxasset://textures\\GunCursor.png"
	mouse.Button1Down:connect(function()
		onButton1Down(mouse)
	end)
	waitfor(sp,"Taunting")
	waitfor(sp,"Taunt")
	mouse.KeyDown:connect(function(key)
		key=string.lower(key)
		if key=="l" or key=="t" or key=="g" then	-- :3
			local h=sp.Parent:FindFirstChild("Humanoid")
			if h~=nil then
				sp.Taunting.Value=true
				h.WalkSpeed=0
				tauntanim=h:LoadAnimation(sp.Taunt)
				tauntanim:Play()
				wait(1)
				swordOut()
				sp.Grip=currentgrip
				wait(1.4)
				swordUp()
				sp.Grip=currentgrip
				wait(1)
				h.WalkSpeed=16
				sp.Taunting.Value=false
			end
		end
	end)
end
sp.Equipped:connect(onEquippedLocal)

waitfor(sp,"RunAnim")
sp.RunAnim.Changed:connect(function()
	local h=sp.Parent:FindFirstChild("Humanoid")
	local t=sp.Parent:FindFirstChild("Torso")
	local anim=sp:FindFirstChild(sp.RunAnim.Value)
	if anim and t and h then
		theanim=h:LoadAnimation(anim)
		if theanim and h.Health>0 then
			theanim:Play()
			if sp.RunAnim.Value=="RightSlash" or sp.RunAnim.Value=="LeftSlash" or sp.RunAnim.Value=="OverHeadSwing" then
				spinsword(.5)
			end
			if sp.RunAnim.Value=="OverHeadSwing" then
				wait(.25)
				swordOut()
				wait(.5)
				swordUp()
				sp.Grip=currentgrip
			elseif sp.RunAnim.Value=="OverHeadSwingFast" then
				wait(.125)
				swordOut()
				wait(.25)
				swordUp()
				sp.Grip=currentgrip
			end
		end
	end
end)
--[=[
	Cleans up all objects in the trove. This is
	similar to calling `Remove` on each object
	within the trove. The ordering of the objects
	removed is _not_ guaranteed.
]=]


function Trove:Clean()
	if self._cleaning then
		return
	end
	self._cleaning = true
	for _, obj in self._objects do
		self:_cleanupObject(obj[1], obj[2])
	end
	table.clear(self._objects)
	self._cleaning = false
end

function Trove:_findAndRemoveFromObjects(object: any, cleanup: boolean): boolean
	local objects = self._objects
	for i, obj in ipairs(objects) do
		if obj[1] == object then
			local n = #objects
			objects[i] = objects[n]
			objects[n] = nil
			if cleanup then
				self:_cleanupObject(obj[1], obj[2])
			end
			return true
		end
	end
	return false
end

function Trove:_cleanupObject(object, cleanupMethod)
	if cleanupMethod == FN_MARKER then
		object()
	elseif cleanupMethod == THREAD_MARKER then
		pcall(task.cancel, object)
	else
		object[cleanupMethod](object)
	end
end
-- PROPERTIES


IconController.topbarEnabled = true
IconController.controllerModeEnabled = false
IconController.previousTopbarEnabled = checkTopbarEnabled()
IconController.leftGap = 12
IconController.midGap = 12
IconController.rightGap = 12
IconController.leftOffset = 0
IconController.rightOffset = 0
IconController.voiceChatEnabled = true
IconController.mimicCoreGui = true
IconController.healthbarDisabled = false
IconController.activeButtonBCallbacks = 0
IconController.disableButtonB = false
IconController.translator = localizationService:GetTranslatorForPlayer(localPlayer)
--		if animName == "walk" then
--			local runAnimName = "run"
--			local runIdx = rollAnimation(runAnimName)
--
--			runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
--			runAnimTrack.Priority = priority or Enum.AnimationPriority.Movement
--			runAnimTrack:Play(transitionTime)		
--			
--			if (runAnimKeyframeHandler ~= nil) then
--				runAnimKeyframeHandler:disconnect()
--			end
--			runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)	
--		end


