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



function Key(key)
if key then
key = string.lower(key)
if (key=="x") then
if on == 1 then
Tool.Parent.Humanoid.WalkSpeed = CurrentWalkSpeed
Tool.Accuracy.Value = Tool.Accuracy.Value + 4
Tool.Pose.Value = 1
on = 0
elseif on == 0 then
Tool.Parent.Humanoid.WalkSpeed = WalkSpeedWhileCrouching
Tool.Accuracy.Value = Tool.Accuracy.Value - 4
Tool.Pose.Value = 3
on = 1
end
Crouch(on)
end
end
end
function Equip(mouse)
mouse.KeyDown:connect(Key)
end
script.Parent.Equipped:connect(Equip)
--------------------------------------------------------------------------------
-- CREATING OPTIMIZED INNER LOOP
--------------------------------------------------------------------------------
-- Arrays of SHA2 "magic numbers" (in "INT64" and "FFI" branches "*_lo" arrays contain 64-bit values)


local sha2_K_lo, sha2_K_hi, sha2_H_lo, sha2_H_hi, sha3_RC_lo, sha3_RC_hi = {}, {}, {}, {}, {}, {}
local sha2_H_ext256 = {
	[224] = {};
	[256] = sha2_H_hi;
}

local sha2_H_ext512_lo, sha2_H_ext512_hi = {
	[384] = {};
	[512] = sha2_H_lo;
}, {
	[384] = {};
	[512] = sha2_H_hi;
}

local md5_K, md5_sha1_H = {}, {0x67452301, 0xEFCDAB89, 0x98BADCFE, 0x10325476, 0xC3D2E1F0}
local md5_next_shift = {0, 0, 0, 0, 0, 0, 0, 0, 28, 25, 26, 27, 0, 0, 10, 9, 11, 12, 0, 15, 16, 17, 18, 0, 20, 22, 23, 21}
local HEX64, XOR64A5, lanes_index_base -- defined only for branches that internally use 64-bit integers: "INT64" and "FFI"
local common_W = {} -- temporary table shared between all calculations (to avoid creating new temporary table every time)
local K_lo_modulo, hi_factor, hi_factor_keccak = 4294967296, 0, 0

local TWO_POW_NEG_56 = 2 ^ -56
local TWO_POW_NEG_17 = 2 ^ -17

local TWO_POW_2 = 2 ^ 2
local TWO_POW_3 = 2 ^ 3
local TWO_POW_4 = 2 ^ 4
local TWO_POW_5 = 2 ^ 5
local TWO_POW_6 = 2 ^ 6
local TWO_POW_7 = 2 ^ 7
local TWO_POW_8 = 2 ^ 8
local TWO_POW_9 = 2 ^ 9
local TWO_POW_10 = 2 ^ 10
local TWO_POW_11 = 2 ^ 11
local TWO_POW_12 = 2 ^ 12
local TWO_POW_13 = 2 ^ 13
local TWO_POW_14 = 2 ^ 14
local TWO_POW_15 = 2 ^ 15
local TWO_POW_16 = 2 ^ 16
local TWO_POW_17 = 2 ^ 17
local TWO_POW_18 = 2 ^ 18
local TWO_POW_19 = 2 ^ 19
local TWO_POW_20 = 2 ^ 20
local TWO_POW_21 = 2 ^ 21
local TWO_POW_22 = 2 ^ 22
local TWO_POW_23 = 2 ^ 23
local TWO_POW_24 = 2 ^ 24
local TWO_POW_25 = 2 ^ 25
local TWO_POW_26 = 2 ^ 26
local TWO_POW_27 = 2 ^ 27
local TWO_POW_28 = 2 ^ 28
local TWO_POW_29 = 2 ^ 29
local TWO_POW_30 = 2 ^ 30
local TWO_POW_31 = 2 ^ 31
local TWO_POW_32 = 2 ^ 32
local TWO_POW_40 = 2 ^ 40

local TWO56_POW_7 = 256 ^ 7
--[[Drivetrain]]

	
	Tune.Config			= "AWD"		--"FWD" , "RWD" , "AWD"
	
	--Differential Settings	
	Tune.FDiffSlipThres	= 50		-- 1 - 100%				(Max threshold of applying full lock determined by deviation from avg speed)
	Tune.FDiffLockThres	= 50		-- 0 - 100%				(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
	Tune.RDiffSlipThres	= 50		-- 1 - 100%
	Tune.RDiffLockThres	= 50		-- 0 - 100%
	Tune.CDiffSlipThres	= 50		-- 1 - 100%				[AWD Only]
	Tune.CDiffLockThres	= 50		-- 0 - 100%				[AWD Only]
	
