Roblox/luau_corpus huggingface dataset:
-------- OMG HAX

r = game:service("RunService")


Tool = script.Parent

local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass
local gravity = .18 -- things float at > 1

local ghostEffect = nil
local massCon1 = nil
local massCon2 = nil

function recursiveGetLift(node)
	local m = 0
	local c = node:GetChildren()
	for i=1,#c do
		if c[i].className == "Part" then
			if c[i].Name == "Handle" then
				m = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height
			else
				m = m + (c[i]:GetMass() * equalizingForce * gravity)
			end
		end
		m = m + recursiveGetLift(c[i])
	end
	return m
end


function onMassChanged(child, char)
	print("Mass changed:" .. child.Name .. "    " .. char.Name)
	if (ghostEffect ~= nil) then
		ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)
	end
end



function UpdateGhostState(isUnequipping)

	if isUnequipping == true then
		ghostEffect:Remove()
		ghostEffect = nil
		massCon1:disconnect()
		massCon2:disconnect()
	else
		if ghostEffect == nil then
			local char = Tool.Parent
			if char == nil then return end
			ghostEffect = Instance.new("BodyForce")
			ghostEffect.Name = "GravityCoilEffect"
			ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)
			ghostEffect.Parent = char.Head
			ghostChar = char
			massCon1 = char.ChildAdded:connect(function(child)  onMassChanged(child, char) end)
			massCon2 = char.ChildRemoved:connect(function(child)  onMassChanged(child, char) end)
		end
	end
	

end



function onEquipped()
	Tool.Handle.CoilSound:Play()
	UpdateGhostState(false)
end

function onUnequipped()
	UpdateGhostState(true)
end


script.Parent.Equipped:connect(onEquipped)
script.Parent.Unequipped:connect(onUnequipped)
-- Add the Tween Module
local UITween = require(game.ReplicatedStorage.UITweenModule)
local tweenService = game:GetService("TweenService")
--function MoveJump()
--	FrontLeftHip.DesiredAngle = -0.5
--	FrontRightHip.DesiredAngle = 0.5
--	BackLeftHip.DesiredAngle = 0.5
--	BackRightHip.DesiredAngle = -0.5
--end
--
--function MoveFreeFall()
--	FrontLeftHip.DesiredAngle = -0.5
--	FrontRightHip.DesiredAngle = 0.5
--	BackLeftHip.DesiredAngle = 0.5
--	BackRightHip.DesiredAngle = -0.5
--end
--
--function MoveSit()
--	FrontLeftHip.DesiredAngle = 0
--	FrontRightHip.DesiredAngle = 0
--	BackLeftHip.DesiredAngle = 0
--	BackRightHip.DesiredAngle = 0
--end
--
--function MoveFly()
--	BackLeftHip.DesiredAngle = 0.5
--	BackRightHip.DesiredAngle = -0.5
--	FrontLeftHip.DesiredAngle = -0.75
--	FrontRightHip.DesiredAngle = 0.75
--end

function Move(Time)
	local LimbAmplitude
	local LimbFrequency
-- Load Roblox Occlusion Modules
local Invisicam = require(script:WaitForChild("Invisicam"))
local Poppercam = require(script:WaitForChild("Poppercam"))
--[[
	Calls a Promise executor with error handling.
]]
local function runExecutor(traceback, callback, ...)
	return packResult(xpcall(callback, makeErrorHandler(traceback), ...))
end
--[[
	Called by expectation terminators to reset modifiers in a statement.

	This makes chains like:

		expect(5)
			.never.to.equal(6)
			.to.equal(5)

	Work as expected.
]]
function Expectation:_resetModifiers()
	self.successCondition = true
end
--[[ 
This is a more complicated script but doesn't need any editing. Click to open, click to close.
]]--


function onClick()
if script.Parent.Value.Value == 1 then
script.Parent.Mesh.Offset = script.Parent.Mesh.Offset + Vector3.new(-1.5, 0, 0)
script.Parent.Value.Value = 0
else
script.Parent.Transparency = 0.8
script.Parent.Value.Value = 1
script.Parent.Mesh.Offset = script.Parent.Mesh.Offset + Vector3.new(1.5, 0, 0)
end
end
script.Parent.ClickDetector.MouseClick:connect(onClick)
--// All global vars will be wiped/replaced except script

