Roblox/luau_corpus huggingface dataset:
--[[Transmission]]
	Tune.TransModes		= {"Auto", "Semi"}								--[[
	[Modes]
		"Auto"		: Automatic shifting
		"Semi"		: Clutchless manual shifting, dual clutch transmission
		"Manual"	: Manual shifting with clutch
		
		>Include within brackets
			eg: {"Semi"} or {"Auto", "Manual"}								
		>First mode is default mode													]]
	
	--Automatic Settings
	Tune.AutoShiftMode	= "Speed"												--[[
	[Modes]
		"Speed"		: Shifts based on wheel speed
		"RPM"		: Shifts based on RPM											]]	
	Tune.AutoUpThresh	= -200		--Automatic upshift point 	(relative to peak RPM, positive = Over-rev)
	Tune.AutoDownThresh = 1400		--Automatic downshift point (relative to peak RPM, positive = Under-rev)

	--Gear Ratios
	Tune.FinalDrive		= 3.1
	Tune.Ratios			= {
		--[[Reverse]]	4.29			,
		--[[Neutral]]	0			,
		--[[ 1 ]]		4.71			,
		--[[ 2 ]]		3.14		,
		--[[ 3 ]]		2.10		,
		--[[ 4 ]]		1.67		,
		--[[ 5 ]]		1.29		,
		--[[ 6 ]]		1.00			,
		--[[ 7 ]]		0.84			,
	}
	Tune.FDMult			= 1.00			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- map a value from one range to another
function CameraUtils.map(x, inMin, inMax, outMin, outMax)
	return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin
end
--			print("Hit - ",other.Parent.Name)
			-- hum:TakeDamage(DAMAGE)
			Damage:Take(human, hum, DAMAGE) -- from, to, damage
			wait(0.1)
		end
--// UI Tween Info
local L_166_ = TweenInfo.new(
	1,
	Enum.EasingStyle.Sine,
	Enum.EasingDirection.Out,
	0,
	false,
	0
)

local L_167_ = {
	TextTransparency = 1
}
------------------------------------------------------------------------------------------------------------------------------
--// Other declerations

local IMGFRAME = instance("ImageLabel");
IMGFRAME.Size = udim2(0, 0, 0, 0);
IMGFRAME.BackgroundTransparency = 1;
IMGFRAME.ScaleType = Enum.ScaleType.Stretch;

local REPLACE = string.byte("?");

local justify1 = {
	["Right"] = true;
	["Bottom"] = true
};

local justify0 = {
	["Left"] = true;
	["Top"] = true
};

local redraws = {
	["AbsoluteSize"] = true;
	["TextWrapped"] = true;
	["TextScaled"] = true;
	["TextXAlignment"] = true;
	["TextYAlignment"] = true;
};

local overwrites = {
	["TextTransparency"] = true;
	["TextStrokeTransparency"] = true;
	["BackgroundTransparency"] = true;
};

local noReplicate = {
	["AbsolutePosition"] = true;
	["AbsoluteSize"] = true;
	["Position"] = true;
	["Size"] = true;
	["Rotation"] = true;
	["Parent"] = true;
};

local customProperties = {
	["FontName"] = true;
	["Style"] = true;
};
--[=[
	Chains a Promise from this one that is resolved if this Promise is already resolved, and rejected if it is not resolved at the time of calling `:now()`. This can be used to ensure your `andThen` handler occurs on the same frame as the root Promise execution.

	```lua
	doSomething()
		:now()
		:andThen(function(value)
			print("Got", value, "synchronously.")
		end)
	```

	If this Promise is still running, Rejected, or Cancelled, the Promise returned from `:now()` will reject with the `rejectionValue` if passed, otherwise with a `Promise.Error(Promise.Error.Kind.NotResolvedInTime)`. This can be checked with [[Error.isKind]].

	@param rejectionValue? any -- The value to reject with if the Promise isn't resolved
	@return Promise
]=]
function Promise.prototype:now(rejectionValue)
	local traceback = debug.traceback(nil, 2)
	if self._status == 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
-----------------
--| Variables |--
-----------------

local PlayersService = Game:GetService('Players')
local DebrisService = Game:GetService('Debris')

local Tool = script.Parent
local Handle = Tool:WaitForChild('Handle')

local FireSound = Handle:WaitForChild('Fire')
local ReloadSound = Handle:WaitForChild('Reload')
local HitFadeSound = script:WaitForChild('HitFade')

local PointLight = Handle:WaitForChild('PointLight')

local Character = nil
local Humanoid = nil
local Player = nil

local BaseShot = nil
------------------------------------------------------------------------

local cameraPos = Vector3.new()
local cameraRot = Vector2.new()
local cameraFov = 0

local velSpring = Spring.new(VEL_STIFFNESS, Vector3.new())
local panSpring = Spring.new(PAN_STIFFNESS, Vector2.new())
local fovSpring = Spring.new(FOV_STIFFNESS, 0)
-- connect events

