Roblox/luau_corpus huggingface dataset:
-------------------------------------------------------------------------------------------------------
    for i = 1,3 do
    plr.Torso.Neck.C1 = plr.Torso.Neck.C1 * CFrame.Angles(0.005,0,0.005)
    wait(0.05)
    plr.Torso["Left Hip"].C1 = plr.Torso["Left Hip"].C1 * CFrame.Angles(0,0,0.005)
    plr.Torso["Right Hip"].C1 = plr.Torso["Right Hip"].C1 * CFrame.Angles(0,0,0.005)
    plr = game.Players.LocalPlayer.Character
    plr.Torso["Right Shoulder"].C1 = plr.Torso["Right Shoulder"].C1 * CFrame.new(0,-0.025,0)
    plr.Torso["Left Shoulder"].C1 = plr.Torso["Left Shoulder"].C1 * CFrame.new(0,-0.025,0)
 
end
for i = 1,2 do
    plr.Torso["Right Hip"].C1 = plr.Torso["Right Hip"].C1 * CFrame.Angles(0,0,0.005)
    plr.Torso.Neck.C1 = plr.Torso.Neck.C1 * CFrame.Angles(0.005,0,0.005)
    wait(0.05)
    plr.Torso["Left Hip"].C1 = plr.Torso["Left Hip"].C1 * CFrame.Angles(0,0,0.005)
    plr = game.Players.LocalPlayer.Character
    plr.Torso["Right Shoulder"].C1 = plr.Torso["Right Shoulder"].C1 * CFrame.new(0,-0.02,0)
    plr.Torso["Left Shoulder"].C1 = plr.Torso["Left Shoulder"].C1 * CFrame.new(0,-0.02,0)
 
end
for i = 1,2 do
    plr.Torso["Right Hip"].C1 = plr.Torso["Right Hip"].C1 * CFrame.Angles(0,0,0.005)
    plr.Torso.Neck.C1 = plr.Torso.Neck.C1 * CFrame.Angles(0.005,0,0.005)
    wait(0.05)
    plr.Torso["Left Hip"].C1 = plr.Torso["Left Hip"].C1 * CFrame.Angles(0,0,0.005)
    plr = game.Players.LocalPlayer.Character
    plr.Torso["Right Shoulder"].C1 = plr.Torso["Right Shoulder"].C1 * CFrame.new(0,-0.01,0)
    plr.Torso["Left Shoulder"].C1 = plr.Torso["Left Shoulder"].C1 * CFrame.new(0,-0.01,0)
 
end
end
--[=[
	Connects a handler to a ScriptSignal object, but only allows that
	connection to run once. Any `:Fire` calls called afterwards won't trigger anything.

	```lua
	ScriptSignal:ConnectOnce(function()
		print("Connection fired")
	end)

	ScriptSignal:Fire()
	ScriptSignal:Fire()

	-- "Connection fired" is only fired once
	```

	@param handler (...: any) -> ()
	@ignore
]=]
function ScriptSignal:ConnectOnce(handler: (...any) -> ())
    assert(typeof(handler) == "function", "Must be function")

    local connection
    connection = self:Connect(function(...)
        connection:Disconnect()
        handler(...)
    end)
end
--light setup!--
local mod = pln:findFirstChild("Lights")
for i,v in pairs(mod:GetChildren()) do 
mod:findFirstChild("FlashScript").Disabled = true
if(v.className == "Part") then 
if(v:findFirstChild("Gui").Enabled == true) then 
v:findFirstChild("Gui").Enabled = false
end
if(v:findFirstChild("Gui").Adornee == nil) then 
v:findFirstChild("Gui").Adornee = v:findFirstChild("Gui").Parent
end end end
--
-- Start LuaBitOp "bit" compat section.
--