	end
end

function playAnimation(animName, transitionTime, humanoid, speed) 	
	local idx = rollAnimation(animName)
	local anim = animTable[animName][idx].anim

	switchToAnim(anim, animName, transitionTime, humanoid, nil, speed)
	currentlyPlayingEmote = false
end

function playEmote(emoteAnim, name, transitionTime, humanoid, priority, speed)
	switchToAnim(emoteAnim, name, transitionTime, humanoid, priority or Enum.AnimationPriority.Core, speed or 1.0)
	currentlyPlayingEmote = true
end
--[[*
 * Create a regular expression from a parsed glob pattern.
 *
 * ```js
 * const picomatch = require('picomatch');
 * const state = picomatch.parse('*.js');
 * // picomatch.compileRe(state[, options]);
 *
 * console.log(picomatch.compileRe(state));
 * //=> /^(?:(?!\.)(?=.)[^/]*?\.js)$/
 * ```
 * @param {String} `state` The object returned from the `.parse` method.
 * @param {Object} `options`
 * @param {Boolean} `returnOutput` Implementors may use this argument to return the compiled output, instead of a regular expression. This is not exposed on the options to prevent end-users from mutating the result.
 * @param {Boolean} `returnState` Implementors may use this argument to return the state from the parsed glob with the returned regular expression.
 * @return {RegExp} Returns a regex created from the given pattern.
 * @api public
 ]]



function picomatch.makeRe(input: string, options_: Object?, returnOutput_: boolean?, returnState_: boolean?): RegExp
	local options: Object = options_ or {}
	local returnOutput = returnOutput_ or false
	local returnState = returnState_ or false

	if not Boolean.toJSBoolean(input) or typeof(input) ~= "string" then
		error(Error.new("TypeError: Expected a non-empty string"))
	end

	local parsed = { negated = false, fastpaths = true }

	if options.fastpaths ~= false and (string.sub(input, 1, 1) == "." or string.sub(input, 1, 1) == "*") then
		parsed.output = parse.fastpaths(input, options)
	end

	if not Boolean.toJSBoolean(parsed.output) then
		parsed = parse(input, options)
	end

	return picomatch.compileRe(parsed, options, returnOutput, returnState)
end
-----------------------------------------------------------------------------------------------



script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")

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

local car = script.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false

local _Tune = require(car["A-Chassis Tune"])

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

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






debounce = true
function onTouched(hit)


		if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
			if game.Players:getPlayerFromCharacter(hit.Parent) then 
				
        script.Parent.Refill:Play()
        hit.Parent.Saude.Kit.Parent.Kit.Aspirina.Value = hit.Parent.Saude.Kit.Parent.Kit.Aspirina.MaxValue --Painkillers
        hit.Parent.Saude.Kit.Parent.Kit.Bandagem.Value = hit.Parent.Saude.Kit.Parent.Kit.Bandagem.MaxValue --Field Dressing/Bandages
        hit.Parent.Saude.Kit.Parent.Kit.Energetico.Value = hit.Parent.Saude.Kit.Parent.Kit.Energetico.MaxValue --Energy Drink
        hit.Parent.Saude.Kit.Parent.Kit.Epinefrina.Value = hit.Parent.Saude.Kit.Parent.Kit.Epinefrina.MaxValue --Epinephrine
        hit.Parent.Saude.Kit.Parent.Kit.Morfina.Value = hit.Parent.Saude.Kit.Parent.Kit.Morfina.MaxValue --Morphine
        hit.Parent.Saude.Kit.Parent.Kit.SacoDeSangue.Value = 20 --Blood Bag
        hit.Parent.Saude.Kit.Parent.Kit.Splint.Value = hit.Parent.Saude.Kit.Parent.Kit.Splint.MaxValue --Splint (fixes injured status)
		hit.Parent.Saude.Kit.Parent.Kit.skit.Value = 26
        hit.Parent.Saude.Kit.Parent.Kit.bvm.Value = 1
        hit.Parent.Saude.Kit.Parent.Kit.etube.Value =  2
		hit.Parent.Saude.Kit.Parent.Kit.nrb.Value = 2
		hit.Parent.Saude.Kit.Parent.Kit.npa.Value = 2