	--Traction Control Settings
	Tune.TCSEnabled		= false		-- Implements TCS
	Tune.TCSThreshold	= 20		-- Slip speed allowed before TCS starts working (in SPS)
	Tune.TCSGradient	= 20		-- Slip speed gradient between 0 to max reduction (in SPS)
	Tune.TCSLimit		= 10		-- Minimum amount of torque at max reduction (in percent)
--[[Transmission]]


	Tune.TransModes		= {"Auto", "Semi","Manual"}								--[[
	[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	= "RPM"									--[[
	[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		-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.15		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		5.25		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		3.03		,
		--[[ 3 ]]		1.95		,
		--[[ 4 ]]		1.46		,
		--[[ 5 ]]		1.17		,
	}
	Tune.FDMult			= 1			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-----------------
--| Functions |--
-----------------



local function OnEquipped()
	local myModel = Tool.Parent
	local humanoid = myModel:FindFirstChild('Humanoid')
	if humanoid then -- Preload animations
		FireAndReloadTrack = humanoid:LoadAnimation(FireAndReloadAnimation)
	end
end

local function OnChanged(property)
	if property == 'Enabled' and Tool.Enabled == false then
		-- Play fire and reload animation
		if FireAndReloadTrack then
			FireAndReloadTrack:Play()
		end
	end
end

local function OnUnequipped()
	-- Stop animations
	if FireAndReloadTrack then FireAndReloadTrack:Stop() end
end
--Main function


local function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container)
	
	local AnimObj
	
	local function Start()
		AnimObj = {}
		AnimObj["LastUpdate"] = tick()
		
		AnimObj["Parts"] = {}
		AnimObj["Fire"] = {}
		
		for i = 1, 4 do
			local np = EFFECT_LIB.NewInvisiblePart()
			local fire = Instance.new("Fire")
			fire.SecondaryColor = Color3.new(0,0,0)
			fire.Parent = np
			
			AnimObj["Parts"][i] = np
			table.insert(AnimObj["Fire"], fire)
	
			np.Parent = eff_cont
		end
	end
	
	local function Update()
		local loop = EFFECT_LIB.Loop(3)
		
		for i = 1, #AnimObj["Parts"] do
			AnimObj["Parts"][i].CFrame = source_part:GetRenderCFrame() * CFrame.Angles(0, math.rad(loop * 360 + (360 / #AnimObj["Parts"] * (i - 1))), 0) * CFrame.new(0, -3, -1.5) * CFrame.Angles(math.rad(-55), 0, 0) * CFrame.Angles(0, 0, 0)
		end
		
		local get_col = GenColor(tick(), 10)
		for _, fr in pairs(AnimObj["Fire"]) do
			fr.Color = get_col
		end
	end
	
	local function Stop()
		eff_cont:ClearAllChildren()
		AnimObj = nil
	end
	
	return {Start = Start, Update = Update, Stop = Stop}
end

return AttachAuraControl
--[[
	Copy of TextReporter that doesn't output successful tests.

	This should be temporary, it's just a workaround to make CI environments
	happy in the short-term.
]]



local TestService = game:GetService("TestService")

local TestEnum = require(script.Parent.Parent.TestEnum)

local INDENT = (" "):rep(3)
local STATUS_SYMBOLS = {
	[TestEnum.TestStatus.Success] = "+",
	[TestEnum.TestStatus.Failure] = "-",
	[TestEnum.TestStatus.Skipped] = "~"
}
local UNKNOWN_STATUS_SYMBOL = "?"

local TextReporterQuiet = {}

local function reportNode(node, buffer, level)
	buffer = buffer or {}
	level = level or 0

	if node.status == TestEnum.TestStatus.Skipped then
		return buffer
	end

	local line

	if node.status ~= TestEnum.TestStatus.Success then
		local symbol = STATUS_SYMBOLS[node.status] or UNKNOWN_STATUS_SYMBOL

		line = ("%s[%s] %s"):format(
			INDENT:rep(level),
			symbol,
			node.planNode.phrase
		)
	end

	table.insert(buffer, line)

	for _, child in ipairs(node.children) do
		reportNode(child, buffer, level + 1)
	end

	return buffer
end

local function reportRoot(node)
	local buffer = {}

	for _, child in ipairs(node.children) do
		reportNode(child, buffer, 0)
	end

	return buffer
end

local function report(root)
	local buffer = reportRoot(root)

	return table.concat(buffer, "\n")
end

function TextReporterQuiet.report(results)
	local resultBuffer = {
		"Test results:",
		report(results),
		("%d passed, %d failed, %d skipped"):format(
			results.successCount,
			results.failureCount,
			results.skippedCount
		)
	}

	print(table.concat(resultBuffer, "\n"))

	if results.failureCount > 0 then
		print(("%d test nodes reported failures."):format(results.failureCount))
	end

	if #results.errors > 0 then
		print("Errors reported by tests:")
		print("")

		for _, message in ipairs(results.errors) do
			TestService:Error(message)