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
-- events

script.Increment.Event:connect(Increment)
script.MostKills.Event:connect(MostKills)
script.FurthestKill.Event:connect(FurthestKill)
--// Variables
local L_1_ = script.Parent
local L_2_ = L_1_.Parent.Parent
local L_3_ = L_2_.Character
local L_4_ = game.ReplicatedStorage:FindFirstChild('[WB] Leaderstat Network') or nil
------------------
--SPAWNING--
------------------
-- credit to miked
miked=script.Parent

itlh=miked.Torso:findFirstChild("Left Hip")
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild("Left Leg")
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild("Right Hip")
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild("Right Leg")
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild("Left Shoulder")
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild("Left Arm")

itrs=miked.Torso:findFirstChild("Right Shoulder")
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild("Right Arm")

miked.Head:makeJoints()
--// Aim|Zoom|Sensitivity Customization
	ZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween
	AimZoom = 30; -- Default zoom
	AimSpeed = 0.23;
	UnaimSpeed = 0.23;
	CycleAimZoom = 55; -- Cycled zoom
	MouseSensitivity = 0.5; -- Number between 0.1 and 1
	SensitivityIncrement = 0.05; -- No touchy
-- Format params: methodName, ctorName
local ERR_NOT_INSTANCE = "Cannot statically invoke method '%s' - It is an instance method. Call it on an instance of this class created via %s"
--[[Susupension]]
	Tune.SusEnabled		= true		-- Sets whether suspension is enabled 
	
	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 9000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)
	
	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- 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
	Tune.FSpringOffset	= {			-- Suspension anchor point offset (relative to ABOVE anchor offset) (Avxnturador)
	 --[[Lateral]]		0		,	-- positive = outward 
	 --[[Vertical]]		0		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward
	
	--Rear Suspension
	Tune.RSusDamping	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 9000		-- Spring Force
	Tune.RAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 0			-- 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
	Tune.RSpringOffset	= {			-- Suspension anchor point offset (relative to ABOVE anchor offset) (Avxnturador)
	 --[[Lateral]]		0		,	-- positive = outward 
	 --[[Vertical]]		0		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward
	
	--Aesthetics	
	Tune.SusVisible		= true			-- Spring Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Bright red"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild("Left Hip")
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild("Left Leg")
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild("Right Hip")
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild("Right Leg")
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild("Left Shoulder")
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild("Left Arm")

itrs=miked.Torso:findFirstChild("Right Shoulder")
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild("Right Arm")

miked.Head:makeJoints()
--==================================================

local function Enabler(plyr)
	if Enabled then
		local AmmoRefilled = false
		local Player = plyr
		if Player then
			for _, GunName in pairs(GunToRefillAmmo) do
				local Gun = Player.Backpack:FindFirstChild(GunName) or Player.Character:FindFirstChild(GunName)
				if Gun then
					local GunScript = Gun:FindFirstChild("GunScript_Server")
					local Module = Gun:FindFirstChild("Setting")
					if GunScript and Module then
						local Module = require(Module)
						if GunScript.Ammo.Value < Module.MaxAmmo and Module.LimitedAmmoEnabled then
							if Cooldown ~= 0 then
								Enabled = false
								AmmoBox.Main.Sound:Play()
								local function delayer()
									Enabled = true
								end
								delay(Cooldown, delayer)
							else
								AmmoBox.Main.Sound:Play()
							end
							AmmoRefilled = true
							local ChangedAmmo = (Ammo == math.huge or GunScript.Ammo.Value + Ammo >= Module.Ammo) and Module.MaxAmmo or (GunScript.Ammo.Value + Ammo)
							GunScript.Ammo.Value = ChangedAmmo
							GunScript.ChangeMagAndAmmo:FireClient(Player,Module.AmmoPerMag,ChangedAmmo,0)
						end
					end
				end
			end
		end
	end
end
AmmoBox.ClickDetector.MouseClick:Connect(Enabler)
-- Gets an int and updates time left
function DisplayManager.updateTime(timeToUpdate)
	timeLeft.Value = timeToUpdate
end
--// Functions
function MakeFakeArms()
	Arms = Instance.new("Model")
	Arms.Name = "Arms"
	Arms.Parent = L_5_

