Roblox/luau_corpus huggingface dataset:
-------------------------------------------------------------------
A = script.Parent.Parent.Parent.Parent.Parent.Parent.Character
Option = script.Parent
on=false
function EyeGlow()
	if on==false then
		A.Tors.Waist.Torso.Breath:Play()
		on=true
	elseif on==true then
		A.Tors.Waist.Torso.Breath:Stop()
		on=false
	end
end
script.Parent.MouseButton1Click:connect(EyeGlow)
-- separated enabling/disabling spawn points into a simple script to make sure it runs w/o yielding before players join

local ReplicatedStorage = game:GetService("ReplicatedStorage")

local globalSettings = require(ReplicatedStorage.DemoGlobalSettings)

if( game.PrivateServerId ~= "" and game.PrivateServerOwnerId == 0 ) then
	workspace.SpawnLocationLobby.Enabled = false
	workspace.SpawnLocation.Enabled = true
else
	--workspace.TempStorage.Test.SpawnLocationTEST.Enabled = true
	workspace.SpawnLocationLobby.Enabled = globalSettings.forceSpawnInTheLobby
	workspace.SpawnLocationHouse.Enabled = false -- change this to globalSettings.forceSpawnInTheLobby and the line below to false to spawn near the house
	workspace.SpawnLocation.Enabled = not globalSettings.forceSpawnInTheLobby
end
--[[Wheel Alignment]]
	--[Don't physically apply alignment to wheels]
	--[Values are in degrees]
	Tune.FCamber		= -30
	Tune.RCamber		= -8
	Tune.FToe			= 0
	Tune.RToe			= 0
--		print("Keyframe : ".. frameName)	
		playToolAnimation(toolAnimName, 0.0, Humanoid)
	end
end


function playToolAnimation(animName, transitionTime, humanoid)	 
		
		local idx = rollAnimation(animName)
--Variables
local SeatInteractionCount = {}

local VehicleSeating = {}

local function getEffectsFolderFromSeat(seat)
	local parent = seat.Parent
	if parent:IsA("Model") then
		if parent:FindFirstChild("Effects") then
			return parent.Effects
		else
			return getEffectsFolderFromSeat(parent)
		end
	end
	return nil
end

local function playDoorSound(seat, sound)
	local sound = seat:FindFirstChild(sound.."Door")
	if sound then
		sound:Play()
	end
end
--[[ Private Functions ]]--
local function getVehicleMotors()
	local motors = {}
	for _, c in pairs(constraints:GetChildren()) do
		if c:IsA("CylindricalConstraint") then
			table.insert(motors, c)
        end
    end
	return motors
end

local function getSprings(springType)
	local springs = {}
	local trailer = PackagedVehicle:FindFirstChild("Trailer")
	
	local function search(children)
		local searchStrutSpring = "StrutSpring"
		local searchFrontSpring = "StrutSpringF"
		local searchTorsionSpring = "TorsionBarSpring"
		for _, c in pairs(children) do
			if c:IsA("SpringConstraint") then
				if springType == "StrutFront" then
					if string.find(c.Name, searchFrontSpring) then
						table.insert(springs, c)
					end
				elseif springType == "StrutRear" then
					if (not string.find(c.Name, searchFrontSpring)) and string.find(c.Name, searchStrutSpring) then
						table.insert(springs, c) -- we have option of Mid and Rear for these
					end
				elseif springType == "TorsionBar" then
					if string.find(c.Name, searchTorsionSpring) then
						table.insert(springs, c)
					end
				end
			end
		end
	end

	search(constraints:GetChildren())
	if trailer then
		search(trailer.Constraints:GetChildren())
	end
	
	return springs
end

local function getMotorVelocity(motor)
	return motor.Attachment1.WorldAxis:Dot( motor.Attachment1.Parent.RotVelocity )
end

local function adjustSpring( spring, stiffness, damping )
	spring.Stiffness = stiffness
	spring.Damping = damping
end

