Roblox/luau_corpus huggingface dataset:
-- same as jump for now

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder:SetDesiredAngle(3.14)
	LeftShoulder:SetDesiredAngle(-3.14)
	RightHip:SetDesiredAngle(0)
	LeftHip:SetDesiredAngle(0)
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

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:SetDesiredAngle(1.57)
		LeftShoulder:SetDesiredAngle(-1.57)
		return
	end

	if (toolAnim == "Slash") then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder:SetDesiredAngle(0)

		LeftShoulder.MaxVelocity = 0.5
		LeftShoulder:SetDesiredAngle(0)
		return
	end

	if (toolAnim == "Lunge") then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder:SetDesiredAngle(1.57)
		--LeftShoulder:SetDesiredAngle(1.0)
		LeftShoulder:SetDesiredAngle(-1.57)
		RightHip:SetDesiredAngle(1.57)
		LeftHip:SetDesiredAngle(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:SetDesiredAngle(desiredAngle + climbFudge)
	LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
	RightHip:SetDesiredAngle(-desiredAngle)
	LeftHip:SetDesiredAngle(-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
------------------------------------------------

local LETTERBOX = false
local DEF_FOV = 70
local NM_ZOOM = math.tan(DEF_FOV * math.pi/360)
local LVEL_GAIN = Vector3.new(1, 0.75, 1)
local RVEL_GAIN = Vector2.new(0.85, 1)/128
local FVEL_GAIN = -330
local DEADZONE = 0.125
local FOCUS_OFFSET = CFrame.new(0, 0, -16)

local DIRECTION_LEFT = 1
local DIRECTION_RIGHT = 2
local DIRECTION_FORWARD = 3
local DIRECTION_BACKWARD = 4
local DIRECTION_UP = 5
local DIRECTION_DOWN = 6

local KEY_MAPPINGS = {
	[DIRECTION_LEFT] = {Enum.KeyCode.A, Enum.KeyCode.H},
	[DIRECTION_RIGHT] = {Enum.KeyCode.D, Enum.KeyCode.K},
	[DIRECTION_FORWARD] = {Enum.KeyCode.W, Enum.KeyCode.U},
	[DIRECTION_BACKWARD] = {Enum.KeyCode.S, Enum.KeyCode.J},
	[DIRECTION_UP] = {Enum.KeyCode.E, Enum.KeyCode.Y},
	[DIRECTION_DOWN] = {Enum.KeyCode.Q, Enum.KeyCode.I},
}

function CreateLetterBox()
	local topBar = Instance.new("Frame")
	topBar.Name = "TopBar"
	topBar.Position = UDim2.new(0, 0, 0, -36)
	topBar.Size = UDim2.new(1, 0, 0.128, 0)
	topBar.ZIndex = 10
	topBar.BackgroundColor3 = Color3.new(0, 0, 0)
	topBar.BorderSizePixel = 0
	topBar.Visible = false
	topBar.Parent = script.Parent

	local bottomBar = topBar:Clone()
	bottomBar.Name = "BottomBar"
	bottomBar.Position = UDim2.new(0, 0, 1, 0)
	bottomBar.AnchorPoint = Vector2.new(0, 1)
	bottomBar.Parent = script.Parent
	return script.Parent
end
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 797		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 9000		--		Use sliders to manipulate values
	Tune.Redline		= 11000		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16
	
	--Incline Compensation
	Tune.InclineComp	= 1.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)
-- Sets the collision group of Blue to the npc group
setCollisionGroupRecursive(npcModel, npcGroup)
--[[
    Called when the state is left, marking as no longer active
]]
function BaseState:onLeave()
	self._isActive = false

	for _, connection in pairs(self._connections) do
		connection:Disconnect()
	end

	self._connections = {}
end

return BaseState
-- for fading images
function UITween.fadeBackground(object, amount, time, delay)

	local tweenAlpha = TweenInfo.new(
		time, --Time
		Enum.EasingStyle.Quad, --EasingStyle
		Enum.EasingDirection.Out, --EasingDirection
		0, --Repeat count
		false, --Reverses if true
		delay --Delay time
	)

	local tween = tweenService:Create(object, tweenAlpha, {BackgroundTransparency = amount})
	tween:Play()
end
-- Add icons to an overflow if they overlap the screen bounds or other icons
workspace.CurrentCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
	IconController.updateTopbar()
end)



return IconController
--For R15 avatars
Animations = {
	R15Slash = 522635514,
	R15Lunge = 522638767
}

