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


function module:RemoveStat(player, locationName, newValue)
	local location = main.pd[player][locationName]
	if location then
		for i,v in pairs(location) do
			if tostring(v) == tostring(newValue) then
				table.remove(main.pd[player][locationName], i)
				main.pd[player].DataToUpdate = true
				main.signals.RemoveStat:FireClient(player, {locationName, newValue})
				break
			end
		end
	end
end
-- Update. Called every frame after the camera movement step


function Invisicam:Update()
	-- Make sure we still have a Torso
	if not Torso then
		local humanoid = Character:FindFirstChildOfClass("Humanoid")
		if humanoid and humanoid.Torso then
			Torso = humanoid.Torso
		else
			-- Not set up with Humanoid? Try and see if there's one in the Character at all:
			Torso = Character:FindFirstChild("HumanoidRootPart")
			if not Torso then
				-- Bail out, since we're relying on Torso existing
				return
			end
		end
		local ancestryChangedConn;
		ancestryChangedConn = Torso.AncestryChanged:connect(function(child, parent)
			if child == Torso and not parent then 
				Torso = nil
				if ancestryChangedConn and ancestryChangedConn.Connected then
					ancestryChangedConn:Disconnect()
					ancestryChangedConn = nil
				end
			end
		end)
	end

	-- Make a list of world points to raycast to
	local castPoints = {}
	BehaviorFunction(castPoints)
	
	-- Cast to get a list of objects between the camera and the cast points
	local currentHits = {}
	local ignoreList = {Character}
	local function add(hit)
		currentHits[hit] = true
		if not SavedHits[hit] then
			SavedHits[hit] = hit.LocalTransparencyModifier
		end
	end

	local hitParts = Camera:GetPartsObscuringTarget(castPoints, ignoreList)
	for i = 1, #hitParts do
		local hitPart = hitParts[i]
		add(hitPart)
		for _, child in pairs(hitPart:GetChildren()) do
			if child:IsA('Decal') or child:IsA('Texture') then
				add(child)
			end
		end
	end
	
	-- Fade out objects that are in the way, restore those that aren't anymore
	for hit, originalFade in pairs(SavedHits) do
		local currentFade = hit.LocalTransparencyModifier
		if currentHits[hit] then -- Fade
			if currentFade < FADE_TARGET then
				hit.LocalTransparencyModifier = math_min(currentFade + FADE_RATE, FADE_TARGET)
			end
		else -- Restore
			if currentFade > originalFade then
				hit.LocalTransparencyModifier = math_max(originalFade, currentFade - FADE_RATE)
			else
				SavedHits[hit] = nil
			end
		end
	end
end

function Invisicam:SetMode(newMode)
	AssertTypes(newMode, 'number')
	for modeName, modeNum in pairs(MODE) do
		if modeNum == newMode then
			Mode = newMode
			BehaviorFunction = Behaviors[Mode]
			return
		end
	end
	error("Invalid mode number")
end

function Invisicam:SetCustomBehavior(func)
	AssertTypes(func, 'function')
	Behaviors[MODE.CUSTOM] = func
	if Mode == MODE.CUSTOM then
		BehaviorFunction = func
	end
end
--[=[
    Parses a localization table and adds a pseudo localized locale to the table.

    @param localizationTable LocalizationTable -- LocalizationTable to add to.
    @param preferredLocaleId string? -- Preferred locale to use. Defaults to "qlp-pls"
    @param preferredFromLocale string? -- Preferred from locale. Defaults to "en-us"
    @return string -- The translated line
]=]


function PseudoLocalize.addToLocalizationTable(localizationTable, preferredLocaleId, preferredFromLocale)
	local localeId = preferredLocaleId or DEFAULT_PSEUDO_LOCALE_ID
	local fromLocale = preferredFromLocale or "en"

	local entries = localizationTable:GetEntries()
	for _, entry in pairs(entries) do
		if not entry.Values[localeId] then
			local line = entry.Values[fromLocale]
			if line then
				entry.Values[localeId] = PseudoLocalize.pseudoLocalize(line)
			else
				warn(("[PseudoLocalize.addToLocalizationTable] - No entry in key %q for locale %q")
					:format(entry.Key, fromLocale))
			end
		end
	end

	localizationTable:SetEntries(entries)
end
--------------------




while true do
	wait(1.5) -- How long in between drops
	local part = Instance.new("Part",workspace.PartStorage)
	--part.BrickColor=script.Parent.Parent.Parent.DropColor.Value
	--part.Material=script.Parent.Parent.Parent.MaterialValue.Value
	local cash = Instance.new("IntValue",part)
	cash.Name = "Cash"
	cash.Value = 100 -- How much the drops are worth
	part.CFrame = script.Parent.Drop.CFrame - Vector3.new(0,5,0)
	part.FormFactor = "Custom"
	part.Size=Vector3.new(0.2, 0.2, 0.2) -- Size of the drops
	if meshDrop == true then
	local m = Instance.new("SpecialMesh",part)
	m.MeshId = meshID
	m.TextureId = textureID
	end
	part.TopSurface = "Smooth"
	part.BottomSurface = "Smooth"
	game.Debris:AddItem(part,20) -- How long until the drops expire
end
--|| VARIABLES ||--