M.bit = {} -- LuaBitOp "bit" compatibility

M.bit.bits = M.bits

M.bit.cast = M.cast

function M.bit.tobit(x)
  x = x % MOD
  if x >= 0x80000000 then x = x - MOD end
  return x
end
local bit_tobit = M.bit.tobit

function M.bit.tohex(x, ...)
  return tohex(x % MOD, ...)
end

function M.bit.bnot(x)
  return bit_tobit(bnot(x % MOD))
end

local function bit_bor(a, b, c, ...)
  if c then
    return bit_bor(bit_bor(a, b), c, ...)
  elseif b then
    return bit_tobit(bor(a % MOD, b % MOD))
  else
    return bit_tobit(a)
  end
end
M.bit.bor = bit_bor

local function bit_band(a, b, c, ...)
  if c then
    return bit_band(bit_band(a, b), c, ...)
  elseif b then
    return bit_tobit(band(a % MOD, b % MOD))
  else
    return bit_tobit(a)
  end
end
M.bit.band = bit_band

local function bit_bxor(a, b, c, ...)
  if c then
    return bit_bxor(bit_bxor(a, b), c, ...)
  elseif b then
    return bit_tobit(bxor(a % MOD, b % MOD))
  else
    return bit_tobit(a)
  end
end
M.bit.bxor = bit_bxor

function M.bit.lshift(x, n)
  return bit_tobit(lshift(x % MOD, n % 32))
end

function M.bit.rshift(x, n)
  return bit_tobit(rshift(x % MOD, n % 32))
end

function M.bit.arshift(x, n)
  return bit_tobit(arshift(x % MOD, n % 32))
end

function M.bit.rol(x, n)
  return bit_tobit(lrotate(x % MOD, n % 32))
end

function M.bit.ror(x, n)
  return bit_tobit(rrotate(x % MOD, n % 32))
end

function M.bit.bswap(x)
  return bit_tobit(bswap(x % MOD))
end

return M
--// Positioning
	RightArmPos = CFrame.new(-0.902175903, 0.295501232, -1.07592201, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08);
	LeftArmPos = CFrame.new(-0.0318467021, -2.0621779114, -1.67288721, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098);
	GunPos = CFrame.new(0.284460306, -0.318524063, 1.06423128, 1, 0, 0, 0, -2.98023224e-08, -0.99999994, 0, 0.99999994, -2.98023224e-08);
--/////////////////////////////////////////////////////////--

local curSize
local create
local Expand
local doHide
local doClose
local dragSize
local isVisible
local DoRefresh
local getNextPos
local wallPosition
local setPosition
local checkMouse
local isInFrame
local setSize
local apiIfy

client = nil
cPcall = nil
Pcall = nil
Routine = nil
service = nil
GetEnv = nil

local function isGui(child)
	return child:IsA("GuiObject");
end
--< variables

local players = game:GetService("Players")
local frame = script.Parent.Frame
local slots = frame.slots
local temp = frame.Template

local players_table = {}
--[[
	Assert that our expectation value is equal to another value
]]
function Expectation:equal(otherValue)
	local result = (self.value == otherValue) == self.successCondition

	local message = formatMessage(
		self.successCondition,
		("Expected value %q (%s), got %q (%s) instead"):format(
			tostring(otherValue),
			type(otherValue),
			tostring(self.value),
			type(self.value)
		),
		("Expected anything but value %q (%s)"):format(tostring(otherValue), type(otherValue))
	)

	assertLevel(result, message, 3)
	self:_resetModifiers()

	return self
end
--Light off
	src.LightBrick1.SpotLight.Enabled = false
	src.LightBrick2.SpotLight.Enabled = false

	src.LightBrick1.Material = "SmoothPlastic"
	src.LightBrick2.Material = "SmoothPlastic"