Damage = DamageValues.BaseDamage

Grips = {
	Up = CFrame.new(0, 0, -1.70000005, 0, 0, 1, 1, 0, 0, 0, 1, 0),
	Out = CFrame.new(0, 0, -1.70000005, 0, 1, 0, 1, -0, 0, 0, 0, -1)
}

Sounds = {
	Slash = Handle:WaitForChild("SwordSlash"),
	Lunge = Handle:WaitForChild("SwordLunge"),
	Unsheath = Handle:WaitForChild("Unsheath")
}

ToolEquipped = false
--[[ Local Functions ]]--
local function createArrowLabel(name, parent, position, size, rectOffset, rectSize)
	local image = Instance.new('ImageLabel')
	image.Name = name
	image.Image = DPAD_SHEET
	image.ImageRectOffset = rectOffset
	image.ImageRectSize = rectSize
	image.BackgroundTransparency = 1
	image.ImageColor3 = Color3.new(190/255, 190/255, 190/255)
	image.Size = size
	image.Position = position
	image.Parent = parent
	
	return image
end
--	====================
--	BURST FIRE
--	Enable the gun to do burst firing like Assault Rifle
--	====================

		BurstFireEnabled = false;
		BulletPerBurst = 3;
		BurstRate = 0.075; --In second
--[[Suspension]]

	function Suspension()
		for i,v in pairs(car.Wheels:GetChildren()) do
			local Dist
			local RefP
			Dist = -((v["#SA"].CFrame*CFrame.new(v["#SA"].SForce.Location)):toObjectSpace((v["#SB"].CFrame*CFrame.new(v["#SB"].SForce.Location)))).y
			
			if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
				local force = (_Tune.FSusStiffness*_Tune.FPreCompress + math.max(math.min((_Tune.FSusLength-Dist),_Tune.FExtensionLim),-_Tune.FCompressLim)*_Tune.FSusStiffness)*(_Tune.LegacyScaling/_Tune.WeightScaling)
				v["#SA"].SForce.Force = Vector3.new(math.cos(math.rad(_Tune.FSusAngle))*force,math.sin(math.rad(_Tune.FSusAngle))*force,0)
				v["#SB"].SForce.Force = Vector3.new(-math.cos(math.rad(_Tune.FSusAngle))*force,-math.sin(math.rad(_Tune.FSusAngle))*force,0)
			else
				local force = (_Tune.RSusStiffness*_Tune.RPreCompress + math.max(math.min((_Tune.RSusLength-Dist),_Tune.RExtensionLim),-_Tune.RCompressLim)*_Tune.RSusStiffness)*(_Tune.LegacyScaling/_Tune.WeightScaling)
				v["#SA"].SForce.Force = Vector3.new(math.cos(math.rad(_Tune.RSusAngle))*force,math.sin(math.rad(_Tune.RSusAngle))*force,0)
				v["#SB"].SForce.Force = Vector3.new(-math.cos(math.rad(_Tune.RSusAngle))*force,-math.sin(math.rad(_Tune.RSusAngle))*force,0)
			end
		end
	end
-- LocalScript

local numValue = Player.Trabalho.Valor -- substitua "NumValue" pelo nome da sua NumberValue
local textLabel = script.Parent -- substitua "TextLabel" pelo nome do seu TextLabel
-- Events
local Events = ReplicatedStorage.Events
local AddUpgradeEvent = Events.AddUpgrade
local TouchCheckpointEvent = Events.TouchCheckpoint
local UpdatePoints = Events.UpdatePoints
--[[Flip]]

	function Flip()
		--Detect Orientation
		if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then
			FlipWait=tick()
			