	local Player = Players.LocalPlayer
local Character = script.Parent
local Humanoid = Character:WaitForChild"Humanoid"

local HumanoidRootPart = Character.HumanoidRootPart
local Torso = Character.Torso

local RootJoint = HumanoidRootPart.RootJoint
local LeftHipJoint = Torso["Left Hip"]
local RightHipJoint = Torso["Right Hip"]

local function Lerp(a, b, c)
	return a + (b - a) * c
end

local Force = nil
local Direction = nil
local Value1 = 0
local Value2 = 0

local RootJointC0 = RootJoint.C0
local LeftHipJointC0 = LeftHipJoint.C0
local RightHipJointC0 = RightHipJoint.C0

RunService.RenderStepped:Connect(function()
	Force = HumanoidRootPart.Velocity * Vector3.new(1,0,1)
	if Force.Magnitude > 2 then
		Direction = Force.Unit	
		Value1 = HumanoidRootPart.CFrame.RightVector:Dot(Direction)
		Value2 = HumanoidRootPart.CFrame.LookVector:Dot(Direction)
	else
		Value1 = 0
		Value2 = 0
	end

	RootJoint.C0 = RootJoint.C0:Lerp(RootJointC0 * CFrame.Angles(math.rad(Value2 * 7), math.rad(-Value1 * 7), 0), 0.2)
	LeftHipJoint.C0 = LeftHipJoint.C0:Lerp(LeftHipJointC0 * CFrame.Angles(math.rad(-Value1 * 7), 0, 0), 0.2)
	RightHipJoint.C0 = RightHipJoint.C0:Lerp(RightHipJointC0 * CFrame.Angles(math.rad(Value1 * 7), 0, 0), 0.2)
end)
--[[Steering]]


	Tune.SteerInner		= 48		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 43		-- 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		= 320		-- 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			= 1000		-- Steering Dampening
	Tune.SteerMaxTorque	= 50000		-- Steering Force
	Tune.SteerP			= 100000	-- Steering Aggressiveness
--mute button stuff


local canmute = settings.DisplayMuteButton

local musicon = true

function CreateButton()
	local button = script.MuteButton:clone()
	script.MuteButton:Destroy()
	button.Visible = true
	button.MouseButton1Click:connect(function()
		musicon = not musicon
		local bgm = script:FindFirstChild("BGM")
		if bgm then
			bgm.Volume = musicon and bgm.OriginalVolume.Value or 0
		end
	end)
	button.Parent = plr:WaitForChild("PlayerGui").PlayerHud.PlayerHUD.Settings.Content.Music
end

function CharInit()
	char = plr.Character
	torso = char:WaitForChild("HumanoidRootPart")
	if canmute then CreateButton() end
end

if plr.Character and plr.Character.Parent ~= nil then
	CharInit()
end
plr.CharacterAdded:connect(function()
	CharInit()
end)
--if hood.Velocity.magnitude < 15 then return end  -- must be going decently fast to break stuff...  can add invisible "prebumpers" in the future to make collisions smoother


if hood.CFrame:vectorToObjectSpace(hood.Velocity):Dot(direction) < 5 then return end -- must be going fast in correct direction to break stuff

	if hit and hit.Parent then
		if hit.Parent:FindFirstChild("Humanoid") then
			--hit.Parent:BreakJoints()  let's not kill 'em...  for now
			hit.Parent.Humanoid.Sit = true  -- but we do make 'em flyyyy!  XD
		elseif hit:FindFirstChild("RobloxModel") and not hit:FindFirstChild("RunOver") and isSmallerThanVehicle(hit) then
			local newModel = hit:Clone()
			local modelParent = hit.Parent
			local newRunOverTag = Instance.new("BoolValue")
			newRunOverTag.Name = "RunOver"
			newRunOverTag.Parent = hit

			hit:BreakJoints()
			debris:AddItem(hit, timeToRespawn)
			coroutine.resume(coroutine.create(respawnIt), newModel, modelParent)
		elseif hit.Parent:FindFirstChild("RobloxModel") and not hit.Parent:FindFirstChild("RunOver") and isSmallerThanVehicle(hit.Parent) then
			local newModel = hit.Parent:Clone()
			local modelParent = hit.Parent.Parent
			local newRunOverTag = Instance.new("BoolValue")
			newRunOverTag.Name = "RunOver"
			newRunOverTag.Parent = hit.Parent