local function setMotorTorque(torque)
	for _, motor in pairs(Motors) do		
		motor.MotorMaxTorque = torque
	end
end

local function setMotorTorqueDamped(torque, velocityDirection, accelDirection)
	for _, motor in pairs(Motors) do
		if VehicleParameters.MaxSpeed == 0 then 
			motor.MotorMaxTorque = 0
		else
			local maxSpeed = VehicleParameters.MaxSpeed
			if accelDirection < 0 and velocityDirection < 0 then
				maxSpeed = VehicleParameters.ReverseSpeed
			end
			
			local r = math.abs(Chassis.driverSeat.Velocity.Magnitude / maxSpeed)
			motor.MotorMaxTorque = math.exp( -3 * r * r ) * torque
		end
	end
end

local function setMotorMaxAcceleration(acceleration)
	for _, motor in pairs(Motors) do
		motor.MotorMaxAngularAcceleration = acceleration
	end
end
--[[**
	ensure value is an Instance and it's ClassName matches the given ClassName

	@param className The class name to check for

	@returns A function that will return true iff the condition is passed
**--]]
function t.instanceOf(className, childTable)
	assert(t.string(className))

	local childrenCheck
	if childTable ~= nil then
		childrenCheck = t.children(childTable)
	end

	return function(value)
		local instanceSuccess, instanceErrMsg = t.Instance(value)
		if not instanceSuccess then
			return false, instanceErrMsg or ""
		end

		if value.ClassName ~= className then
			return false, string.format("%s expected, got %s", className, value.ClassName)
		end

		if childrenCheck then
			local childrenSuccess, childrenErrMsg = childrenCheck(value)
			if not childrenSuccess then
				return false, childrenErrMsg
			end
		end

		return true
	end
end
t.instance = t.instanceOf
--//Services//--
local TweenService = game:GetService("TweenService")
local RunService = game:GetService("RunService")
--[[
	Returns true if the object is protected by a forcefield
--]]

return function(obj)
	local protected = false
	local check = obj
	while true do
		local hasFF = false
		for index, child in next, check:GetChildren() do
			if child:IsA'ForceField' then
				hasFF = true
				break
			end
		end
		if hasFF then
			protected = true
			break
		else
			check = check.Parent
			if check == nil or check == game or check.Parent == game then
				break
			end
		end
	end
	
	return protected
end
--Stickmasterluke


sp=script.Parent


powertime=3

equipped=false
powered=false


while sp:FindFirstChild("ElectricWeld")==nil do 
	wait()
end
local storeweld=sp.ElectricWeld
local initCF = storeweld.C0

sp.Handle.Touched:connect(function(hit)
	if hit~=nil and powered then
		local eh=hit.Parent:FindFirstChild("Humanoid")
		local h=sp.Parent:FindFirstChild("Humanoid")
		if h~=nil and eh~=nil and h~=eh then
			if h.Health>0 and eh.Health>0 and h.Parent:FindFirstChild("GetTasedBro")==nil then
				--[[powered=false
				sp.Enabled=false]]
				local ts=script.GetTasedBro:clone()
				ts.Parent=hit.Parent
				ts.Disabled=false
			end
		end
	end
end)

sp.Activated:connect(function()
	local chr=sp.Parent
	local h=chr:FindFirstChild("Humanoid")
	if h~=nil then
		if h.Health>0 and not powered then
			sp.Enabled=false
			powered=true
			local s=sp.Handle:FindFirstChild("Sound")
			if s~=nil then
				s:Play()
			end
			delay(0,function()
				local ii=0
				while powered do
					ii=ii+1					
					if storeweld and ii%2==0 then
						storeweld.C0 = initCF * CFrame.Angles(0, 0, math.random()/3.0) --* CFrame.Angles(0, 1.3, 0)
					end
					local pain=sp:FindFirstChild("Pain")
					if pain~=nil then
						pain.Transparency=ii%2
					end
					wait(.1)
				end
				storeweld.C0 = initCF
				local s=sp.Handle:FindFirstChild("Sound")
				if s~=nil then
					s:Stop()
				end
				local pain=sp:FindFirstChild("Pain")
				if pain~=nil then
					pain.Transparency=1
				end
			end)
			wait(powertime)
			sp.Enabled=true
			powered=false
		end
	end
end)