			-- Insert a blank line after each error
			print("")
		end
	end
end

return TextReporterQuiet
--[[**
		ensures value is an array and all values of the array match check

		@param check The check to compare all values with

		@returns A function that will return true iff the condition is passed
	**--]]


	function t.array(check)
		assert(t.callback(check))
		local valuesCheck = t.values(check)

		return function(value)
			local keySuccess = arrayKeysCheck(value)
			if keySuccess == false then
				return false
			end

			-- # is unreliable for sparse arrays
			-- Count upwards using ipairs to avoid false positives from the behavior of #
			local arraySize = 0

			for _ in ipairs(value) do
				arraySize = arraySize + 1
			end

			for key in pairs(value) do
				if key < 1 or key > arraySize then
					return false
				end
			end

			local valueSuccess = valuesCheck(value)
			if not valueSuccess then
				return false
			end

			return true
		end
	end
--[[Transmission]]


	Tune.TransModes		= {"Auto", "Semi", "Manual"}								--[[
	[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		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[[ NOTE:  You don't need to do anything to this script
	DO NOT DO ANYTHING TO THIS SCRIPT IF YOU DON'T KNOW WHAT YOUR DOING!
	  You only need to do things in the String Value named 'TheCharacter'
	   READ INSTRUCTIONS ]]

--

door = script.Parent
function onChatted(msg, recipient, speaker) 
source = string.lower(speaker.Name) 
msg = string.lower(msg) 
thecharacter = script.Parent.TheCharacter
if (msg == string.lower(thecharacter.Value)) then 
door.CanCollide = false 
door.Transparency = 0.7 
wait(4) 
door.CanCollide = true 
door.Transparency = 0 
end 
end 
game.Players.ChildAdded:connect(function(plr)
plr.Chatted:connect(function(msg, recipient) onChatted(msg, recipient, plr) end) 
end)
--[[ Roblox Services ]]

--
local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local StarterGui = game:GetService("StarterGui")
local VRService = game:GetService("VRService")
local UserGameSettings = UserSettings():GetService("UserGameSettings")

local player = Players.LocalPlayer

local FFlagUserFlagEnableNewVRSystem do
	local success, result = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserFlagEnableNewVRSystem")
	end)
	FFlagUserFlagEnableNewVRSystem = success and result
end
--[[Weld Functions]]

--

local JS = game:GetService("JointsService")

function MakeWeld(x,y,type,s) 
	if type==nil then type="Weld" end
	local W=Instance.new(type,JS) 
	W.Part0=x W.Part1=y 
	W.C0=x.CFrame:inverse()*x.CFrame 
	W.C1=y.CFrame:inverse()*x.CFrame 
	if type=="Motor" and s~=nil then W.MaxVelocity=s end 
	return W	
end

function ModelWeld(a,b) 
	if a:IsA("BasePart") then 
		MakeWeld(b,a,"Weld") 
	elseif a:IsA("Model") then 
		for i,v in pairs(a:GetChildren()) do ModelWeld(v,b) end 
	end 
end

function UnAnchor(a) 
	if a:IsA("BasePart") then a.Anchored=false end 
	for i,v in pairs(a:GetChildren()) do UnAnchor(v) end 
end
--stunSound.Volume = 1/(script.Parent.Dist.Value*script.Parent.Dist.Value)


stunSound:Play()
 
local tweenInfo = TweenInfo.new(
	script.Parent.Time.Value, -- Time
	Enum.EasingStyle.Linear, -- EasingStyle
	Enum.EasingDirection.InOut, -- EasingDirection
	0, -- RepeatCount (when less than zero the tween will loop indefinitely)
	false, -- Reverses (tween will reverse once reaching it's goal)
	0 -- DelayTime
)

local tween0 = TweenService:Create(stunSound, TweenInfo.new(script.Parent.Time.Value), {Volume = stunSound.Volume*2})
tween0:Play()
 
local tween = TweenService:Create(guiMain, tweenInfo, {Brightness = 0})
tween:Play()

spawn(function()
	wait(script.Parent.Time.Value)
	