return function(data)
	local gui = script.Parent.Parent
	local ok = gui.Frame.Main.Ok
	local quest = gui.Frame.Main.Question
	
	local gTable = data.gTable
	
	quest.Text = data.Message
	gTable:Ready()
	
	local alarm=Instance.new('Sound',quest)
	alarm.Volume=1
	alarm.Looped=true
	alarm.SoundId='http://www.roblox.com/asset/?id=138081509'
	alarm:Play()
	
	ok.MouseButton1Click:connect(function()
		gui:Destroy()
		alarm:Stop()
	end)
	
	gTable.CustomDestroy = function()
		gui:Destroy()
		alarm:Stop()
	end
end
--- Alias of self:SendEvent(self.Executor, "AddLine", text)
function Command:Reply(...)
	return self:SendEvent(self.Executor, "AddLine", ...)
end
-- ROBLOX deviation: Lua's patterns work slightly differently than regexes
local BEFORE_SLASH_PATTERN = "^(.*)[\\/]"

function describeComponentFrame(
	name: string | nil,
	source: Source | nil,
	ownerName: string | nil
): string
	local sourceInfo = ""

	if _G.__DEV__ and source then
		local path = source.fileName
		local fileName = string.gsub(path, BEFORE_SLASH_PATTERN, "")

		-- // In DEV, include code for a common special case:
		-- // prefer "folder/index.js" instead of just "index.js".
		-- ROBLOX deviation: instead of having a special case for 'index.',
		-- we use 'init.'
		if string.match(fileName, "^init%.") then
			-- deviation: finding matching strings works differently in Lua
			local pathBeforeSlash = string.match(path, BEFORE_SLASH_PATTERN)

			if pathBeforeSlash and #pathBeforeSlash ~= 0 then
				local folderName = string.gsub(pathBeforeSlash, BEFORE_SLASH_PATTERN, "")
				fileName = folderName .. "/" .. fileName
			end
		end

		sourceInfo = " (at " .. fileName .. ":" .. source.lineNumber .. ")"
	elseif ownerName then
		sourceInfo = " (created by " .. ownerName .. ")"
	end

	return "\n    in " .. (name or "Unknown") .. sourceInfo
end

local function describeClassComponentFrame(
	-- ROBLOX deviation: React.Component<any>
	ctor: any,
	source: nil | Source,
	-- ROBLOX deviation: this could be a class component OR a function component
	owner: nil | ReactComponent<any>
): string
	-- ROBLOX deviation START: In Roact, class components are tables, so we
	-- jump directly to using the basic component description.

	-- if enableComponentStackLocations then
	-- 	return describeNativeComponentFrame(componentClass, true)
	-- else
	-- 	return describeFunctionComponentFrame(ctor, source, ownerFn);
	-- end
	local name = tostring(ctor)
	local ownerName = nil
	if _G.__DEV__ and owner then
		ownerName = describeOwner(owner)
	end
	return describeComponentFrame(name, source, ownerName)
	-- ROBLOX deviation END
end

function describeFunctionComponentFrame(
	-- ROBLOX TODO: this annotation is incorrect upstream, we fix it here
	fn: nil | Function,
	source: nil | Source,
	-- ROBLOX deviation: this could be a class component OR a function component
	ownerFn: nil | ReactComponent<any>
): string
	-- ROBLOX DEVIATION Jump directly to using basic component description:
	-- if enableComponentStackLocations then
	-- 	return describeNativeComponentFrame(fn, false)
	-- else
	-- 	if not fn then
	-- 		return ""
	-- 	end
	-- 	-- ROBLOX deviation: use debug.info to discover function names
	-- 	local name = debug.info(fn :: Function, "n")
	-- 	local ownerName = nil
	-- 	if _G.__DEV__ and ownerFn then
	-- 		-- ROBLOX deviation: owner may be a function or a table
	-- 		ownerName = describeOwner(ownerFn)
	-- 	end
	-- 	return describeComponentFrame(name, source, ownerName)
	-- end
	if not fn then
		return ""
	end
	-- ROBLOX deviation: use debug.info to discover function names
	local name = debug.info(fn :: Function, "n")
	local ownerName = nil
	if _G.__DEV__ and ownerFn then
		-- ROBLOX deviation: owner may be a function or a table
		ownerName = describeOwner(ownerFn)
	end
	return describeComponentFrame(name, source, ownerName)
end
--// Aim|Zoom|Sensitivity Customization
	ZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween
	AimZoom = 40; -- Default zoom
	AimSpeed = 0.24;
	UnaimSpeed = 0.23;
	CycleAimZoom = 30; -- Cycled zoom
	MouseSensitivity = 0.5; -- Number between 0.1 and 1
	SensitivityIncrement = 0.05; -- No touchy
--NOTE: We create the rocket once and then clone it when the player fires
local Rocket = Instance.new('Part') do
	-- Set up the rocket part
	Rocket.Name = 'Rocket'
	Rocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size
	Rocket.Size = ROCKET_PART_SIZE
	Rocket.CanCollide = false

