Pinkstack/roblox-luau-corpus-text huggingface dataset:
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote


local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

function configureAnimationSet(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0	
	animTable[name].connections = {}

	-- check for config values
	local config = script:FindFirstChild(name)
	if (config ~= nil) then
		--		print("Loading anims " .. name)
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
		local idx = 1
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject == nil) then
					animTable[name][idx].weight = 1
				else
					animTable[name][idx].weight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
				--			print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")")
				idx = idx + 1
			end
		end
	end

	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
			--			print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
		end
	end
end
-- find player's head pos



	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)

	local head = vCharacter:findFirstChild("Head")
	if head == nil then return end

	local dir = mouse_pos - head.Position
	dir = computeDirection(dir)

	local launch = head.Position + 5 * dir

	local delta = mouse_pos - launch
	
	local dy = delta.y
	
	local new_delta = Vector3.new(delta.x, 0, delta.z)
	delta = new_delta

	local dx = delta.magnitude
	local unit_delta = delta.unit
	
	-- acceleration due to gravity in RBX units
	local g = (-9.81 * 20)

	local theta = computeLaunchAngle( dx, dy, g)

	local vy = math.sin(theta)
	local xz = math.cos(theta)
	local vx = unit_delta.x * xz
	local vz = unit_delta.z * xz
	

	local missile = Pellet:clone()
        

		

	missile.Position = launch
	missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY

	missile.PelletScript.Disabled = false
	missile.Explosives.Disabled = false

	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = vPlayer
	creator_tag.Name = "creator"
	creator_tag.Parent = missile
	
	missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
	-- arcane
	-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
	
	local g = math.abs(grav)
	local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
	if inRoot <= 0 then
		return .25 * math.pi
	end
	local root = math.sqrt(inRoot)
	local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

	local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
	local answer1 = math.atan(inATan1)
	local answer2 = math.atan(inATan2)
	if answer1 < answer2 then return answer1 end
	return answer2
end

function computeDirection(vec)
	local lenSquared = vec.magnitude * vec.magnitude
	local invSqrt = 1 / math.sqrt(lenSquared)
	return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end




Tool.Enabled = true
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print("Humanoid not found")
		return 
	end

	local targetPos = humanoid.TargetPoint

	fire(targetPos)

	wait(0)

	Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)
--[[ Derived classes are required to override and implement all of the following functions ]]

--
function GetOcclusionMode()
	-- Must be overridden in derived classes to return an Enum.DevCameraOcclusionMode value
	warn("BaseOcclusion GetOcclusionMode must be overridden by derived classes")
	return nil
end

function BaseOcclusion:Enable(enabled)
	warn("BaseOcclusion Enable must be overridden by derived classes")
end

function BaseOcclusion:Update(dt, desiredCameraCFrame, desiredCameraFocus)
	warn("BaseOcclusion Update must be overridden by derived classes")
	return desiredCameraCFrame, desiredCameraFocus
end

return BaseOcclusion
--[=[
	Like start, but also from (list!)

	@param callback () -> { T }
	@return (source: Observable) -> Observable
]=]


function Rx.startFrom(callback)
	assert(type(callback) == "function", "Bad callback")
	return function(source)
		assert(Observable.isObservable(source), "Bad observable")

		return Observable.new(function(sub)
			for _, value in pairs(callback()) do
				sub:Fire(value)
			end

			return source:Subscribe(sub:GetFireFailComplete())
		end)
	end
end
--Gear Ratios


	Tune.FinalDrive		= 2.93	-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.460		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		5.00		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		3.20	,
		--[[ 3 ]]		2.14		,
		--[[ 4 ]]		1.72		,
		--[[ 5 ]]		1.31		,
		--[[ 6 ]]		1.00		,
		--[[ 7 ]]		0.82		,
		--[[ 8 ]]		0.64		,
	}
	Tune.FDMult			= 1.6	-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Watch for blacklisted additions to PlayerGui


plr:WaitForChild("PlayerGui").ChildAdded:connect(function(child)
	