	light.Value = false
	else
-- Testing AC FE support

local event = script.Parent
local car=script.Parent.Parent


event.OnServerEvent:connect(function(player,data)
	if data['ToggleLight'] then
		if car.Body.Light.on.Value==true then
			car.Body.Light.on.Value=false
		else
			car.Body.Light.on.Value=true
		end
	elseif data['ToggleFog'] then
		if car.Body.Fog.on.Value==true then
			car.Body.Fog.on.Value=false
		else
			car.Body.Light.on.Value=true
		end
	elseif data['EnableBrakes'] then
		car.Body.Brakes.on.Value=true
	elseif data['DisableBrakes'] then
		car.Body.Brakes.on.Value=false
	elseif data['ToggleLeftBlink'] then
		if car.Body.Left.on.Value==true then
			car.Body.Left.on.Value=false
		else
			car.Body.Left.on.Value=true
		end
	elseif data['ToggleRightBlink'] then
		if car.Body.Right.on.Value==true then
			car.Body.Right.on.Value=false
		else
			car.Body.Right.on.Value=true
		end
	elseif data['ToggleHazard'] then
		if car.Body.Hazards.on.Value==true then
			car.Body.Hazards.on.Value=false
		else
			car.Body.Hazards.on.Value=true
		end
	end
end)
-- check that we're not accidentally colliding with an existing name
assert(ReplicatedStorage:FindFirstChild("ErrorReporting", false) == nil,
	"Error Reporter expected to create a folder named 'ErrorReporting', but something already had that name")
local errFolder = Instance.new("Folder", ReplicatedStorage)
errFolder.Name = "ErrorReporting"

local errEvent = Instance.new("RemoteEvent", errFolder)
errEvent.Name = "ClientErrorEvent"

errEvent.OnServerEvent:Connect(function(_, message, stack, origin)
	onError(message, stack, origin)
end)
---------------------------------------Function end here.
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
	local lookAt = (targetPos - character.Head.Position).unit

if (check()) then
	fire(lookAt)
wait(0.01)
Tool.Smoke.Smoke.Enabled = true
Tool.BAR1.Transparency = 1
Tool.BAR2.Transparency = 1
Tool.BAR3.Transparency = 1
Tool.BAR4.Transparency = 1
Tool.BAR5.Transparency = 1
Tool.BAR6.Transparency = 1
Tool.BARR1.Transparency = 0
Tool.BARR2.Transparency = 0
Tool.BARR3.Transparency = 0
Tool.BARR4.Transparency = 0
Tool.BARR5.Transparency = 0
Tool.BARR6.Transparency = 0
wait(0.01)
Tool.BAR1.Transparency = 0
Tool.BAR2.Transparency = 0
Tool.BAR3.Transparency = 0
Tool.BAR4.Transparency = 0
Tool.BAR5.Transparency = 0
Tool.BAR6.Transparency = 0
Tool.BARR1.Transparency = 1
Tool.BARR2.Transparency = 1
Tool.BARR3.Transparency = 1
Tool.BARR4.Transparency = 1
Tool.BARR5.Transparency = 1
Tool.BARR6.Transparency = 1
Tool.Smoke.Smoke.Enabled = false
	onActivated()
	end
	return

	--Tool.Enabled = true
end




script.Parent.Activated:connect(onActivated)
--("no gui found - wierd...")
end
end
end
end
end
end)
--made by Bertox
--lul

script.Parent.Parent.Parent.Parent.DriveSeat.Changed:connect(function()
	if script.Parent.Parent.Parent.Parent.DriveSeat.Occupant ~= nil then
		script.Parent.G.Enabled = true
	elseif script.Parent.Parent.Parent.Parent.DriveSeat.Occupant == nil then
		script.Parent.G.Enabled = false
	end
end)
--//Sub 2\\--



uis.InputBegan:connect (function(input)
	if Surface.Enabled == true then
		if PartyS.Visible == true then
			if input.KeyCode == Enum.KeyCode.A then
				if right == 1 then
						sub.Visible = false
						sub.Party2.Visible = false
						PartyS.Visible = true
						sub.Guild2.Visible = false
						sub.Friends2.Visible = false
						MenuS.Disabled = false
						sub.LocalScript.Disabled = true
					
				end
			end
		end
	end
end)