sp.Equipped:connect(function()
	equipped=true
	powered=false
	local pain=sp:FindFirstChild("Pain")
	if pain~=nil then
		pain.Transparency=1
	end
	if storeweld then
		storeweld.Parent=sp
	end 
end)
sp.Unequipped:connect(function()
	powered=false
	equipped=false
end)
---vars
local Template = script.Template
local Plr = script.Parent.Parent.Parent
local CarStorage = game.ReplicatedStorage.Vehicles
local ScrollFrame = script.Parent.MainFrame.ScrollingFrame
-- for fading text
function UITween.fadeText(object, amount, time, delay)

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

	local tween1 = tweenService:Create(object, tweenAlpha, {TextTransparency = amount})
	tween1:Play()

end
-- events

REMOTES.Effect.OnClientEvent:connect(function(...)
	EFFECTS:Effect(...)
end)
----------------------------------------------------------------------------------------------------
-----------------=[ General ]=----------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	 TeamKill = false					--- Enable TeamKill?
	,TeamDamageMultiplier = 1			--- Between 0-1 | This will make you cause less damage if you hit your teammate
	
	,ReplicatedBullets = true			--- Keep in mind that some bullets will pass through surfaces...
	
	,AntiBunnyHop = true				--- Enable anti bunny hop system?
	,JumpCoolDown = 0.5					--- Seconds before you can jump again
	,JumpPower = 55						--- Jump power, default is 50
	
	,RealisticLaser = true				--- True = Laser line is invisible
	,ReplicatedLaser = true				
	,ReplicatedFlashlight = true
	
	,EnableRagdoll = true				--- Enable ragdoll death?
	,TeamTags = false					--- Aaaaaaa
	,HitmarkerSound = true				--- GGWP MLG 360 NO SCOPE xD
--!strict

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ReplicatedFirst = game:GetService("ReplicatedFirst")
local Players = game:GetService("Players")

local Conf = require(ReplicatedFirst.Configurations.MainConfiguration)
--Constructor and destructor
function draw_invincibility:New(holder)
	--Initialize meta reference
	local self = setmetatable({}, {__index = draw_invincibility})

	--Create model instance
	self.holder = holder

	self.invincibility = models:WaitForChild("Invincibility"):clone()
	self.particles = self.invincibility:WaitForChild("RootPart"):WaitForChild("Invincibility"):GetChildren()
	self.invincibility.Parent = self.holder

	--Initialize state
	self.enabled = false
	self.hrp_cf = nil
	self.en_time = 0
	self.part_time = 0
	for _,v in pairs(self.particles) do
		self.part_time = math.max(self.part_time, v.Lifetime.Max)
	end

	return self
end

function draw_invincibility:Destroy()
	--Destroy model instance
	self.invincibility:Destroy()
end
--	local AttackRange, FieldOfView, AggroRange, ChanceOfBoredom, BoredomDuration, 
--		Damage, DamageCooldown

	local configTable = model.Configurations
	local configs = {}
	local function loadConfig(configName, defaultValue)
		if configTable:FindFirstChild(configName) then
			configs[configName] = configTable:FindFirstChild(configName).Value
		else
			configs[configName] = defaultValue
		end
	end

	loadConfig("AttackRange", 3)
	loadConfig("FieldOfView", 180)
	loadConfig("AggroRange", 200)
	loadConfig("ChanceOfBoredom", .5)
	loadConfig("BoredomDuration", 10)
	loadConfig("Damage", 10)
	loadConfig("DamageCooldown", 1)
	
	local StateMachine = require(game.ServerStorage.ROBLOX_StateMachine).new()
	local PathLib = require(game.ServerStorage.ROBLOX_PathfindingLibrary).new()
	local ZombieTarget = nil	
	local ZombieTargetLastLocation = nil
	
	local lastBored = os.time()	
	