	-- Kick if blacklisted
	wait()
	local okay = true
	for _, i in pairs(playerGuiBlacklist) do
		if child.Name == i then
			okay = false
			break
		end
	end
	if not okay then
		kick()
	end
	
end)
-- booooriiiiing



local p1 = script.Parent.Pivot1
local p2 = script.Parent.Pivot2
local TS = game:GetService("TweenService")
local deb = false
local toggled = false
local cd1 = Instance.new("ClickDetector",script.Parent.L)
local cd2 = Instance.new("ClickDetector",script.Parent.R)
cd1.MaxActivationDistance = 5
cd2.MaxActivationDistance = 5
local cf1 = p1.CFrame
local cf2 = p2.CFrame

local function box() -- full of chickenpox! ☻☻☻☻
	if not deb then
		local anim1
		local anim2
		if not toggled then
			anim1 = TS:Create(p1,TweenInfo.new(1.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0),{CFrame = cf1*CFrame.Angles(math.rad(150),0,0)})
			anim2 = TS:Create(p2,TweenInfo.new(1.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0),{CFrame = cf2*CFrame.Angles(-math.rad(160),0,0)})
		else
			anim1 = TS:Create(p1,TweenInfo.new(1.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0),{CFrame = cf1})
			anim2 = TS:Create(p2,TweenInfo.new(1.5,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut,0,false,0),{CFrame = cf2})
		end
		anim1.Completed:Connect(function()
			toggled = not toggled
			deb = false
		end)
		anim1:Play()
		anim2:Play()
	end
end

cd1.MouseClick:Connect(function()
	box()
end)
cd2.MouseClick:Connect(function()
	box()
end)
--[=[
	Requires all the modules that are children of the given parent. This is an easy
	way to quickly load all services that might be in a folder.
	```lua
	Knit.AddServices(somewhere.Services)
	```
]=]


function KnitServer.AddServices(parent: Instance): { Service }
	local addedServices = {}
	for _, v in parent:GetChildren() do
		if not v:IsA("ModuleScript") then
			continue
		end
		table.insert(addedServices, require(v))
	end
	return addedServices
end
-- Local Functions


local function OnScoreChange(team, score)
	ScoreFrame[tostring(team.TeamColor)].Text = score
end

local function OnDisplayVictory(winningTeam)
	if winningTeam then
		VictoryFrame.Visible = true
		if winningTeam == 'Tie' then
			VictoryFrame.Tie.Visible = true
		else
			VictoryFrame.Win.Visible = true
			local WinningFrame = VictoryFrame.Win.TeamDisplay
			WinningFrame.Size = UDim2.new(0, string.len(winningTeam.TeamColor.Name) * 19, 0, 50)
			WinningFrame.Position = UDim2.new(0, -WinningFrame.Size.X.Offset, 0, 0)
			WinningFrame.TextColor3 = winningTeam.TeamColor.Color
			WinningFrame.Text = winningTeam.TeamColor.Name
			WinningFrame.Visible = true
		end
	else
		VictoryFrame.Visible = false
		VictoryFrame.Win.Visible = false
		VictoryFrame.Win.TeamDisplay.Visible = false
		VictoryFrame.Tie.Visible = false
	end
end

local function OnResetMouseIcon()
	Mouse.Icon = MouseIcon
end
--[=[
	@within TableUtil
	@function Flat
	@param tbl table
	@param depth number?
	@return table

	Returns a new table where all sub-arrays have been
	bubbled up to the top. The depth at which the scan
	is performed is dictated by the `depth` parameter,
	which is set to `1` by default.

	```lua
	local t = {{10, 20}, {90, 100}, {30, 15}}
	local flat = TableUtil.Flat(t)
	print(flat) --> {10, 20, 90, 100, 30, 15}
	```

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


local function Flat<T>(tbl: { T }, depth: number?): { T }
	local maxDepth: number = if type(depth) == "number" then depth else 1
	local flatTbl = table.create(#tbl)
	local function Scan(t: { any }, d: number)
		for _, v in t do
			if type(v) == "table" and d < maxDepth then
				Scan(v, d + 1)
			else
				table.insert(flatTbl, v)
			end
		end
	end
	Scan(tbl, 0)
	return flatTbl
end
-- goro7



local plr = game.Players.LocalPlayer

function update()
	
	-- Calculate scale
	local scale = (plr.PlayerGui.MainGui.AbsoluteSize.Y + 30) / script.Parent.Parent.Size.Y.Offset
	if scale > 1.5 then
		scale = 1.5
	end
	if scale > 0 then
		script.Parent.Scale = scale
	end
	
end

plr.PlayerGui:WaitForChild("MainGui"):GetPropertyChangedSignal("AbsoluteSize"):connect(update)
update()
-- Check if character is there


if script.Owner.Value.Character ~= nil then
	
	-- Find knife
	local knife = nil
	if script.Owner.Value.Backpack:FindFirstChild("Knife") then
		knife = script.Owner.Value.Backpack.Knife
	elseif script.Owner.Value.Character:FindFirstChild("Knife") then
		knife = script.Owner.Value.Character.Knife
	end
	if knife ~= nil then
		