uis.InputBegan:connect(function(input)
	if Surface.Enabled == true then
		if input.KeyCode == Enum.KeyCode.S then
			if down == 0 then
				sub.Party2.Visible = false
				sub.Friends2.Visible = true
				down = 1				
				print(down)
			end
		end
	end
end)

uis.InputBegan:connect(function(input)
	if Surface.Enabled == true then
		if input.KeyCode == Enum.KeyCode.S then
			if down == 1 then
				sub.Friends2.Visible = false
				sub.Guild2.Visible = true
				down = 2				
				print(down)
			end
		end
	end
end)

uis.InputBegan:connect(function(input)
	if Surface.Enabled == true then
		if input.KeyCode == Enum.KeyCode.W then
			if down == 2 then
				sub.Friends2.Visible = true
				sub.Guild2.Visible = false
				down = 1				
				print(down)
			end
		end
	end
end)
uis.InputBegan:connect(function(input)
	if Surface.Enabled == true then
		if input.KeyCode == Enum.KeyCode.W then
			if down == 1 then
				sub.Friends2.Visible = false
				sub.Party2.Visible = true
				down = 0				
				print(down)
			end
		end
	end
end)
--> LOCAL VARIABLES
local Event = script.Parent
local NPC = false
local Person = false
local Enemy
--
	script.Parent.Handle2.Hinge1.Transparency = 1
	script.Parent.Handle2.Interactive1.Transparency = 1
	script.Parent.Handle2.Part1.Transparency = 1
------------------------------------------------------------------
	drop.Parent = cam
	--drop.CFrame = head.CFrame *CFrame.new(math.random(-25,25),math.random(50,75),math.random(-25,25))
	drop.CFrame = cam.CoordinateFrame *CFrame.new(math.random(-25,25),math.random(40,55),math.random(-25,25))
	drop.Anchored = false
	--print(drop.Position)
end

		--wait(.2)
end
-- local test: any --[[ ROBLOX TODO: Unhandled node for type: TSIndexedAccessType ]] --[[ NewPlugin['test'] ]]
local function test(val)
	return typeof(val) == "table" and val["$$typeof"] == testSymbol
end
exports.test = test

local plugin: NewPlugin = { serialize = serialize, test = test }

exports.default = plugin

return exports
--// bolekinds

script.Parent.MouseButton1Click:Connect(function()
	if game.Players.LocalPlayer.YouCash.Value >= 110 and game.Workspace["Floppa NPC"]["Floppa cube"].contract.Value == false then
		script.Parent.Parent.Parent.Ching:Play()
	else
		script.Parent.Parent.Parent.Thud:Play()
	end
end)
---if you want a supercharger it's simple just set the boost in to your psi - 5 
--[[Turbo]] --TOUGEZILAMEMEBRO- 25 IS MAX
Tune.TurboPSI = 15 ---- 25 PSI is best max prefered boost//// how much pressure you're putting on your turbo
Tune.TurboPSIdle = 0.1 --- how much boost it does on Idle //// High idle Boost will increase launch but will make car roll more
Tune.BoostLag = 1.5 --- 1.5 Is as low as you can get --- Doing under 1.5 is illegal! because it will reverse into extra boost
Tune.BoostIn = 1 ---- How fast your turbo gets boost
Tune.TurboSize = 30 --- 10 is Smallest ---- 50 is as big as you can go in a street car
Tune.MisFire = true --- enable only if you have a backfire script -- Name a exhaust part inside body E1 and add fire inside to enable this
Tune.EngineSmoke = true --- just smokie stuff 
Tune.BOVSound = true
--[[