	local tween = TweenService:Create(stunSound, TweenInfo.new(0.5), {Volume = 0})
	tween:Play()
end)

wait(script.Parent.Time.Value + .5)
-- same as jump for now



function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
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
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == "Slash") then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == "Lunge") then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency
  
	if (pose == "Jumping") then
		moveJump()
		return
	end

	if (pose == "FreeFall") then
		moveFreeFall()
		return
	end
 
	if (pose == "Seated") then
		moveSit()
		return
	end

	local climbFudge = 0
	
	if (pose == "Running") then
		RightShoulder.MaxVelocity = 0.15
		LeftShoulder.MaxVelocity = 0.15
		amplitude = 1
		frequency = 9
	elseif (pose == "Climbing") then
		RightShoulder.MaxVelocity = 0.5 
		LeftShoulder.MaxVelocity = 0.5
		amplitude = 1
		frequency = 9
		climbFudge = 3.14
	else
		amplitude = 0.1
		frequency = 1
	end

	desiredAngle = amplitude * math.sin(time*frequency)

	RightShoulder.DesiredAngle = desiredAngle + climbFudge
	LeftShoulder.DesiredAngle = desiredAngle - climbFudge
	RightHip.DesiredAngle = -desiredAngle
	LeftHip.DesiredAngle = -desiredAngle


	local tool = getTool()

	if tool then
	
		animStringValueObject = getToolAnim(tool)

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

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

		animateTool()

		
	else
		toolAnim = "None"
		toolAnimTime = 0
	end
end
-- Basic Settings



AdminCredit=true;				-- Enables the credit GUI for that appears in the bottom right
AutoClean=false;				-- Enables automatic cleaning of hats & tools in the Workspace
AutoCleanDelay=60;				-- The delay between each AutoClean routine
CommandBar=true;				-- Enables the Command Bar | GLOBAL KEYBIND: \
FunCommands=true;				-- Enables fun yet unnecessary commands
FreeAdmin=false;				-- Set to 1-5 to grant admin powers to all, otherwise set to false
PublicLogs=false;				-- Allows all users to see the command & chat logs
Prefix='/';						-- Character to begin a command
								--[[
	Admin Powers
	
0			Player
1			VIP					Can use nonabusive commands only on self
2			Moderator			Can kick, mute, & use most commands
3			Administrator		Can ban, crash, & set Moderators/VIP
4			SuperAdmin			Can grant permanent powers, & shutdown the game
5			Owner				Can set SuperAdmins, & use all the commands
6			Game Creator		Can set owners & use all the commands

	Group & VIP Admin
	
		You can set multiple Groups & Ranks to grant users admin powers:
		
GroupAdmin={
[12345]={[254]=4,[253]=3};
[GROUPID]={[RANK]=ADMINPOWER}
};

		You can set multiple Assets to grant users admin powers:
		
VIPAdmin={
[12345]=3;
[54321]=4;
[ITEMID]=ADMINPOWER;
};								]]

GroupAdmin={

};

VIPAdmin={

};
--[[local RunService = game:GetService("RunService")
local camera = workspace.CurrentCamera
RunService:BindToRenderStep("UpdateLoop", Enum.RenderPriority.Camera.Value, function()
	local rX, rY, rZ = camera.CFrame:ToOrientation()
	local limY = math.clamp(math.deg(rY), -45, 45)
	camera.CFrame = CFrame.new(camera.CFrame.p) * CFrame.fromOrientation(rX, limY, rZ)
end)]]
--[[Susupension]]


	Tune.SusEnabled		= true		-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
	
	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 3500		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)
	
	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward
	
	--Rear Suspension
	Tune.RSusDamping	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 14500	-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

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

	--Aesthetics	
	Tune.SusVisible		= false			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Bright red"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness
--- Handles user input when the box is focused


function Window:BeginInput(input, gameProcessed)
	if GuiService.MenuIsOpen then
		self:Hide()
	end

	if gameProcessed and self:IsVisible() == false then
		return
	end

	if self.Cmdr.ActivationKeys[input.KeyCode] then -- Activate the command bar
		if self.Cmdr.MashToEnable and not self.Cmdr.Enabled then
			if tick() - lastPressTime < 1 then
				if pressCount >= 5 then
					return self.Cmdr:SetEnabled(true)
				else
					pressCount = pressCount + 1
				end
			else
				pressCount = 1
			end
			lastPressTime = tick()
		elseif self.Cmdr.Enabled then
			self:SetVisible(not self:IsVisible())
			wait()
			self:SetEntryText("")

			if GuiService.MenuIsOpen then -- Special case for menu getting stuck open (roblox bug)
				self:Hide()
			end
		end