		--Apply Flip
		else
			if tick()-FlipWait>=3 then
				FlipDB=true
				local gyro = car.DriveSeat.Flip
				gyro.maxTorque = Vector3.new(10000,0,10000)
				gyro.P=3000
				gyro.D=500
				wait(1)
				gyro.maxTorque = Vector3.new(0,0,0)
				gyro.P=0
				gyro.D=0
				FlipDB=false
			end
		end
	end
--[[
	Internal method used by the reconciler to clean up any resources held by
	this component instance.
]]
function Component:__unmount()
	if config.internalTypeChecks then
		internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__unmount`")
	end

	local internalData = self[InternalData]
	local virtualNode = internalData.virtualNode
	local reconciler = internalData.reconciler

	if self.willUnmount ~= nil then
		internalData.lifecyclePhase = ComponentLifecyclePhase.WillUnmount
		self:willUnmount()
	end

	for _, childNode in pairs(virtualNode.children) do
		reconciler.unmountVirtualNode(childNode)
	end
end
--Thanks for using my script!
script.Parent = game.ServerScriptService
local billboard = script.BillboardGui
--> CODE
while true do
	TextBox.Text = "."
	TextHandler()
	TextBox.Text = ".."
	TextHandler()
	TextBox.Text = "..."
	TextHandler()
end
--[[
	Retrieves the context value corresponding to the given key. Can return nil
	if a requested context key is not present
]]
function Component:__getContext(key)
	if config.internalTypeChecks then
		internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__getContext`")
		internalAssert(key ~= nil, "Context key cannot be nil")
	end

	local virtualNode = self[InternalData].virtualNode
	local context = virtualNode.context

	return context[key]
end
-- If you want to know how to retexture a hat, read this:  http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388








debounce = true

function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Hat")
		p = Instance.new("Part")
		h.Name = "Hat"   -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle" 
		p.formFactor = 0
		p.Size = Vector3.new(-0,-0,-1) 
		p.BottomSurface = 0 
		p.TopSurface = 0 
		p.Locked = true 
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0,-0.075,0.2) -- Change these to change the positiones of your hat, as I said earlier.
		wait(5)		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)
-- Legacy implementation renamed
function CameraUtils.GetAngleBetweenXZVectors(v1, v2)
	return math.atan2(v2.X*v1.Z-v2.Z*v1.X, v2.X*v1.X+v2.Z*v1.Z)
end

function  CameraUtils.RotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount)
	if camLook.Magnitude > 0 then
		camLook = camLook.unit
		local currAngle = math.atan2(camLook.z, camLook.x)
		local newAngle = round((math.atan2(camLook.z, camLook.x) + rotateAngle) / roundAmount) * roundAmount
		return newAngle - currAngle
	end
	return 0
end
--		print(animName .. " " .. idx .. " [" .. origRoll .. "]")
		local anim = animTable[animName][idx].anim

		-- load it to the humanoid; get AnimationTrack
		oldAnimTrack = currentAnimTrack
		currentAnimTrack = humanoid:LoadAnimation(anim)
		 
		-- play the animation
		currentAnimTrack:Play(transitionTime)
		currentAnim = animName

		-- set up keyframe name triggers
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end
		currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
	end
end
--// Touch Connections
L_3_:WaitForChild('Humanoid').Touched:connect(function(L_300_arg1)
	local L_301_, L_302_ = SearchResupply(L_300_arg1)
	if L_301_ and L_17_ then
		L_17_ = false
		L_97_ = L_24_.Ammo
		L_98_ = L_24_.StoredAmmo * L_24_.MagCount
		L_99_ = L_24_.ExplosiveAmmo
		if L_55_:FindFirstChild('Resupply') then
			L_55_.Resupply:Play()
		end
		wait(15)
		L_17_ = true
	end;
end)
--[[**
	ensures Roblox PathWaypoint type