			hit.Parent:BreakJoints()
			debris:AddItem(hit.Parent, timeToRespawn)
			coroutine.resume(coroutine.create(respawnIt), newModel, modelParent)
		end
	end
end
-- Managers


local weapons = require(game:GetService("ServerScriptService").Managers.Weapon)
local vehicles = require(game:GetService("ServerScriptService").Managers.Vehicle)
local twitter = require(game:GetService("ServerScriptService").Database.TwitterCodes)
local damageReplicator = require(game:GetService("ServerScriptService").Managers.DamageReplicator)

local projectiles = require(game:GetService("ReplicatedStorage").Weapons.Projectiles)
-- no touchy


local path = pfs:CreatePath()
local waypoint
local currentWaypointIndex
local target

function findNearestTorso(pos)
	local list = game.Workspace:children()
	local torso = nil
	local dist = Settings.WalkDistance.Value
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == "Model") and (temp2 ~= script.Parent) then
			temp = temp2:findFirstChild("HumanoidRootPart")
			human = temp2:findFirstChild("Humanoid")
			if (temp ~= nil) and (human ~= nil) and (human.Health > 0) and players:GetPlayerFromCharacter(human.Parent)~= nil then
				if (temp.Position - pos).magnitude < dist then
					torso = temp
					dist = (temp.Position - pos).magnitude
				end
			end
		end
	end
	return torso
end
--------------------




while true do
	wait(1.5) -- How long in between drops
	local part = Instance.new("Part",workspace.PartStorage)
	--part.BrickColor=script.Parent.Parent.Parent.DropColor.Value
	--part.Material=script.Parent.Parent.Parent.MaterialValue.Value
	local cash = Instance.new("IntValue",part)
	cash.Name = "Cash"
	cash.Value = 12 -- How much the drops are worth
	part.CFrame = script.Parent.Drop.CFrame - Vector3.new(0,5,0)
	part.FormFactor = "Custom"
	part.Size=Vector3.new(1, 5, 4) -- Size of the drops
	if meshDrop == true then
	local m = Instance.new("SpecialMesh",part)
	m.MeshId = meshID
	m.TextureId = textureID
	end
	part.TopSurface = "Smooth"
	part.BottomSurface = "Smooth"
	game.Debris:AddItem(part,20) -- How long until the drops expire
end
--- 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 self.Cmdr.HideOnLostFocus and table.find(MOUSE_TOUCH_ENUM, input.UserInputType) then
		local ps = input.Position
		local ap = Gui.AbsolutePosition
		local as = Gui.AbsoluteSize
		if ps.X < ap.X or ps.X > ap.X + as.X or ps.Y < ap.Y or ps.Y > ap.Y + as.Y then
			self:Hide()
		end
	elseif 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 and self.AutoComplete.IsPartial == false

				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(" ") or argText == "" 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
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------




function onRunning(speed)
	if speed > 0.01 then
		playAnimation("walk", 0.1, Humanoid)
		if currentAnimInstance 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)
	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
--[[
	Returns a character model wearing an outfit that corresponds to what the
	"player" is already wearing, with the addition of one item described by
	"itemInfo".

	If the player is already wearing something of the same category, that
	existing item is removed first.

	If no player is provided, create instead a dummy with a default look.
]]



local Players = game:GetService("Players")

local MerchBooth = script:FindFirstAncestor("MerchBooth")

local types = require(MerchBooth.types)
local generateDescriptionWithItem = require(script.Parent.generateDescriptionWithItem)

local idleAnimation = Instance.new("Animation")
idleAnimation.Name = "IdleAnimation"
idleAnimation.AnimationId = "rbxassetid://616136790"

local function generateDummyWithItem(itemInfo: types.ItemInfo, player: Player?)
	local description = generateDescriptionWithItem(player, itemInfo.assetId, itemInfo.assetType)
	local previewAvatar = Players:CreateHumanoidModelFromDescription(description, Enum.HumanoidRigType.R15)

	-- Destroys scripts to silence a client-side warning
	for _, descendant in ipairs(previewAvatar:GetDescendants()) do
		if descendant:IsA("LuaSourceContainer") then
			descendant:Destroy()
		end
	end

	local humanoid = previewAvatar:FindFirstChildOfClass("Humanoid")

	humanoid.RootPart.CFrame = CFrame.new(0, 1e5, 0)
	humanoid.RootPart.Anchored = true