		-- Make sounds volume of 0
		knife.KnifeScript.KnifeProjectileScript.Thud.Volume = 0
		knife.KnifeScript.KnifeProjectileScript.Woosh.Volume = 0
		knife.Handle.Draw.Volume = 0
		knife.Handle.Hit.Volume = 0
		knife.Handle.Swing.Volume = 0
		
	end
	
end
-- Basic settings


local ROTATION_SPEED = 0.025

local tweenService = game:GetService("TweenService")
local debounce = false
local breakLoop = false

script.Parent.Touched:connect(function(hit)
	
	-- Check if player
	if hit.Parent:FindFirstChild("Humanoid") and not debounce then
		debounce = true
		
		-- Give if player isn't null and hasn't reached maximum coins
		local plr = game.Players:GetPlayerFromCharacter(hit.Parent)
		if plr ~= nil then
			local maxCoins = 10
			if plr.Stats.IsHunter.Value then
				maxCoins = maxCoins + 100
			end
			if plr.Stats.CoinsPickedUpInRound.Value < maxCoins then
				
				-- Set the loop to break
				breakLoop = true
				
				-- Give coin
				plr.Stats.CoinsPickedUpInRound.Value = plr.Stats.CoinsPickedUpInRound.Value + 1
				plr.Stats.Coins.Value = plr.Stats.Coins.Value + 1000
				
				-- Play effect
				game.ReplicatedStorage.Interactions.Client.GotCoinEffect:FireClient(plr, script.Parent.Position)
				
				-- Continously spin and make less visible
				local originalCFrame = script.Parent.CFrame
				for i=1, 20 do
					script.Parent.CFrame = originalCFrame * CFrame.new(-5 * math.sin(i * math.pi / 20), 0, 0) * CFrame.fromEulerAnglesXYZ(0.75 * i, 0, 0)
					script.Parent.Transparency = math.sin(i * math.pi / 40)
					wait()
				end
				
				-- Destroy
				script.Parent:destroy()
				
			end
		end
			
		debounce = false
	end
	
end)

while true do
	
	-- Wait
	local waitTime = wait()
	
	-- See if should break loop
	if breakLoop then
		break
	end
	
	-- Tween to rotate
	local goal
	if script.Parent.Transparency > 0 then
		goal = {
			CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(ROTATION_SPEED, 0, 0),
			Transparency = script.Parent.Transparency - 0.033
		}
	else
		goal = {
			CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(ROTATION_SPEED, 0, 0)
		}
	end
	tweenService:Create(script.Parent, TweenInfo.new(waitTime, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), goal):Play()
	
end
------------------------------------



function onTouched(part)
	if part.Parent ~= nil then
	local h = part.Parent:findFirstChild("Humanoid")
		if h~=nil then
			local teleportfrom=script.Parent.Enabled.Value
			if teleportfrom~=0 then
				if h==humanoid then
				return
				end
				local teleportto=script.Parent.Parent:findFirstChild(modelname)
				if teleportto~=nil then
					local torso = h.Parent.UpperTorso
					local torso = h.Parent.LowerTorso
					local location = {teleportto.Position}
					local i = 1

					local x = location[i].x
					local y = location[i].y
					local z = location[i].z
				
					x = x + math.random(-1, 1)
					z = z + math.random(-1, 1)
					y = y + math.random(2, 3)

					local cf = torso.CFrame
					local lx = 0
					local ly = y
					local lz = 0
					
					script.Parent.Enabled.Value=0
					teleportto.Enabled.Value=0
					torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))
					wait(3)
					script.Parent.Enabled.Value=1
					teleportto.Enabled.Value=1
				else
					print("Could not find teleporter!")
				end
			end
		end
	end
end

script.Parent.Touched:connect(onTouched)
--[[---------------- FUNCTIONS -----------------]]