	-- STATE DEFINITIONS	
	
	-- IdleState: NPC stays still. Refreshes bored timer when started to
	-- allow for random state change
	local IdleState = StateMachine.NewState()
	IdleState.Name = "Idle"
	IdleState.Action = function()
	end
	IdleState.Init = function()
		lastBored = os.time()
	end	
	
	-- SearchState: NPC wanders randomly increasing chance of spotting
	-- enemy. Refreshed bored timer when started to allow for random state
	-- change
	local SearchState = StateMachine.NewState()
	SearchState.Name = "Search"
	local lastmoved = os.time()
	local searchTarget = nil
	SearchState.Action = function()
		-- move to random spot nearby
		if model then
			local now = os.time()
			if now - lastmoved > 2 then
				lastmoved = now
				local xoff = math.random(5, 10)
				if math.random() > .5 then
					xoff = xoff * -1
				end
				local zoff = math.random(5, 10)
				if math.random() > .5 then
					zoff = zoff * -1
				end
				
				local testtarg = AIUtilities:FindCloseEmptySpace(model)
				--if testtarg then print(testtarg) else print("could not find") end
				searchTarget = Vector3.new(model.HumanoidRootPart.Position.X + xoff,model.HumanoidRootPart.Position.Y,model.HumanoidRootPart.Position.Z + zoff)
				--local target = Vector3.new(model.HumanoidRootPart.Position.X + xoff,model.HumanoidRootPart.Position.Y,model.HumanoidRootPart.Position.Z + zoff)
				--model.Humanoid:MoveTo(target)
				searchTarget = testtarg
			end
			if searchTarget then
				PathLib:MoveToTarget(model, searchTarget)
			end
		end
	end
	SearchState.Init = function()
		lastBored = os.time()
	end
	
	-- PursueState: Enemy has been spotted, need to give chase.
	local PursueState = StateMachine.NewState()
	PursueState.Name = "Pursue"
	PursueState.Action = function()
		-- Double check we still have target
		if ZombieTarget then
			-- Get distance to target
			local distance = (model.HumanoidRootPart.Position - ZombieTarget.HumanoidRootPart.Position).magnitude
			-- If we're far from target use pathfinding to move. Otherwise just MoveTo
			if distance > configs["AttackRange"] + 5 then
				PathLib:MoveToTarget(model, ZombieTarget.HumanoidRootPart.Position)
			else
				model.Humanoid:MoveTo(ZombieTarget.HumanoidRootPart.Position)
--[[
	Stage implementation
]]

local Lobby = {}
Lobby.__index = Lobby
Lobby.PlayerAddedConnection = nil

function Lobby.new(gameStageHandler)
	local self = setmetatable({
		gameStageHandler = gameStageHandler,
	}, Lobby)

	return self
end

function Lobby:playerAdded(player)
	-- Load the character (behind the camera) so StarterGui replicates
	Util.loadCharacter(player)

	player.DevComputerMovementMode = Enum.DevComputerMovementMode.Scriptable
	player.DevTouchMovementMode = Enum.DevTouchMovementMode.Scriptable
end

function Lobby:initialize()
	MatchmakingLobby.run()
end

function Lobby:destroy()
	self.PlayerAddedConnection:disconnect()
	self.PlayerAddedConnection = nil
end
-- These are customizeable criteria regarding exactly what is removed, and where it is removed from:
RemoveTools = true
RemoveHopperBins = true
RemoveFromBackpack = true
RemoveFromCharacter = true
RemoveForceField = false