	-- Add the mesh
	local mesh = Instance.new('SpecialMesh', Rocket)
	mesh.MeshId = MISSILE_MESH_ID
	mesh.Scale = MISSILE_MESH_SCALE

	-- Add fire
	local fire = Instance.new('Fire', Rocket)
	fire.Heat = 5
	fire.Size = 2

	-- Add smoke
	if ROCKET_TRAIL == true then
		local trail = script.TrailEffect.TrailEffect:Clone()
		trail.Enabled = true
		trail.Parent = Rocket
	end
	
	-- Add a force to counteract gravity
	local bodyForce = Instance.new('BodyForce', Rocket)
	bodyForce.Name = 'Antigravity'
	bodyForce.Force = Vector3.new(0, Rocket:GetMass() * GRAVITY_ACCELERATION, 0)

	-- Clone the sounds and set Boom to PlayOnRemove
	local swooshSoundClone = SwooshSound:Clone()
	swooshSoundClone.Parent = Rocket
	local boomSoundClone = BoomSound:Clone()
	boomSoundClone.PlayOnRemove = true
	boomSoundClone.Parent = Rocket

	-- Attach creator tags to the rocket early on
	local creatorTag = Instance.new('ObjectValue', Rocket)
	creatorTag.Value = MyPlayer
	creatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats
	local iconTag = Instance.new('StringValue', creatorTag)
	iconTag.Value = Tool.TextureId
	iconTag.Name = 'icon'

	-- Finally, clone the rocket script and enable it
	local rocketScriptClone = RocketScript:Clone()
	rocketScriptClone.Parent = Rocket
	rocketScriptClone.Disabled = false
end
-- Implements Javascript's `Array.prototype.map` as defined below
-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/map
return function<T, U, V>(t: Array<T>, callback: callbackFn<T, U> | callbackFnWithThisArg<T, U, V>, thisArg: V?): Array<U>
	if __DEV__ then
		if typeof(t) ~= "table" then
			error(string.format("Array.map called on %s", typeof(t)))
		end
		if typeof(callback) ~= "function" then
			error("callback is not a function")
		end
	end

	local len = #t
	local A = {}
	local k = 1

	while k <= len do
		local kValue = t[k]

		if kValue ~= nil then
			local mappedValue

			if thisArg ~= nil then
				mappedValue = (callback :: callbackFnWithThisArg<T, U, V>)(thisArg, kValue, k, t)
			else
				mappedValue = (callback :: callbackFn<T, U>)(kValue, k, t)
			end

			A[k] = mappedValue
		end
		k += 1
	end

	return A
end
--[=[
	Attaches an `andThen` handler to this Promise that discards the resolved value and returns the given value from it.

	```lua
		promise:andThenReturn("some", "values")
	```

	This is sugar for

	```lua
		promise:andThen(function()
			return "some", "values"
		end)
	```

	:::caution
	Promises are eager, so if you pass a Promise to `andThenReturn`, it will begin executing before `andThenReturn` is reached in the chain. Likewise, if you pass a Promise created from [[Promise.reject]] into `andThenReturn`, it's possible that this will trigger the unhandled rejection warning. If you need to return a Promise, it's usually best practice to use [[Promise.andThen]].
	:::