--

local function isAValidNearbyInteractable(targetObj)
	if not targetObj then return end
	if not targetObj:IsA("BasePart") then return end
	local interactable = targetObj:GetAttribute("Interactable")
	if not interactable then return end
	local module = interactables:FindFirstChild(targetObj.Name)
	if not module then return end
	local dist = (targetObj.Position - hrp.Position).magnitude	
	if dist > MAX_INTERACTION_DIST + math.max(targetObj.Size.X, targetObj.Size.Y, targetObj.Size.Z) / 2 then return end

	return module
end

local function samePlayer(rPly)
	if rPly ~= ply then rPly:Kick(_G.EXPLOITER_KICK_MESSAGE) return false end
	return true
end

local function interact()
	if downedVal.Value then return end 
	
	if holdingInputVal.Value and mouseHoverObjectVal.Value then		
		local interactableModule = isAValidNearbyInteractable(mouseHoverObjectVal.Value)	
		local success = false
		local serverChecksFunc = nil
		if interactableModule then
			local mod = require(interactableModule)	
			if mod and mod.serverChecks and typeof(mod.serverChecks) == "function" then
				success = mod.serverChecks(mouseHoverObjectVal.Value)
				serverChecksFunc = mod.serverChecks
			else
				success = true
			end
		end
		
		if success then
				
			local interactionSuccessful = CIH.determineInteraction(ply, mouseHoverObjectVal.Value)	
			local shouldKeepHolding = true
			local interacted = nil

			while interactionSuccessful and shouldKeepHolding do
				interacted, shouldKeepHolding = CIH.interact(ply, mouseHoverObjectVal.Value)
				if shouldKeepHolding then
					interactionSuccessful = CIH.determineInteraction(ply, mouseHoverObjectVal.Value)	
				end
			end
			
			if serverChecksFunc and not serverChecksFunc(mouseHoverObjectVal.Value) then
				deleteInteractionUIEvent:FireClient(ply, mouseHoverObjectVal.Value)
			end
		end
	end
end

local function onUpdateInputHoldEvent(rPly, inputState)
	if not samePlayer(rPly) then return end
	if downedVal.Value then return end
	
	if inputState ~= nil and typeof(inputState) == "boolean" then
		holdingInputVal.Value = inputState
	else
		holdingInputVal.Value = false
	end	
	
	interact()
end

local globalObjChangedConn = nil

local function onUpdateHoverObjectEvent(rPly, newObj)
	if not samePlayer(rPly) then return end
	if downedVal.Value then return end
	
	if globalObjChangedConn then globalObjChangedConn:Disconnect() end
	mouseHoverObjectVal.Value = nil
	
	local interactableModule = isAValidNearbyInteractable(newObj)	
	
	if interactableModule then
		mouseHoverObjectVal.Value = newObj
		
		if globalObjChangedConn then globalObjChangedConn:Disconnect() end
		globalObjChangedConn = newObj.Changed:Connect(function()
			if globalObjChangedConn then globalObjChangedConn:Disconnect() end
			mouseHoverObjectVal.Value = nil
			onUpdateHoverObjectEvent(rPly, newObj)
		end)
	end
	
	interact()
end

local function onDown(val)
	if val then
		onUpdateHoverObjectEvent(ply, nil)
		mouseHoverObjectVal.Value = nil
		holdingInputVal.Value = false
	end
end
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote


local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

math.randomseed(tick())

function findExistingAnimationInSet(set, anim)
	if set == nil or anim == nil then
		return 0
	end

	for idx = 1, set.count, 1 do 
		if set[idx].anim.AnimationId == anim.AnimationId then
			return idx
		end
	end

	return 0
end

function configureAnimationSet(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0	
	animTable[name].connections = {}

	local allowCustomAnimations = true

	local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
	if not success then
		allowCustomAnimations = true
	end

	-- check for config values
	local config = script:FindFirstChild(name)
	if (allowCustomAnimations and config ~= nil) then
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))

		local idx = 0
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				local newWeight = 1
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject ~= nil) then
					newWeight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				idx = animTable[name].count
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				animTable[name][idx].weight = newWeight
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))
				table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))
			end
		end
	end