script.Parent.BrickColor = BrickColor.new(21)

function getPlayer(humanoid)
	local players = game.Players:GetChildren()
	for i = 1, #players do
		if (players[i].Character.Humanoid == humanoid) then return players[i] end
	end
	return nil
end

function checkKeeper(player)
	for i = 1,#keepers do
		if (keepers[i] == player.Name) then return true end
	end
	return false
end

function RemoveWeapons(parent)
	local weapons = parent:GetChildren()
	for i = 1,#weapons do
		if (weapons[i].className == "Tool") and (RemoveTools == true) then
			weapons[i]:remove()
			script.Parent.BrickColor = BrickColor.new(22)
		elseif (weapons[i].className == "HopperBin") and (RemoveHopperBins == true) then
			weapons[i]:remove()
			script.Parent.BrickColor = BrickColor.new(22)
		end
	end
end

local debounce = false

function onTouched(hit)
	local human = hit.Parent:findFirstChild("Humanoid")	
	if (human == nil) then return end
	local player = getPlayer(human)
	if (player == nil) then return end

	if (checkKeeper(player) == true) or (debounce == true) then return end

	debounce = true

	if (RemoveFromBackpack == true) then
		local backpack = player.Backpack
		if (table.maxn(backpack:GetChildren()) > 0) then
			RemoveWeapons(backpack)
		end
	end
	
	if (RemoveFromCharacter == true) then
		RemoveWeapons(player.Character)
	end
	
	if (RemoveForceField == true) then
		local charparts = player.Character:GetChildren()
		for i = 1,#charparts do
			if (charparts[i].className == "ForceField") then
				charparts[i]:remove()
				script.Parent.BrickColor = BrickColor.new(22)
			end
		end
	end

	wait(0.5)

	script.Parent.BrickColor = BrickColor.new(21)
	debounce = false
end

script.Parent.Touched:connect(onTouched)
--WeldRec(P.Parent.Lights)

for _,v in pairs(weldedParts) do
	if v:IsA("BasePart") then
		v.Anchored = false
	end
end

script.Parent.Keyscreen.Fob.Value = script.Parent
script.Parent.CarModel.Value = script:FindFirstAncestor("DriveSeat").Parent
script.Parent.Filter.Parent = script:FindFirstAncestor("DriveSeat").Parent
wait()
script.Parent.Parent = workspace
wait()
script:Destroy()
--[[
	An internal method used by the reconciler to construct a new component
	instance and attach it to the given virtualNode.
]]
function Component:__mount(reconciler, virtualNode)
	if config.internalTypeChecks then
		internalAssert(Type.of(self) == Type.StatefulComponentClass, "Invalid use of `__mount`")
		internalAssert(Type.of(virtualNode) == Type.VirtualNode, "Expected arg #2 to be of type VirtualNode")
	end

	local currentElement = virtualNode.currentElement
	local hostParent = virtualNode.hostParent

	-- Contains all the information that we want to keep from consumers of
	-- Roact, or even other parts of the codebase like the reconciler.
	local internalData = {
		reconciler = reconciler,
		virtualNode = virtualNode,
		componentClass = self,
		lifecyclePhase = ComponentLifecyclePhase.Init,
	}

	local instance = {
		[Type] = Type.StatefulComponentInstance,
		[InternalData] = internalData,
	}

	setmetatable(instance, self)

	virtualNode.instance = instance

	local props = currentElement.props

	if self.defaultProps ~= nil then
		props = assign({}, self.defaultProps, props)
	end

	instance:__validateProps(props)

	instance.props = props

	local newContext = assign({}, virtualNode.legacyContext)
	instance._context = newContext

	instance.state = assign({}, instance:__getDerivedState(instance.props, {}))

	if instance.init ~= nil then
		instance:init(instance.props)
		assign(instance.state, instance:__getDerivedState(instance.props, instance.state))
	end