	@param ... any -- Values to return from the function
	@return Promise
]=]
function Promise.prototype:andThenReturn(...)
	local length, values = pack(...)
	return self:_andThen(debug.traceback(nil, 2), function()
		return unpack(values, 1, length)
	end)
end
-- Setup animation objects
function scriptChildModified(child)
	local fileList = animNames[child.Name]
	if (fileList ~= nil) then
		configureAnimationSet(child.Name, fileList)
	end	
end

script.ChildAdded:Connect(scriptChildModified)
script.ChildRemoved:Connect(scriptChildModified)


for name, fileList in animNames do 
	configureAnimationSet(name, fileList)
end
--Got this one on the first try. What a simple edit. x3 ~Bloxmaster998144 

r = game:service("RunService")


local damage = 5


local slash_damage = 10
local lunge_damage = 30

sword = script.Parent.Handle
Tool = script.Parent

local fxToggled = false

local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7

local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = .6

local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1


function blow(hit)
	if (hit.Parent == nil) then return end 

	local humanoid = hit.Parent:findFirstChild("Humanoid")
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild("Humanoid") 
	if humanoid and humanoid ~= hum and hum then
		-- final check, make sure sword is in-hand
		local guygettingsliced = game.Players:GetPlayerFromCharacter(hit.Parent) --OH LOOK, here's an edit 
		local right_arm = vCharacter:FindFirstChild("Right Arm")
		if (right_arm) then
			local joint = right_arm:FindFirstChild("RightGrip")
			if (joint and (joint.Part0 == sword or joint.Part1 == sword)) then
				if guygettingsliced then --If he's a player 
					--if vPlayer.TeamColor ~= guygettingsliced.TeamColor then  
						tagHumanoid(humanoid, vPlayer)
						humanoid:TakeDamage(damage)
						wait(1)
						untagHumanoid(humanoid)
					--end  
				else --If he's not a player (AI, shop, etc) 
					tagHumanoid(humanoid, vPlayer)
					humanoid:TakeDamage(damage)
					wait(1)
					untagHumanoid(humanoid)
				end 
			end
		end
--character limbs
local larm
local rarm
local lleg
local rleg
local head
local torso
local hrp
--!strict
--[=[
  @function toArray
  @within Set

  @param set { [T]: boolean } -- The set to convert to an array.
  @return {T} -- The array.

  Converts a set to an array.

  ```lua
  local set = { hello = true, world = true }

  local array = ToArray(set) -- { "hello", "world" }
  ```
]=]
local function toArray<T>(set: { [T]: boolean }): { T }
	local result = {}

	for key, _ in pairs(set) do
		table.insert(result, key)
	end

	return result
end

return toArray
--[=[
	@function shuffle
	@within Array

	@param array {T} -- The array to shuffle.
	@return {T} -- The shuffled array.

	Randomises the order of the items in an array.

	```lua
	local array = { 1, 2, 3 }

	local new = Shuffle(array) -- { 2, 3, 1 }
	```
]=]
local function shuffle<T>(array: { T }): { T }
	local random = Random.new(os.time() * #array)
	local result = Copy(array)

	for index = #result, 1, -1 do
		local randomIndex = random:NextInteger(1, index)
		local temp = result[index]

		result[index] = result[randomIndex]
		result[randomIndex] = temp
	end

	return result
end

return shuffle
--on

script.Parent.Lid.Transparency = 0
wait(1/27)
script.Parent.Lid.Transparency = 0.2
wait(1/27)
script.Parent.Lid.Transparency = 0.4
wait(1/27)
script.Parent.Lid.Transparency = 0.6
wait(1/27)
script.Parent.Lid.Transparency = 0.8
wait(1/27)
script.Parent.Lid.Transparency = 1

else

on = false
-- deviation: Ignore enableComponentStackLocations
-- local ReactFeatureFlags = require(script.Parent.ReactFeatureFlags)
-- local enableComponentStackLocations = ReactFeatureFlags.enableComponentStackLocations

local ReactSymbols = require(script.Parent.ReactSymbols)
local REACT_SUSPENSE_TYPE = ReactSymbols.REACT_SUSPENSE_TYPE
local REACT_SUSPENSE_LIST_TYPE = ReactSymbols.REACT_SUSPENSE_LIST_TYPE
local REACT_FORWARD_REF_TYPE = ReactSymbols.REACT_FORWARD_REF_TYPE
local REACT_MEMO_TYPE = ReactSymbols.REACT_MEMO_TYPE
local REACT_BLOCK_TYPE = ReactSymbols.REACT_BLOCK_TYPE
local REACT_LAZY_TYPE = ReactSymbols.REACT_LAZY_TYPE

local ConsolePatchingDev = require(script.Parent["ConsolePatchingDev.roblox"])
local disableLogs = ConsolePatchingDev.disableLogs
local reenableLogs = ConsolePatchingDev.reenableLogs

local ReactSharedInternals = require(script.Parent.ReactSharedInternals)
local ReactCurrentDispatcher = ReactSharedInternals.ReactCurrentDispatcher
--Stop animation if...--
Humanoid.Changed:connect(function()
	if Humanoid.Jump and RAnimation.IsPlaying then
		RAnimation:Stop()
	end
end)
-- Using the FindPartsInRegion3 API, this regen is "smart" and will NOT regenerate if something is in the way.
-- If something IS in the way, the script will wait for the area to be clear.