	-- Not parenting the character in workspace will cause animations and layered clothing to not render properly
	previewAvatar.Parent = workspace

	humanoid:LoadAnimation(idleAnimation):Play()

	return previewAvatar
end

return generateDummyWithItem
--local freeSpaceX,freeSpaceY,freeSpaceZ = 3,3,2.8


local freeSpace = Vector3.new(3, 2.8, 3)
local box = script.Parent
local contents = box.Contents

local lidOffset = 3 

function r(num)
	return math.random(-math.abs(num * 100), math.abs(num * 100)) / 100
end

box.Base.Touched:connect(function(oldHit)
	
	local hit
	
	if oldHit:FindFirstChild("Dragging") then
		return
	end
	
	if (oldHit:FindFirstChild("Draggable") and oldHit:FindFirstChild("Pickup")) then
		hit = oldHit:Clone()
		oldHit:Destroy()
	elseif (oldHit.Parent and (oldHit.Parent:FindFirstChild("Draggable") and oldHit.Parent:FindFirstChild("Pickup"))) then
		hit = oldHit.Parent:Clone()
		oldHit.Parent:Destroy()
	else
		return
	end
	
	for _, child in next, hit:GetDescendants() do
		if child.Name == "Draggable" then
			child:Destroy()
		end
	end



	if hit:IsA("BasePart") then
		hit.Anchored = true
		hit.CanCollide = false
		local vary = freeSpace - hit.Size
	-- random x,y,z
		print(vary, "as variance")
	--hit.CFrame = box.PrimaryPart.CFrame*CFrame.new(r(vary.X),1+math.random(0,vary.Y*100)/100,r(vary.Z))
		hit.CFrame = box.PrimaryPart.CFrame * CFrame.new(math.random(-100, 100) / 100, math.random(100, 200) / 100, math.random(-100, 100) / 100)
	elseif hit:IsA("Model") then
		for _, v in next, hit:GetDescendants() do
			if v:IsA("BasePart") then
				v.Anchored = true
				v.CanCollide = false
			end
		end
		local modelSize =  hit:GetExtentsSize()
		local vary = freeSpace - modelSize
	--hit:SetPrimaryPartCFrame(box.PrimaryPart.CFrame*CFrame.new(r(vary.X),1+math.random(0,vary.Y*100)/100,r(vary.Z)))
		hit:SetPrimaryPartCFrame(box.PrimaryPart.CFrame * CFrame.new(math.random(-100, 100) / 100, math.random(100, 200) / 100, math.random(-100, 100) / 100))
	end -- end of if hit is a basepart or model
	hit.Parent = contents
	
end)
--!strict
--[=[
  @function some
  @within Dictionary

  @param dictionary {[K]: V} -- The dictionary to check.
  @param predicate (value: V, key: K, dictionary: { [K]: V }) -> any -- The predicate to check against.
  @return boolean -- Whether or not the predicate returned true for any value.

  Checks whether or not the predicate returned true for any value in the dictionary.

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

  local hasMeow = Some(dictionary, function(value)
    return value == "meow"
  end) -- true

  local hasDog = Some(dictionary, function(_, key)
    return key == "dog"
  end) -- false
  ```
]=]


local function some<K, V>(dictionary: { [K]: V }, predicate: (value: V, key: V, dictionary: { [K]: V }) -> any): boolean
	for key, value in pairs(dictionary) do
		if predicate(value, key, dictionary) then
			return true
		end
	end

	return false
end

return some
--[[Driver Handling]]



	--Driver Sit	
	car.DriveSeat.ChildAdded:connect(function(child)
		if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
			--Distribute Client Interface
			local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			car.Body.MainPart.Anchored = false
			car.DriveSeat:SetNetworkOwner(p)
			local g=script.Parent["A-Chassis Interface"]:Clone()
			g.Parent=p.PlayerGui
		end
	end)
	
	--Driver Leave
	car.DriveSeat.ChildRemoved:connect(function(child)
		if child.Name=="SeatWeld" and child:IsA("Weld") then
			--Remove Flip Force
			if car.DriveSeat:FindFirstChild("Flip")~=nil then
				car.DriveSeat.Flip.MaxTorque = Vector3.new()
			end
			
			--Remove Wheel Force
			for i,v in pairs(car.Wheels:GetChildren()) do
				if v:FindFirstChild("#AV")~=nil then
					if v["#AV"]:IsA("BodyAngularVelocity") then
						if v["#AV"].AngularVelocity.Magnitude>0 then
							v["#AV"].AngularVelocity = Vector3.new()
							v["#AV"].MaxTorque = Vector3.new()
						end
					else
						if v["#AV"].AngularVelocity>0 then
							v["#AV"].AngularVelocity = 0
							v["#AV"].MotorMaxTorque = 0
						end
					end
				end
			end
		end
		wait(.2)
		if child.Name ~= "Rev" then
		car.Body.MainPart.Anchored = true
		end
	end)