	local L_161_ = Instance.new("Humanoid")
	L_161_.MaxHealth = 0
	L_161_.Health = 0
	L_161_.Name = ""
	L_161_.Parent = Arms
		
	if L_3_:FindFirstChild("Shirt") then
		local L_166_ = L_3_:FindFirstChild("Shirt"):clone()
		L_166_.Parent = Arms
	end
	
	local L_162_ = L_3_:FindFirstChild("Right Arm"):clone()
	for L_167_forvar1, L_168_forvar2 in pairs(L_162_:GetChildren()) do
		if L_168_forvar2:IsA('Motor6D') then
			L_168_forvar2:Destroy()
		end
	end
	L_162_.Name = "Right Arm"
	L_162_.FormFactor = "Custom"
	L_162_.Size = Vector3.new(0.8, 2.5, 0.8)
	L_162_.Transparency = 0.0
	
	local L_163_ = Instance.new("Motor6D")
	L_163_.Part0 = L_162_
	L_163_.Part1 = L_3_:FindFirstChild("Right Arm")
	L_163_.C0 = CFrame.new()
	L_163_.C1 = CFrame.new()
	L_163_.Parent = L_162_	
	L_162_.Parent = Arms
		
	local L_164_ = L_3_:FindFirstChild("Left Arm"):clone()
	L_164_.Name = "Left Arm"
	L_164_.FormFactor = "Custom"
	L_164_.Size = Vector3.new(0.8, 2.5, 0.8)
	L_164_.Transparency = 0.0	
	
	local L_165_ = Instance.new("Motor6D")
	L_165_.Part0 = L_164_
	L_165_.Part1 = L_3_:FindFirstChild("Left Arm")
	L_165_.C0 = CFrame.new()
	L_165_.C1 = CFrame.new()
	L_165_.Parent = L_164_	
	L_164_.Parent = Arms
end

function RemoveArmModel()
	if Arms then
		Arms:Destroy()
		Arms = nil
	end
end

local L_124_

function CreateShell()
	L_124_ = time()
	local L_169_ = L_1_.Shell:clone()
	if L_169_:FindFirstChild('Shell') then
		L_169_.Shell:Destroy()
	end
	L_169_.CFrame =  L_1_.Chamber.CFrame
	L_169_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0)
	--shell.RotVelocity = Vector3.new(-10,40,30)
	L_169_.Parent = L_93_
	L_169_.CanCollide = false
	game:GetService("Debris"):addItem(L_169_, 1)
end
--[[Drivetrain]]	
	Tune.Config			= "RWD"		-- "FWD" , "RWD" , "AWD"
	Tune.TorqueVector	= .4		-- AWD ONLY, "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range.
	
	-- Differential Settings
	Tune.DifferentialType = 'New'	-- New: Fairly precise and accurate settings based on a real differential
									-- Old: Same differential as previous iterations of AC6
	
	-- Old Options
	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	= 80		-- 1 - 100%
	Tune.RDiffLockThres	= 20		-- 0 - 100%
	Tune.CDiffSlipThres	= 50		-- 1 - 100%				[AWD Only]
	Tune.CDiffLockThres	= 50		-- 0 - 100%				[AWD Only]
	
	-- New Options (LuaInt)
	Tune.FDiffPower		= 30		-- 0 - 100				Higher values yield more wheel lock-up under throttle, more stability (Front wheels if driven only)
	Tune.FDiffCoast		= 10		-- 0 - 100				Higher values yield more wheel lock-up when off throttle, more stability (Front wheels if driven only)
	Tune.FDiffPreload	= 10		-- 0 - 100				Higher values will make the wheels generally lock up faster in any environment (Front wheels if driven only)
	Tune.RDiffPower		= 40		-- 0 - 100				(Rear wheels if driven only)
	Tune.RDiffCoast		= 20		-- 0 - 100				(Rear wheels if driven only)
	Tune.RDiffPreload	= 20		-- 0 - 100				(Rear wheels if driven 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)
-----------------------------------------------------------------------
script.Parent.Parent.Parent.Parent.Character.Humanoid.WalkSpeed = 16
script.Parent.TextBox.Text = "Enter WalkSpeed"
script.Parent.BackgroundColor3 = Color3.new(0.333, 0.333, 0.333)
script.Parent.LocalScript.Disabled = false
-- Custom Services
local database = require(game:GetService("ServerScriptService").Database.DatabaseHandler)

local function OnCharacterAdded(character)
	