local plane = script.Parent.Plane:clone()
script.Parent.Plane.Cloned.Value,plane.Cloned.Value = true,true
script.Parent.Plane.Origin.Value = script.Parent
local regen = script.Parent.Regen
local active = True
local downtime = 1	-- This is the only thing you should edit in any script in this plane kit. Every other piece of code should be left alone

plane.PrimaryPart = plane.MainParts.Main
local planeSize = plane:GetModelSize()
local planePos = plane:GetModelCFrame().p
local v0 = (planePos-(planeSize/2))
local v1 = (planePos+(planeSize/2))
local region = Region3.new(v0,v1)	-- Creates a 3D space using two Vector3s

local gui = Instance.new("ScreenGui")
gui.Name = "RegenGui"
local f = Instance.new("Frame",gui)
f.Name = "Message"
f.Style = Enum.FrameStyle.RobloxRound
f.Position = UDim2.new(0.5,-150,0.25,-15)
f.Size = UDim2.new(0,300,0,30)
local t = Instance.new("TextLabel",f)
t.Name = "Msg"
t.Text = "Awaiting area to be clear for regeneration to continue"
t.TextColor3 = Color3.new(1,1,1)
t.Font = Enum.Font.ArialBold
t.FontSize = Enum.FontSize.Size12
t.Position = UDim2.new(0.5,0,0.5,0)

function getPassengers(pln)	-- Checks for other players in seats on the plane. If no one is on board, the plane will be marked as "inactive" and removed
	local plrs = {}
	local function scan(parent)
		for _,v in pairs(parent:GetChildren()) do
			if ((v:IsA("Seat")) or (v:IsA("VehicleSeat"))) then
				if ((v:findFirstChild("SeatWeld")) and (v.SeatWeld.Part1)) then
					local plr = game.Players:GetPlayerFromCharacter(v.SeatWeld.Part1.Parent)
					if (plr) then table.insert(plrs,plr) end
				end
			end
			scan(v)
		end
	end
	scan(pln)
	return plrs
end

function deleteInactivePlanes()
	for _,v in pairs(script.Parent:GetChildren()) do
		if (v.Name == plane.Name) then
			local passengers = getPassengers(v)
			if (#passengers == 0) then
				v:remove()
			end
		end
	end
end

function regionIsClear()
	local parts = game.Workspace:findPartsInRegion3(region,regen,100)
	return (#parts == 0)
end

function regenMain()
	local p = plane:clone()
	p.Parent = script.Parent
	p:MakeJoints()
end

regen.Touched:connect(function(obj)
	if (active) then return end
	local plr = game.Players:GetPlayerFromCharacter(obj.Parent)
	if (not plr) then return end
	active = true
	deleteInactivePlanes()
	for i = 0,0.5,0.1 do
		regen.Transparency = i
		wait()
	end
	regen.Transparency = 0.5
	while (not regionIsClear()) do
		wait(0.5)
		if ((plr) and (plr.Parent) and (plr:findFirstChild("PlayerGui"))) then
			gui.Parent = plr.PlayerGui
		end
	end
	gui.Parent = nil
	regenMain()
	wait(downtime)
	for i = 0.5,0,-0.1 do
		regen.Transparency = i
		wait()
	end
	regen.Transparency = 0
	active = false
end)
--[[
ExplorerButton.MouseButton1Up:connect(function()
	switchWindows("Explorer")
end)