	@param value The value to check against

	@returns True iff the condition is satisfied, false otherwise
**--]]
t.PathWaypoint = primitive("PathWaypoint")
-- tween engine sound volume when we start driving
local engineStartTween = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.In, 0, false, 0)

local Remotes = Vehicle:WaitForChild("Remotes")
local Configuration = Vehicle:WaitForChild("Configuration")
local SetThrottleRemote = Remotes:WaitForChild("SetThrottle")
local SetThrottleConnection = nil

local EngineSoundEnabled = true
local TireTrailEnabled = false

local ignitionTime = 1.75 -- seconds

local lastAvgAngularVelocity = 0
local throttleEnabled = false
local lastThrottleUpdate = 0

local enginePower = 0 -- current rpm of the engine
local gainModifier = 1 -- modifier to engine rpm gain (lower if approaching max speed)
--		print("Loading anims " .. name)
		local idx = 1
		for _, childPart in pairs(config:GetChildren()) do
			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
--[=[
	@class Signal

	Signals allow events to be dispatched and handled.

	For example:
	```lua
	local signal = Signal.new()

	signal:Connect(function(msg)
		print("Got message:", msg)
	end)

	signal:Fire("Hello world!")
	```
]=]
local Signal = {}
Signal.__index = Signal
-- Create debris for specified part (being destroyed)	
local function createDebris(targetPart)
	local pos = Vector3.new(0, 0, 0)
	local scale = 1
	
	if targetPart:IsA("Model") then
		local plate = targetPart:FindFirstChild("Plate", true)
		pos = plate.Position
		scale = plate.Size.X/8
	else
		pos = targetPart.Position
		scale = targetPart.Size.X/8
	end	
	
	local debris = debrisParts[math.random(1, #debrisParts)]:Clone()
	--local pos2 = getPositionRelativetoBase(debris.PrimaryPart, pos)
	local pos2 = pos
	debris:SetPrimaryPartCFrame(CFrame.new(pos2))
	scaleModel(debris, scale)
	debris.Parent = mapManager.getMap()
	
	targetPart:Destroy()
	
	return debris.PrimaryPart
end
--[[
	Chains a Promise from this one that is resolved if this Promise is
	resolved, and rejected if it is not resolved.
]]
function Promise.prototype:now(rejectionValue)
	local traceback = debug.traceback(nil, 2)
	if self:getStatus() == Promise.Status.Resolved then
		return self:_andThen(traceback, function(...)
			return ...
		end)
	else
		return Promise.reject(rejectionValue == nil and Error.new({
			kind = Error.Kind.NotResolvedInTime,
			error = "This Promise was not resolved in time for :now()",
			context = ":now() was called at:\n\n" .. traceback,
		}) or rejectionValue)
	end
end
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	,VRecoil = {20,25}				--- Vertical Recoil
	,HRecoil = {10,15}				--- Horizontal Recoil
	,AimRecover = 0.85					---- Between 0 & 1
	
	,RecoilPunch = 3
	,VPunchBase = 24				--- Vertical Punch
	,HPunchBase = 9					--- Horizontal Punch
	,DPunchBase = 1 				--- Tilt Punch | useless
	
	,AimRecoilReduction = 1.5 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0.25
	,MinRecoilPower = 1
	,MaxRecoilPower = 3
	,RecoilPowerStepAmount = 1
	
	,MinSpread = 0					--- Min bullet spread value | Studs
	,MaxSpread = 75					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = 5
	,WalkMultiplier = 0				--- Bullet spread based on player speed