	--Setup variables
	local statsFolder = Instance.new("Folder")
	statsFolder.Name = "Stats"
	
	local safeZoneBool = Instance.new("IntValue")
	safeZoneBool.Name = "isSafe"
	safeZoneBool.Parent = statsFolder
	
	statsFolder.Parent = character
end

players.PlayerAdded:Connect(function(player)
	local playerID = player.UserId
	
	
	local playerProfile = database.GetProfile(playerID)
	if not playerProfile or playerProfile == 0 then
		database.CreateProfile(playerID)
	else
		-- Perform this check in case someone adds new properties to the data template
		database.UpdateProfileTemplate(playerID)
	end
	
	player.CharacterAdded:Connect(OnCharacterAdded)
	player:LoadCharacter()
end)
	
players.PlayerRemoving:Connect(function(player) 
	local playerID = player.UserId
	database.SaveProfile(playerID)
end)
--[[
	Called when the watched state changes value.
]]
function class:update(): boolean
	for _, callback in pairs(self._changeListeners) do
		task.spawn(callback)
	end
	return false
end
--[[ SCRIPT VARIABLES ]]
local CHAT_BUBBLE_FONT = Enum.Font.Antique
local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match
local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match
local CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 10
local CHAT_BUBBLE_TAIL_HEIGHT = 14
local CHAT_BUBBLE_WIDTH_PADDING = 30
local CHAT_BUBBLE_PADDING = 12
local CHAT_BUBBLE_FADE_SPEED = 1.5

local BILLBOARD_MAX_WIDTH = 400
local BILLBOARD_MAX_HEIGHT = 250	--This limits the number of bubble chats that you see above characters

local ELIPSES = "..."
local MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses.
local MaxChatMessageLengthExclusive = MaxChatMessageLength - getMessageLength(ELIPSES) - 1

local NEAR_BUBBLE_DISTANCE = 65	--previously 45
local MAX_BUBBLE_DISTANCE = 100	--previously 80
--										if human.Health <= 0 then
--											torso.Velocity = (torso.Position - position).unit * 10;
--											print("Dead");
--										end
										
										print("Took "..(100-(distance-radius)*(100/radius)).." Damage")
									end
								elseif human2 then
									distance = (position-origPos).magnitude
-- When a player with the game pass touches the door, teleport them to the other side
local function OnTouched(otherPart)
	if otherPart and otherPart.Parent and otherPart.Parent:FindFirstChild('Humanoid') then
		local player = PlayersService:GetPlayerFromCharacter(otherPart.Parent)
		if player and not JustTouched[player] then
			JustTouched[player] = time()
			if GamePassService:UserOwnsGamePassAsync(player.userId, GamePassIdObject.Value) then
				TeleportToOtherSide(player.Character, otherPart)
			end
		end
	end
end
-- Mimic roblox menu when opened and closed
guiService.MenuClosed:Connect(function()
	menuOpen = false
	if not IconController.controllerModeEnabled then
		IconController.setTopbarEnabled(IconController.topbarEnabled, false)
	end
end)
guiService.MenuOpened:Connect(function()
	menuOpen = true
	IconController.setTopbarEnabled(false, false)
end)
----------------------------------------------------------------------------------------------------
--------------------=[ OUTROS ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	,FastReload = false					--- Automatically operates the bolt on reload if needed
	,SlideLock = false
	,MoveBolt = false
	,BoltLock = false
	,CanBreachDoor = false
	,CanBreak = false					--- Weapon can jam?
	,JamChance = 0						--- This old piece of brick doesn't work fine >;c
	,IncludeChamberedBullet = false		--- Include the chambered bullet on next reload
	,Chambered = false					--- Start with the gun chambered?
	,LauncherReady = false				--- Start with the GL ready?
	,CanCheckMag = false				--- You can check the magazine
	,ArcadeMode = false					--- You can see the bullets left in magazine
	,RainbowMode = false				--- Operation: Party Time xD
	,ModoTreino = false					--- Surrender enemies instead of killing them
	,GunSize = 1.25
	,GunFOVReduction = 5

	,BoltExtend = Vector3.new(0, 0, 0)
	,SlideExtend = Vector3.new(0, 0, 0)
--// Recoil Settings	
	gunrecoil = -0.6; -- How much the gun recoils backwards when not aiming
	camrecoil = 0.46; -- How much the camera flicks when not aiming
	AimGunRecoil = -0.3; -- How much the gun recoils backwards when aiming
	AimCamRecoil = 0.43; -- How much the camera flicks when aiming
	
	CamShake = 1; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING
	AimCamShake = 1; -- THIS IS ALSO NEW!!!!
	