	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
		end
	end

	-- preload anims
	for i, animType in pairs(animTable) do
		for idx = 1, animType.count, 1 do
			if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
				Humanoid:LoadAnimation(animType[idx].anim)
				PreloadedAnims[animType[idx].anim.AnimationId] = true
			end				
		end
	end
end
--nonpolice


game.Players.PlayerAdded:Connect(function(Player)  
	Player.CharacterAdded:Connect(function(Character)
		print(Player.TeamColor)
		if Player.TeamColor == BrickColor.new("Medium stone grey") then
			Character.Humanoid.MaxHealth = 115
			Character.Humanoid.Health = 115
		end
	end)
end)
game.Players.PlayerAdded:Connect(function(Player)  
	Player.CharacterAdded:Connect(function(Character)
		print(Player.TeamColor)
		if Player.TeamColor == BrickColor.new("Persimmon") then
			Character.Humanoid.MaxHealth = 115
			Character.Humanoid.Health = 115
		end
	end)
end)
game.Players.PlayerAdded:Connect(function(Player)  
	Player.CharacterAdded:Connect(function(Character)
		print(Player.TeamColor)
		if Player.TeamColor == BrickColor.new("Deep orange") then
			Character.Humanoid.MaxHealth = 115
			Character.Humanoid.Health = 115
		end
	end)
end)
--Version 1.43 Made my PistonsofDoom--


local carSeat=script.Parent.Parent.Parent.Parent
local numbers={180354176,180354121,180354128,180354131,180354134,180354138,180354146,180354158,180354160,180354168,180355596,180354115}


while true do
	wait(0.01)
	local value=(carSeat.Velocity.magnitude)*(10/12) * (60/88) --This is the velocity so if it was 1.6 it should work. If not PM me! or comment!--
	if value<10000 then
		local nnnn=math.floor(value/1000)
		local nnn=(math.floor(value/100))-(nnnn*10)
		local nn=(math.floor(value/10)-(nnn*10))-(nnnn*100)
		local n=(math.floor(value)-(nn*10)-(nnn*100))-(nnnn*1000)
		    script.Parent.A.Image="http://www.roblox.com/asset/?id="..numbers[n+1]
		if value>=10 then
			script.Parent.B.Image="http://www.roblox.com/asset/?id="..numbers[nn+1]
		else
			script.Parent.B.Image="http://www.roblox.com/asset/?id="..numbers[12]
		end
		if value>=100 then
			script.Parent.C.Image="http://www.roblox.com/asset/?id="..numbers[nnn+1]
		else
			script.Parent.C.Image="http://www.roblox.com/asset/?id="..numbers[12]
		end
	else
		script.Parent.A.Image="http://www.roblox.com/asset/?id="..numbers[10]
		script.Parent.B.Image="http://www.roblox.com/asset/?id="..numbers[10]	
		script.Parent.C.Image="http://www.roblox.com/asset/?id="..numbers[10]
	end

end
--[[
	Credit to einsteinK.
	Credit to Stravant for LBI.
	
	Credit to the creators of all the other modules used in this.
	
	Sceleratis was here and decided modify some things.
	
	einsteinK was here again to fix a bug in LBI for if-statements
--]]



local waitDeps = {
	'Rerubi';
	'LuaK';
	'LuaP';
	'LuaU';
	'LuaX';
	'LuaY';
	'LuaZ';
}

for i,v in pairs(waitDeps) do script:WaitForChild(v) end

local luaX = require(script.LuaX)
local luaY = require(script.LuaY)
local luaZ = require(script.LuaZ)
local luaU = require(script.LuaU)
local rerubi = require(script.Rerubi)

luaX:init()
local LuaState = {}

getfenv().script = nil

return function(str,env)
	local f,writer,buff,name
	local env = env or getfenv(2)
	local name = (env.script and env.script:GetFullName())
	local ran,error = pcall(function()
		local zio = luaZ:init(luaZ:make_getS(str), nil)
		if not zio then return error() end
		local func = luaY:parser(LuaState, zio, nil, name or "::Adonis::Loadstring::")
		writer, buff = luaU:make_setS()
		luaU:dump(LuaState, func, writer, buff)
		f = rerubi(buff.data, env)
	end)
	
	if ran then
		return f,buff.data
	else
		return nil,error
	end
end
--Zoom function--



mouse.WheelBackward:connect(function()
	if CamV ~= "third" then
		if cam.FieldOfView <= 100 then
			cam.FieldOfView = cam.FieldOfView + 5
		end
	end
end)
			
mouse.WheelForward:connect(function()
	if CamV ~= "third" then
		if cam.FieldOfView >= 20 then
			cam.FieldOfView = cam.FieldOfView - 5
		end
	end
end)