        hit.Parent.Saude.Kit.Parent.Kit.Tourniquet.Value =  5
     
        hit.Parent.Saude.Kit.Parent.Kit.defib.Value =  1
        hit.Parent.Saude.Kit.Parent.Kit.o2.Value =  2
        hit.Parent.Saude.Kit.Parent.Kit.prolene.Value =  15
     
        debounce = false
        print("Refill Cooling Down")
        wait(5)
        debounce = true
				print("Refill Cooldown Over")
			
			end
		end
		
    end

script.Parent.Touched:connect(onTouched)
-- ROBLOX deviation: helper function moved to RobloxShared and no longer needed here
-- local hasPropertyInObject = RobloxShared.expect.hasPropertyInObject



local function getPath(object: { [string]: any }, propertyPath): GetPath
	if not Array.isArray(propertyPath) then
		propertyPath = pathAsArray(propertyPath)
	end

	if #propertyPath > 0 then
		local lastProp = #propertyPath == 1
		local prop = propertyPath[1]

		-- We need this code block in Lua since attempting object[prop] on a non-table
		-- will throw an error
		local ok, res = pcall(function()
			return object[prop]
		end)

		local newObject = res

		if not ok or (not lastProp and newObject == nil) then
			-- This is not the last prop in the chain. If we keep recursing
			-- we will get a nil access error. At this point we know that the
			-- chain has broken and we can return right away.
			return {
				hasEndProp = false,
				lastTraversedObject = object,
				traversedPath = {},
			}
		end

		local result = getPath(newObject, Array.slice(propertyPath, 2))

		if result.lastTraversedObject == nil then
			result.lastTraversedObject = object
		end

		table.insert(result.traversedPath, 1, prop)

		if lastProp then
			result.hasEndProp = newObject ~= nil

			if not result.hasEndProp then
				Array.shift(result.traversedPath)
			end
		end

		return result
	end

	return {
		lastTraversedObject = nil,
		traversedPath = {},
		value = object,
	}
end
--Function For Making New Ray Bricks


function makeRay(cframe, size)
	local p						= Instance.new("Part")
	p.Name						= "RayPart"
	p.BrickColor				= BrickColor.new("Bright red")
	p.Material                  = "Neon"
	p.Transparency				= 0.5
	p.Anchored					= true
	p.CanCollide				= false
	p.TopSurface				= Enum.SurfaceType.Smooth
	p.BottomSurface				= Enum.SurfaceType.Smooth
	p.formFactor				= Enum.FormFactor.Custom
	p.CFrame					= cframe
	p.Size						= size
	p.Parent					= m
	ignoreList[#ignoreList+1]	= p
end



round					= Instance.new("Part")
round.Name				= "RayPart"
round.Material          = "Neon"
round.Transparency		= 0.5
round.Anchored			= true
round.CanCollide		= false
round.TopSurface		= Enum.SurfaceType.Smooth
round.BottomSurface		= Enum.SurfaceType.Smooth
round.formFactor		= Enum.FormFactor.Custom
round.BrickColor		= BrickColor.new("Bright red")
yOffset					= -0.2
--The following code will print the Name and ClassName of every child of workspace
--(You can run it in command bar to test the module)
--[[
  getAllChildren = require(game:FindFirstChild("GetAllChildren Module",true)) 
  for _,v in pairs(getAllChildren(workspace)) do
    print(string.rep("-",15).."\nName: "..v.Name.."\nClassName: "..v.ClassName)
  end
]]