	,SwayBase = 0.25				--- Weapon Base Sway | Studs
	,MaxSway =	1					--- Max sway value based on player stamina | Studs
--------------------------------------------------------------------------

local _WHEELTUNE = {
																		--[[	
			SS6 Presets
	[Eco]		
		WearSpeed = 1,
		TargetFriction = .7,
		MinFriction = .1,
	[Road]		
		WearSpeed = 2,
		TargetFriction = .7,
		MinFriction = .1,
	[Sport]		
		WearSpeed = 3,
		TargetFriction = .79,
		MinFriction = .1,											]]

	TireWearOn 		= true	,
	
	--Friction and Wear
	FWearSpeed		= 10	,
	FTargetFriction	= 52	,
	FMinFriction 	= 26	,
	
	RWearSpeed		= 10	,
	RTargetFriction	= 52	,
	RMinFriction	= 26	,
	
	--Tire Slip
	TCSOffRatio		= 1		,
	WheelLockRatio	= 1/2	,	--SS6 Default = 1/4
	WheelspinRatio	= 1/1.1	,	--SS6 Default = 1/1.2
	
	--Wheel Properties
	FFrictionWeight	= 1		,	--SS6 Default = 1
	RFrictionWeight	= 1		,	--SS6 Default = 1
	FLgcyFrWeight	= 10	,
	RLgcyFrWeight	= 10	,
	
	FElasticity		= .5		,	--SS6 Default = .5
	RElasticity		= .5		,	--SS6 Default = .5
	FLgcyElasticity	= 0		,
	RLgcyElasticity	= 0		,
	
	FElastWeight	= 1		,	--SS6 Default = 1
	RElastWeight	= 1		,	--SS6 Default = 1
	FLgcyElWeight	= 10	,
	RLgcyElWeight	= 10	,
	
	--Wear Regen
	RegenSpeed		= 3.6		--SS6 Default = 3.6
}
-- From TransparencyController
function CameraUtils.Round(num, places)
	local decimalPivot = 10^places
	return math.floor(num * decimalPivot + 0.5) / decimalPivot
end

function CameraUtils.IsFinite(val)
	return val == val and val ~= math.huge and val ~= -math.huge
end

function CameraUtils.IsFiniteVector3(vec3)
	return CameraUtils.IsFinite(vec3.X) and CameraUtils.IsFinite(vec3.Y) and CameraUtils.IsFinite(vec3.Z)
end
--// T key, Horn
mouse.KeyDown:connect(function(key)
	if key=="t" then 
		script.Parent.Parent.Horn.TextTransparency = 0
		veh.Lightbar.middle.Airhorn:Play()
		veh.Lightbar.middle.Wail.Volume = 0
		veh.Lightbar.middle.Yelp.Volume = 0
		veh.Lightbar.middle.Priority.Volume = 0
		script.Parent.Parent.MBOV.Visible = true
		script.Parent.Parent.MBOV.Text = "Made by OfficerVargas"
	end
end)
--Switch button type
function SwitchButtonType(Type)
	if Type == "Keyboard" then
		ButtonImage = ButtonGui.KeyboardImage
		ButtonGui.KeyboardImage.Visible = true
		ButtonGui.GamepadImage.Visible = false
		ButtonGui.TouchImage.Visible = false
	elseif Type == "Gamepad" then
		ButtonImage = ButtonGui.GamepadImage
		ButtonGui.GamepadImage.Visible = true
		ButtonGui.KeyboardImage.Visible = false
		ButtonGui.TouchImage.Visible = false
	elseif Type == "Touch" then
		ButtonImage = ButtonGui.TouchImage
		ButtonGui.GamepadImage.Visible = false
		ButtonGui.KeyboardImage.Visible = false
		ButtonGui.TouchImage.Visible = true
	end
end
--[ LOCALS ]--

local Char = script.Parent
local AFKTag = script:FindFirstChild("AFKTag")

local AFKTagClone = AFKTag:Clone()
AFKTagClone.Parent = Char:FindFirstChild("Head")
AFKTagClone.Adornee = Char:FindFirstChild("Head")
--[[
Creates an "Anchor" part.
--]]
local function CreateAnchorPart(Size,CF,Parent)
	local AnchorPart = CreatePart(ANCHOR_PART_COLOR,Size,CF,Parent)
	AnchorPart.Anchored = true
	