]]

local ReplicatedStorage = game:GetService("ReplicatedStorage")

local AvatarEditor = ReplicatedStorage.AvatarEditor
local Maid = require(AvatarEditor.Shared.Util.Maid)
local Signal = require(AvatarEditor.Shared.Util.Signal)
local Theme = require(AvatarEditor.Client.Theme)

local buttonTemplate = require(AvatarEditor.Gui.ColorTemplateToLua)()

local Class = {}
Class.__index = Class


local function fromHex(hex)
	local r, g, b = string.match(hex, "^#?(%w%w)(%w%w)(%w%w)$")
	return Color3.fromRGB(tonumber(r, 16), tonumber(g, 16), tonumber(b, 16))
end

local function toHex(color)
	return string.format("#%02X%02X%02X", color.R * 255, color.G * 255, color.B * 255)
end


local function isWearing(assets, color3)
	return toHex(assets) == toHex(color3)
end


function Class.new(frame, colorData, wearingTone)
	local self = setmetatable({}, Class)
	
	self.Frame = frame
	self.Wearing = wearingTone
	self.Children = {}
	self.Maid = Maid.new()
	self.Listeners = Maid.new()
	self.ItemSelected = Signal.new()
	
	self.Maid:GiveTask(Theme.Changed:Connect(function()
		self:Render()
	end))

	self.Maid:GiveTask(Theme:Bind(frame, "ScrollBarImageColor3", "Scrollbar"))
	
	for i, v in ipairs(colorData) do
		local button = buttonTemplate:Clone()
		button.BackgroundColor3 = v
		button.Wearing.Visible = isWearing(wearingTone, v)
		button.Parent = frame
		self.Children[i] = button
		
		self.Maid:GiveTask(Theme:Bind(button.Wearing, "ImageColor3", "Wearing"))
		
		self.Maid:GiveTask(button.Activated:Connect(function(inputObject)
			self.ItemSelected:Fire(i)
		end))
	end
	
	return self
end


function Class:Render()
	local maid = self.Listeners
	local wearingTone = self.Wearing
	
	maid:DoCleaning()
	
	for i, v in ipairs(self.Children) do
		v.Wearing.Visible = isWearing(wearingTone, v.BackgroundColor3)
	end
end


function Class:UpdateWearing(wearingTone)
	self.Wearing = wearingTone
	self:Render()
end


function Class:Destroy()
	self.Maid:Destroy()
	self.Maid = nil
	self.Listeners:Destroy()
	self.Listeners = nil
	self.Frame = nil
	self.Wearing = nil
	for i, v in ipairs(self.Children) do
		v:Destroy()
	end
	table.clear(self.Children)
	self.ItemSelected:Destroy()
	self.ItemSelected = nil
end


return Class
--Burning Noise--

local function AttachParticleControl(source_part)
	
	local prtc = nil
	
	local function Start()
		prtc = script.DieselSmoke:clone()
		prtc.Parent = source_part
	end
	
	local function Update()
		
	end
	
	local function Stop()
		if prtc ~= nil then
			prtc:destroy()
			prtc = nil
		end
	end
	
	return {Start = Start, Update = Update, Stop = Stop}
end

return AttachParticleControl
--function ClassZombie:SetPadToOpen()
--	local PrimaryPart = self.Character.PrimaryPart
--	PrimaryPart.Touched:Connect(function(hit)
--		if hit.Name == "TurnPads" then
--			hit.Open.Value = true
--		end
--	end)
--end
--ClassZombie:WalkToWaypoint()



local mod = require(script.Parent.ModuleScript)
---[[ Font Settings ]]
module.DefaultFont = Enum.Font.GothamSemibold
module.ChatBarFont = Enum.Font.GothamSemibold
-- || Sochi was here || --
local Kills100 = {}
function Kills100.Kills100(input)
	local player = game.Players[input]
	local modelclone = script.Kills100:Clone()
	modelclone.Parent = player.Character
end
return Kills100
--[[
Applies the theme.
--]]
return function(MapModel)
	--Replace the colors.
	ReplaceColors(MapModel,BrickColor.new("Dark green"),BrickColor.new("Institutional white"))
end
-- check for config values
local config = script:FindFirstChild(name)
if (config ~= nil) then
------------------
------------------


while true do
	local p = game.Players:GetChildren()
	for i = 1,#p do
		if p[i].Character~=nil then
			if p[i].Character:findFirstChild("Torso")~=nil then
				if (p[i].Character.Torso.Position - script.Parent.Torso.Position).magnitude < 5 then
					local anim = Instance.new("StringValue")
					anim.Value = possibleAnims[math.random(1, #possibleAnims)]
					anim.Name = "toolanim"
					anim.Parent = script.Parent.LinkedSword
				end
			end
		end
	end
	wait(0.5)
end
-- Changeable Settings
------------------------ 
local FlashlightKey = "F"

local brightness = 0.7

local range = 60

local shadowson = true
-- declarations

local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")