		return
	end

	if self.Cmdr.Enabled == false or not self:IsVisible() then
		if self:IsVisible() then
			self:Hide()
		end

		return
	end

	if input.KeyCode == Enum.KeyCode.Down then -- Auto Complete Down
		self:SelectVertical(1)
	elseif input.KeyCode == Enum.KeyCode.Up then -- Auto Complete Up
		self:SelectVertical(-1)
	elseif input.KeyCode == Enum.KeyCode.Return then -- Eat new lines
		wait()
		self:SetEntryText(self:GetEntryText():gsub("\n", ""):gsub("\r", ""))
	elseif input.KeyCode == Enum.KeyCode.Tab then -- Auto complete
		local item = self.AutoComplete:GetSelectedItem()
		local text = self:GetEntryText()
		if item and not (text:sub(#text, #text):match("%s") and self.AutoComplete.LastItem) then
			local replace = item[2]
			local newText
			local insertSpace = true
			local command = self.AutoComplete.Command

			if command then
				local lastArg = self.AutoComplete.Arg

				newText = command.Alias
				insertSpace = self.AutoComplete.NumArgs ~= #command.ArgumentDefinitions

				local args = command.Arguments
				for i = 1, #args do
					local arg = args[i]
					local segments = arg.RawSegments
					if arg == lastArg then
						segments[#segments] = replace
					end

					local argText = arg.Prefix .. table.concat(segments, ",")

					-- Put auto completion options in quotation marks if they have a space
					if argText:find(" ") then
						argText = ("%q"):format(argText)
					end

					newText = ("%s %s"):format(newText, argText)

					if arg == lastArg then
						break
					end
				end
			else
				newText = replace
			end
			-- need to wait a frame so we can eat the \t
			wait()
			-- Update the text box
			self:SetEntryText(newText .. (insertSpace and " " or ""))
		else
			-- Still need to eat the \t even if there is no auto-complete to show
			wait()
			self:SetEntryText(self:GetEntryText())
		end
	else
		self:ClearHistoryState()
	end
end
--Body Variables


local myHuman = script.Parent:WaitForChild("Humanoid")
local myTorso = script.Parent:WaitForChild("Torso")
local myHead = script.Parent:WaitForChild("Head")
local neck = myTorso:WaitForChild("Neck")
local headWeld = myTorso:WaitForChild("Head Weld")
local rArm = script.Parent:WaitForChild("Right Arm")
local lArm = script.Parent:WaitForChild("Left Arm")
local lShoulder = myTorso:WaitForChild("Left Shoulder")
local rShoulder = myTorso:WaitForChild("Right Shoulder")
local lArmWeld = myTorso:WaitForChild("Left Arm Weld")
local rArmWeld = myTorso:WaitForChild("Right Arm Weld")

local outfits = game:GetService("ServerStorage").Outfits:GetChildren()
local outfit = outfits[math.random(1,#outfits)]:Clone()
for i, v in pairs(outfit:GetChildren()) do
	v.Parent = script.Parent
end
outfit:Destroy()

local raycastParams = RaycastParams.new()
raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
raycastParams.FilterDescendantsInstances = {script.Parent}
local FastCast = require(game:GetService("ReplicatedStorage"):WaitForChild("FastCastRedux"))
FastCast.DebugLogging = false
FastCast.VisualizeCasts = false
local Caster = FastCast.new()
Caster.WorldRoot = workspace
local FastStats = FastCast.newBehavior()
FastStats.HitEventOnTermination = true
FastStats.Lifetime = 5
FastStats.MaxDistance = 1000
FastStats.TravelType = "Lifetime"
FastStats.Acceleration = Vector3.new(0,0,0)
FastStats.RaycastParams = raycastParams
FastStats.CosmeticBulletTemplate = game:GetService("ReplicatedStorage"):WaitForChild("Miscs"):WaitForChild("Projectiles"):WaitForChild("Bullet")
------------------------------------------------------------------------
--
-- * used only in luaK:posfix()
------------------------------------------------------------------------


function luaK:codecomp(fs, op, cond, e1, e2)
  local o1 = self:exp2RK(fs, e1)
  local o2 = self:exp2RK(fs, e2)
  self:freeexp(fs, e2)
  self:freeexp(fs, e1)
  if cond == 0 and op ~= "OP_EQ" then
    -- exchange args to replace by `<' or `<='
    o1, o2 = o2, o1  -- o1 <==> o2
    cond = 1
  end
  e1.info = self:condjump(fs, op, cond, o1, o2)
  e1.k = "VJMP"
end