	return AnchorPart
end
--[[**
		creates an intersection type

		@param ... The checks to intersect

		@returns A function that will return true iff the condition is passed
	**--]]
	function t.intersection(...)
		local checks = { ... }
		assert(callbackArray(checks))

		return function(value)
			for _, check in ipairs(checks) do
				local success, errMsg = check(value)
				if not success then
					return false, errMsg or ""
				end
			end

			return true
		end
	end
--- Runs the command. Handles dispatching to the server if necessary.
-- Command:Validate() must be called before this is called or it will throw.
function Command:Run ()
	if self._Validated == nil then
		error("Must validate a command before running.")
	end

	local beforeRunHook = self.Dispatcher:RunHooks("BeforeRun", self)
	if beforeRunHook then
		return beforeRunHook
	end

	if self.Object.Run then -- We can just Run it here on this machine
		self.Response = self.Object.Run(self, unpack(self:GatherArgumentValues()))
	elseif IsServer then -- Uh oh, we're already on the server and there's no Run function.
		warn(self.Name, "command has no implementation!")
		self.Response = "No implementation."
	else -- We're on the client, so we send this off to the server to let the server see what it can do with it.
		self.Response = self.Dispatcher:Send(self.RawText, self.Object.Data and self.Object.Data(self))
	end

	local afterRunHook = self.Dispatcher:RunHooks("AfterRun", self)
	if afterRunHook then
		return afterRunHook
	else
		return self.Response
	end
end
-----------------------------------------------------------------------
game.Workspace.Gravity = 196.2
script.Parent.TextBox.Text = "Enter Gravity"
script.Parent.BackgroundColor3 = Color3.new(0.333, 0.333, 0.333)
script.Parent.LocalScript.Disabled = false
--[[
	A special key for property tables, which adds user-specified tasks to be run
	when the instance is destroyed.
]]

local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)

local Cleanup = {}
Cleanup.type = "SpecialKey"
Cleanup.kind = "Cleanup"
Cleanup.stage = "observer"

function Cleanup:apply(userTask: any, applyTo: Instance, cleanupTasks: {PubTypes.Task})
	table.insert(cleanupTasks, userTask)
end

return Cleanup
--[[

	LOWGames Studios
	Date: 27 October 2022
	by Elder
	
]]--

local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
return function(p1, p2)
	if type(p1) ~= "table" then
		p1 = { p1 };
	end;
	for v1, v2 in ipairs(p1) do
		local v3 = {};
		for v4, v5 in ipairs(v2.Size.Keypoints) do
			table.insert(v3, NumberSequenceKeypoint.new(v5.Time, v5.Value * p2, v5.Envelope * p2));
		end;
		v2.Size = NumberSequence.new(v3);
		v2.Drag = v2.Drag * p2;
		v2.VelocityInheritance = v2.VelocityInheritance * p2;
		v2.Speed = NumberRange.new(v2.Speed.Min * p2, v2.Speed.Max * p2);
		v2.Acceleration = Vector3.new(v2.Acceleration.X * p2, v2.Acceleration.Y * p2, v2.Acceleration.Z * p2);
	end;
end;
-- Preload animations
function playAnimation(animName, transitionTime, humanoid)
	local idleFromEmote = (animName == "idle" and emoteNames[currentAnim] ~= nil)
	if (animName ~= currentAnim and not idleFromEmote) then		 
		
		if (currentAnimTrack ~= nil) then
			currentAnimTrack:Stop(transitionTime)
			currentAnimTrack:Destroy()
		end

		currentAnimSpeed = 1.0
		local roll = math.random(1, animTable[animName].totalWeight) 
		local origRoll = roll
		local idx = 1
		while (roll > animTable[animName][idx].weight) do
			roll = roll - animTable[animName][idx].weight
			idx = idx + 1
		end