Figure.PrimaryPart = Head
--[[
Credits To I0IZN For Scripting It
Also Dont Change The Name Of The Model Because It Will Then Ruin The Script
Dont Group It Aswell

Also if you want more then 1 model in your game you will have to switch Flickering to Flickering1
and lights to Lights1, that 1 will keep going up for each model you have.
After that you want to go to the script and change any lines includeing this script =
game.workspace.flickering.lights
To
game.workspace.flickering1.lights1
The 1 will go up depending how much models you have
This is how the script should look



game.Workspace.Flickering1.Lights1.Light.BrickColor = BrickColor.new "Dark stone grey"
game.Workspace.Flickering1.Lights1.Bulb.PointLight.Brightness = "0"

wait(2)

game.Workspace.Flickering1.Lights1.Light.BrickColor = BrickColor.new "Daisy orange"
game.Workspace.Flickering1.Lights1.Bulb.PointLight.Brightness = "3"



if you have 2 light flickering models then its going to be



game.Workspace.Flickering2.Lights2.Light.BrickColor = BrickColor.new "Dark stone grey"
game.Workspace.Flickering2.Lights2.Bulb.PointLight.Brightness = "0"

wait(2)

game.Workspace.Flickering2.Lights2.Light.BrickColor = BrickColor.new "Daisy orange"
game.Workspace.Flickering2.Lights2.Bulb.PointLight.Brightness = "3"

and the number keeps going up by how much models you have.
--]]



for i = 1,50 do    --Set The 50 To How Much You Want It To Flicker--
	
wait(2) --this will adjust how much time will be between a flicker
	
game.Workspace.Flickering.Lights.Light.BrickColor = BrickColor.new "Dark stone grey"
game.Workspace.Flickering.Lights.Bulb.PointLight.Brightness = "0"

wait(2)

game.Workspace.Flickering.Lights.Light.BrickColor = BrickColor.new "Daisy orange"
game.Workspace.Flickering.Lights.Bulb.PointLight.Brightness = "3"
	
end
--// All global vars will be wiped/replaced except script

return function(data, env)
	if env then
		setfenv(1, env)
	end
	
	local playergui = service.PlayerGui
	local localplayer = service.Players.LocalPlayer
	local scr = client.UI.Prepare(script.Parent.Parent)
	local main = scr.Main
	local t1 = main.Title
	local t2 = main.Message
	local msg = data.Message
	local color = data.Color
	
	local found = client.UI.Get("Output")
	if found then
		for i,v in pairs(found) do
			local p = v.Object
			if p and p.Parent then
				p.Main.Position = UDim2.new(0, 0, 0.35, p.Main.Position.Y.Offset+50)
			end
		end
	end
	
	t2.Text = msg
	t2.Font = "Arial"
	--t2.Position = UDim2.new(0, 0, 0.35, 0)
	gTable.Ready()
	wait(5)
	gTable.Destroy()
end
--[=[
	@param value: any
	@return boolean
	Returns `true` if this option contains `value`.
]=]
function Option:Contains(value)
	return self:IsSome() and self._v == value
end
-- events