SettingsButton.MouseButton1Up:connect(function()
	switchWindows("Settings")
end)
--]]

for i,v in pairs(SlideFrame:GetChildren()) do
	if not blackList[v.Name] then
		v.MouseButton1Click:connect(function()
			switchWindows(v.Name)
		end)
		
		v.MouseEnter:connect(function()v.BackgroundTransparency = 0.5 end)
		v.MouseLeave:connect(function()if CurrentWindow~=v.Name then v.BackgroundTransparency = 1 end end)
	end
end
-- Device check
local IS_CONSOLE = GuiService:IsTenFootInterface()
local IS_MOBILE = UserInputService.TouchEnabled and not UserInputService.MouseEnabled and not IS_CONSOLE
--Primary move function
local function move(self)
	if self._waypoints[self._currentWaypoint].Action == Enum.PathWaypointAction.Jump then
		setJumpState(self)
	end
	self._humanoid:MoveTo(self._waypoints[self._currentWaypoint].Position)
end
-- For those who prefer distinct functions
function ControlModule:Disable()
	if self.activeController then
		self.activeController:Enable(false)

		if self.moveFunction then
			self.moveFunction(Players.LocalPlayer, Vector3.new(0,0,0), true)
		end
	end
end
--Returns a ModuleScript.
function Resources:GetResource(Name)
	return script:WaitForChild(Name)
end

return Resources
--[[
	Restricts the reading of missing members for a table.
]]

local Package = script.Parent.Parent
local logError = require(Package.Logging.logError)

type table = {[any]: any}

local function restrictRead(tableName: string, strictTable: table): table
	-- FIXME: Typed Luau doesn't recognise this correctly yet
	local metatable = getmetatable(strictTable :: any)

	if metatable == nil then
		metatable = {}
		setmetatable(strictTable, metatable)
	end

	function metatable:__index(memberName)
		logError("strictReadError", nil, tostring(memberName), tableName)
	end

	return strictTable
end

return restrictRead
---[[ Misc Settings ]]
module.WhisperCommandAutoCompletePlayerNames = true

local ChangedEvent = Instance.new("BindableEvent")

local proxyTable = setmetatable({},
{
	__index = function(tbl, index)
		return module[index]
	end,
	__newindex = function(tbl, index, value)
		module[index] = value
		ChangedEvent:Fire(index, value)
	end,
})

rawset(proxyTable, "SettingsChanged", ChangedEvent.Event)

return proxyTable
-- upstream: https://github.com/facebook/react/blob/c5d2fc7127654e43de59fff865b74765a103c4a5/packages/react-reconciler/src/ReactFiberHostConfigWithNoPersistence.js
--[[*
 * Copyright (c) Facebook, Inc. and its affiliates.
 *
 * This source code is licensed under the MIT license found in the
 * LICENSE file in the root directory of this source tree.
 *
 * @flow
]]

local invariant = require(script.Parent.Parent.invariant)
--[[Susupension]]
	Tune.SusEnabled		= true		-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
	
	--Front Suspension
	Tune.FSusDamping	= 400		-- Spring Dampening
	Tune.FSusStiffness	= 17000		-- Spring Force
	Tune.FSusLength		= .8		-- Resting Suspension length (in studs)
	Tune.FSusMaxExt		= .15		-- Max Extension Travel (in studs)
	Tune.FSusMaxComp	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 75		-- Suspension Angle (degrees from horizontal)
		
	Tune.FWsBoneLen		= 6			-- Wishbone Length
	Tune.FWsBoneAngle	= 3			-- 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	= 400		-- Spring Dampening
	Tune.RSusStiffness	= 17000		-- Spring Force
	Tune.RSusLength		= .8		-- Resting Suspension length (in studs)
	Tune.RSusMaxExt		= .15		-- Max Extension Travel (in studs)
	Tune.RSusMaxComp	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
	
	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 2			-- 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		= "Really red"		-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 8				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness
-- Set the "AngularVelocity" property on all of the CylindricalConstraint motors
local function setMotorVelocity(vel)
	motorFL.AngularVelocity = vel
	motorBL.AngularVelocity = vel
	-- Motors on the right side are facing the opposite direction, so negative velocity must be used
	motorFR.AngularVelocity = -vel
	motorBR.AngularVelocity = -vel
end
---[[ Fade Out and In Settings ]]
module.ChatWindowBackgroundFadeOutTime = 3.5 --Chat background will fade out after this many seconds.
module.ChatWindowTextFadeOutTime = 30				--Chat text will fade out after this many seconds.
module.ChatDefaultFadeDuration = 0.8
module.ChatShouldFadeInFromNewInformation = false
module.ChatAnimationFPS = 20.0