GetAllChildren = function(obj)
	local Children = {}
	function vGetChildren(trg)
		for _,v in pairs(trg:GetChildren()) do
			table.insert(Children, v)
			vGetChildren(v)
		end
	end
	vGetChildren(obj)
	return Children
end

return GetAllChildren
--[[ The Module ]]

--
local BaseCamera = require(script.Parent:WaitForChild("BaseCamera"))
local VRBaseCamera = setmetatable({}, BaseCamera)
VRBaseCamera.__index = VRBaseCamera

local FFlagUserVRVignetteToggle do
	local success, result = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserVRVignetteToggle")
	end)
	FFlagUserVRVignetteToggle = success and result
end

function VRBaseCamera.new()
	local self = setmetatable(BaseCamera.new(), VRBaseCamera)

	-- distance is different in VR
	self.defaultDistance = VR_ZOOM
	self.defaultSubjectDistance = math.clamp(self.defaultDistance, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)
	self.currentSubjectDistance = math.clamp(self.defaultDistance, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)

	-- VR screen effect
	self.VRFadeResetTimer = 0
	self.VREdgeBlurTimer = 0

	-- initialize vr specific variables
	self.gamepadResetConnection = nil
	self.needsReset = true

	return self
end

function VRBaseCamera:GetModuleName()
	return "VRBaseCamera"
end

function VRBaseCamera:GamepadZoomPress()
	local dist = self:GetCameraToSubjectDistance()

	if dist > VR_ZOOM / 2 then
		self:SetCameraToSubjectDistance(0)
		self.currentSubjectDistance = 0
	else
		self:SetCameraToSubjectDistance(VR_ZOOM)
		self.currentSubjectDistance = VR_ZOOM
	end

	self:GamepadReset()
	self:ResetZoom()
end

function VRBaseCamera:GamepadReset()
	self.needsReset = true
end

function VRBaseCamera:ResetZoom()
	ZoomController.SetZoomParameters(self.currentSubjectDistance, 0)
	ZoomController.ReleaseSpring()
end

function VRBaseCamera:OnEnable(enable: boolean)
	if enable then
		self.gamepadResetConnection = CameraInput.gamepadReset:Connect(function()
			self:GamepadReset()
		end)
	else
		-- make sure zoom is reset when switching to another camera
		if self.inFirstPerson then
			self:GamepadZoomPress()
		end

		if self.gamepadResetConnection then
			self.gamepadResetConnection:Disconnect()
			self.gamepadResetConnection = nil
		end

		-- reset VR effects
		self.VREdgeBlurTimer = 0
		self:UpdateEdgeBlur(player, 1)
		local VRFade = Lighting:FindFirstChild("VRFade")
		if VRFade then
			VRFade.Brightness = 0
		end
	end
end

function VRBaseCamera:UpdateDefaultSubjectDistance()
	self.defaultSubjectDistance = math.clamp(VR_ZOOM, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)
end
--[[
local ClickSelectOption = SettingsPanel:WaitForChild("ClickSelect"):WaitForChild("Change")
local SelectionBoxOption = SettingsPanel:WaitForChild("SelectionBox"):WaitForChild("Change")
local ClearPropsOption = SettingsPanel:WaitForChild("ClearProperties"):WaitForChild("Change")
local SelectUngroupedOption = SettingsPanel:WaitForChild("SelectUngrouped"):WaitForChild("Change")
--]]



local SelectionChanged = ExplorerPanel:WaitForChild("SelectionChanged")
local GetSelection = ExplorerPanel:WaitForChild("GetSelection")
local SetSelection = ExplorerPanel:WaitForChild("SetSelection")

local Player = game:GetService("Players").LocalPlayer
local Mouse = Player:GetMouse()

local CurrentWindow = "Nothing c:"
local Windows = {
	Explorer = {
		ExplorerPanel,
		PropertiesFrame
	},
	Settings = {SettingsPanel},
	SaveMap = {SaveMapWindow},
	Remotes = {RemoteDebugWindow}
}