REMOTES.Chat.OnServerEvent:connect(function(player, message, scope)
	local players
	
	if scope == "Global" then
		players	= Players:GetPlayers()
	elseif scope == "Squad" then
		local squad	= GetSquad(player)
		if squad then
			players	= {}
			
			for _, p in pairs(squad:GetChildren()) do
				table.insert(players, p.Value)
			end
		end
	end
	
	if not cooldowns[player] then
		cooldowns[player]	= 0
	end
	
	cooldowns[player]	= cooldowns[player] + 1
	
	if cooldowns[player] <= MAX_PER_SECOND then
		if players then
			if string.gsub(message, "%s", "") ~= "" then
				local result	= TextService:FilterStringAsync(message, player.UserId)
				for _, p in pairs(players) do
					spawn(function()
						pcall(function()
							if player.Parent == Players and p.Parent == Players and Chat:CanUsersChatAsync(player.UserId, p.UserId) then
								local filtered	= result:GetChatForUserAsync(p.UserId)
								REMOTES.Chat:FireClient(p, player.Name, filtered, scope)
							end
						end)
					end)
				end
			end
		end
	else
		REMOTES.Chat:FireClient(player, "SERVER", "Woah there, you're sending messages too fast!", "Server")
	end
end)

Players.PlayerRemoving:connect(function(player)
	if cooldowns[player] then
		cooldowns[player]	= nil
	end
end)
-- ALWAYS PUBLIC:
function GlobalUpdates:GetActiveUpdates() --> [table] {{update_id, update_data}, ...}
	local query_list = {}
	for _, global_update in ipairs(self._updates_latest[2]) do
		if global_update[3] == false then
			local is_pending_lock = false
			if self._pending_update_lock ~= nil then
				for _, update_id in ipairs(self._pending_update_lock) do
					if global_update[1] == update_id then
						is_pending_lock = true -- Exclude global updates pending to be locked
						break
					end
				end
			end
			if is_pending_lock == false then
				table.insert(query_list, {global_update[1], global_update[4]})
			end
		end
	end
	return query_list
end

function GlobalUpdates:GetLockedUpdates() --> [table] {{update_id, update_data}, ...}
	local query_list = {}
	for _, global_update in ipairs(self._updates_latest[2]) do
		if global_update[3] == true then
			local is_pending_clear = false
			if self._pending_update_clear ~= nil then
				for _, update_id in ipairs(self._pending_update_clear) do
					if global_update[1] == update_id then
						is_pending_clear = true -- Exclude global updates pending to be cleared
						break
					end
				end
			end
			if is_pending_clear == false then
				table.insert(query_list, {global_update[1], global_update[4]})
			end
		end
	end
	return query_list
end
--vehicle.Nose.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Front.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
--vehicle.Bumper_Back.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.Tailgate.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
--vehicle.ExhaustPipe.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)

frontForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, -1, 0)) end)
backForceField.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 1, 0)) end)

vehicle.Wheel_BackLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_FrontLeft.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, 1)) end)
vehicle.Wheel_BackRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)
vehicle.Wheel_FrontRight.Touched:connect(function (hitPart) onTouch(hitPart, Vector3.new(0, 0, -1)) end)

local vehicleDamaged = false
function checkIfVehicleIsDamaged()
	if (not frontForceField.Parent or not backForceField.Parent) and not vehicleDamaged and allowDamage then
		vehicleDamaged = true
		script.IsDamaged.Value = true
		vehicle.VehicleScript.Disabled = true
		vehicleSmoke.Enabled = true
		vehicle.VehicleSeat.MaxSpeed = 0
		vehicle.ExhaustPipe.Smoke.Enabled = false
		-- Break Joints
		vehicle.Wheel_BackLeft:BreakJoints()
		vehicle.Wheel_FrontLeft:BreakJoints()
		vehicle.Wheel_BackRight:BreakJoints()
		vehicle.Wheel_FrontRight:BreakJoints()
		hood:BreakJoints()
	end
end

vehicle.ChildRemoved:connect(checkIfVehicleIsDamaged)
-- A state object whose value is derived from other objects using a callback.
export type ForPairs<KO, VO> = StateObject<{ [KO]: VO }> & Dependent & {
	-- kind: "ForPairs" (add this when Luau supports singleton types)
}