	Kickback = 0.0; -- Upward gun rotation when not aiming
	AimKickback = 0.0; -- Upward gun rotation when aiming
--[[ Chassis Variables ]]--
local VehicleParameters = { -- These are default values in the case the package structure is broken
	MaxSpeed = 75/mphConversion,
	ReverseSpeed = 45/mphConversion,
	DrivingTorque = 30000,
	BrakingTorque = 70000,
	StrutSpringStiffnessFront = 28000,
	StrutSpringDampingFront = 1430,
	StrutSpringStiffnessRear = 27000,
	StrutSpringDampingRear = 1400,
	TorsionSpringStiffness = 20000,
	TorsionSpringDamping = 150,
	MaxSteer = 0.55,
	WheelFriction = 2
}

local Chassis = nil
local LimitSteerAtHighVel = true
--// Firemode Settings
	CanSelectFire = false;
	BurstEnabled = false;
	SemiEnabled = true;
	AutoEnabled = false;
	BoltAction = false;
	ExplosiveEnabled = false;
----------------------------------------------------------------------------------------------------
-------------------=[ PROJETIL ]=-------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	,Distance = 500
	,BDrop = .25
	,BSpeed = 2000

	,SuppressMaxDistance = 25	--- Studs
	,SuppressTime = 10			--- Seconds

	,BulletWhiz = true
	,BWEmitter = 25
	,BWMaxDistance = 200
	
	,BulletFlare = false
	,BulletFlareColor = Color3.fromRGB(255,255,255)

	,Tracer = false
	,TracerColor = Color3.fromRGB(255,255,255)
	,TracerLightEmission = 1
	,TracerLightInfluence = 0
	,TracerLifeTime = .2
	,TracerWidth = .1
	,RandomTracer = false
	,TracerEveryXShots = 5
	,TracerChance = 100
	
	,BulletLight = false
	,BulletLightBrightness = 1
	,BulletLightColor = Color3.fromRGB(255,255,255)
	,BulletLightRange = 10

	,ExplosiveHit = false
	,ExPressure = 500
	,ExpRadius = 25
	,DestroyJointRadiusPercent = 0	--- Between 0 & 1
	,ExplosionDamage = 100

	,LauncherDamage = 100
	,LauncherRadius = 25
	,LauncherPressure = 500
	,LauncherDestroyJointRadiusPercent = 0
-- [ SETTINGS ] --

local statsName = "Cash" -- Your stats name
local maxItems = 100 -- Max number of items to be displayed on the leaderboard
local minValueDisplay = 1 -- Any numbers lower than this will be excluded
local maxValueDisplay = 10e15 -- (10 ^ 15) Any numbers higher than this will be excluded
local abbreviateValue = true -- The displayed number gets abbreviated to make it "human readable"
local updateEvery = 60 -- (in seconds) How often the leaderboard has to update
local headingColor = Color3.fromRGB(20, 102, 254) -- The background color of the heading
----------------------------------------------------------------------------------------------------
--------------------=[ CFRAME ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	,EnableHolster = false
	,HolsterTo = 'Torso'				 -- Put the name of the body part you wanna holster to
	,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
	
	,RightArmPos = CFrame.new(-0.85, -0.2, -1.2) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Server
	,LeftArmPos = CFrame.new(1.05,0.9,-1.4) * CFrame.Angles(math.rad(-100),math.rad(25),math.rad(-20))	--server
	
	,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))
	,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))

	,RightPos = CFrame.new(-.65, -0.2, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Client
	,LeftPos = CFrame.new(1.2,0.1,-1.6) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-20))	--Client
}

return Config
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --

while true do
	wait()
	if Elevator:WaitForChild("Direction").Value ~= 0 then 
		SetDisplay(1,(Elevator:WaitForChild("Direction").Value == 1 and "U" or "D")..0)
		if Elevator:WaitForChild("Velocity").Value ~= 0 then
			for S=1,6 do
				wait(0.1)
				SetDisplay(1,(Elevator:WaitForChild("Direction").Value == 1 and "U" or "D")..S)
			end
		end
	else
		SetDisplay(1,"NIL")
	end
end