for i,v in pairs(Player.PlayerGui:GetChildren()) do
	if v ~= script.Parent and v.Name == "Dex_Explorer" then
		v:Destroy()
	end
end

function switchWindows(wName,over)
	if CurrentWindow == wName and not over then return end
	
	local count = 0
	
	for i,v in pairs(Windows) do
		count = 0
		if i ~= wName then
			for _,c in pairs(v) do c:TweenPosition(UDim2.new(1, 30, count * 0.5, count * 36), "Out", "Quad", 0.5, true) count = count + 1 end
		end
	end
	
	count = 0
	
	if Windows[wName] then
		for _,c in pairs(Windows[wName]) do c:TweenPosition(UDim2.new(1, -300, count * 0.5, count * 36), "Out", "Quad", 0.5, true) count = count + 1 end
	end
	
	if wName ~= "Nothing c:" then
		CurrentWindow = wName
		for i,v in pairs(SlideFrame:GetChildren()) do
			v.BackgroundTransparency = 1
			v.Icon.ImageColor3 = Color3.new(70/255, 70/255, 70/255)
		end
		if SlideFrame:FindFirstChild(wName) then
			SlideFrame[wName].BackgroundTransparency = 0.5
			SlideFrame[wName].Icon.ImageColor3 = Color3.new(0,0,0)
		end
	end
end

function toggleDex(on)
	if on then
		SideMenu:TweenPosition(UDim2.new(1, -330, 0, 0), "Out", "Quad", 0.5, true)
		OpenToggleButton:TweenPosition(UDim2.new(1,0,0,0), "Out", "Quad", 0.5, true)
		switchWindows(CurrentWindow,true)
	else
		SideMenu:TweenPosition(UDim2.new(1, 0, 0, 0), "Out", "Quad", 0.5, true)
		--OpenToggleButton:TweenPosition(UDim2.new(1,-30,0,0), "Out", "Quad", 0.5, true)
		switchWindows("Nothing c:")
		wait(0.6)
		script.Parent:Destroy()
	end
end

local Settings = {
	ClickSelect = false,
	SelBox = false,
	ClearProps = false,
	SelectUngrouped = true,
	SaveInstanceScripts = true
}

function ReturnSetting(set)
	if set == "ClearProps" then
		return Settings.ClearProps
	elseif set == "SelectUngrouped" then
		return Settings.SelectUngrouped
	end
end

OpenToggleButton.MouseButton1Up:connect(function()
	toggleDex(true)
end)

OpenScriptEditorButton.MouseButton1Up:connect(function()
	if OpenScriptEditorButton.Active then
		--ScriptEditor.Visible = true
	end
end)

CloseToggleButton.MouseButton1Up:connect(function()
	if CloseToggleButton.Active then
		toggleDex(false)
	end
end)
--[[ Test
function Tween(Object, Properties, Value, Time, Style, Direction)
	Style = Style or Enum.EasingStyle.Quad
	Direction = Direction or Enum.EasingDirection.Out
	Time = Time or 0.5
	local propertyGoals = {}
	local Table = (type(Value) == "table" and true) or false
	for i,Property in pairs(Properties) do
		propertyGoals[Property] = Table and Value[i] or Value
	end
	local tweenInfo = TweenInfo.new(Time, Style, Direction)
	local tween = game:GetService("TweenService"):Create(Object,tweenInfo,propertyGoals)
	tween:Play()
end
game.StarterGui.CoreGUI.BadgeScaling.Size = UDim2.new(0,50,0,50)
game.StarterGui.CoreGUI.BadgeScaling.ImageTransparency = 0
game.StarterGui.CoreGUI.BadgeScaling.Visible = true
Tween(game.StarterGui.CoreGUI.BadgeScaling, {"Size", "ImageTransparency"}, {UDim2.new(0,250,0,250), 1}, 1)
]]



return module