	-- It's possible for init() to redefine _context!
	virtualNode.legacyContext = instance._context

	internalData.lifecyclePhase = ComponentLifecyclePhase.Render
	local renderResult = instance:render()

	internalData.lifecyclePhase = ComponentLifecyclePhase.ReconcileChildren
	reconciler.updateVirtualNodeWithRenderResult(virtualNode, hostParent, renderResult)

	if instance.didMount ~= nil then
		internalData.lifecyclePhase = ComponentLifecyclePhase.DidMount
		instance:didMount()
	end

	if internalData.pendingState ~= nil then
		-- __update will handle pendingState, so we don't pass any new element or state
		instance:__update(nil, nil)
	end

	internalData.lifecyclePhase = ComponentLifecyclePhase.Idle
end
--///////////////////////// Constructors
--//////////////////////////////////////

function module.new(vChatService, name)
	local obj = setmetatable({}, methods)

	obj.ChatService = vChatService

	obj.PlayerObj = nil

	obj.Name = name
	obj.ExtraData = {}

	obj.Channels = {}
	obj.MutedSpeakers = {}
	obj.EventFolder = nil

	return obj
end

return module
-- If penetrate callback has to run more than this many times, it will register a hit and stop calculating penetrations.
-- This only applies for repeated penetrations, e.g. the amount of parts that fit within the space of a single cast segment (NOT the whole bullet's trajectory over its entire lifetime)
local MAX_PENETRATION_TEST_COUNT = 100
--!strict
type Array<T> = { [number]: T }
local map = require(script.Parent.map)

local function join(arr: Array<any>, separator: string?): string
	if #arr == 0 then
		return ""
	end
	-- JS does tostring conversion implicitely but in Lua we need to do that explicitely
	local stringifiedArray = map(arr, function(item)
		return tostring(item)
	end)

	return table.concat(stringifiedArray, separator or ",")
end

return join
--[ Main ]--
while (StealthLava.Parent.Character == nil) do wait(1) end
Crouch:Clone().Parent = StealthLava.Parent.Character
--[[
Creates a lower wall part.
--]]
local function CreateLowerWallPart(Size,CF,Parent)
	return CreatePart(LOWER_WALL_COLOR,Size,CF,Parent)
end
--Insert new value
function module:InsertStat(player, locationName, newValue)
	if main.pd[player][locationName] then
		table.insert(main.pd[player][locationName], newValue)
		main.pd[player].DataToUpdate = true
		main.signals.InsertStat:FireClient(player, {locationName, newValue})
	end
end
--------------------------------------------------------------------------------------------------
-- LOOKS FOR PARTS
function FindParts(Item)
	for _,i in pairs(Item:GetDescendants()) do
		local NoWeld = CheckIgnore(i)
		if NoWeld == false then
			if i:IsA("BasePart") then
				weldit(script.Parent.MainParts.Engine,i)
			end
		end
	end
end
FindParts(script.Parent)

function UnAnchor(Item)
	for _,i in pairs(Item:GetDescendants()) do
		local NoWeld = CheckIgnore(i)
		if NoWeld == false then
			if i:IsA("BasePart") then
				i.Anchored = false
			end
		end
	end
end
UnAnchor(script.Parent)
-- Types that can be expressed as vectors of numbers, and so can be animated.
export type Animatable =
	number |
	CFrame |
	Color3 |
	ColorSequenceKeypoint |
	DateTime |
	NumberRange |
	NumberSequenceKeypoint |
	PhysicalProperties |
	Ray |
	Rect |
	Region3 |
	Region3int16 |
	UDim |
	UDim2 |
	Vector2 |
	Vector2int16 |
	Vector3 |
	Vector3int16
----------------------------------------------------------------------------------------------------
--------------------=[ 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(-.815, 0.55, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Server
	,LeftArmPos = CFrame.new(.815,0.55,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))	--server
	
	,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))
	,GunPos = CFrame.new(0.3, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))

	,RightPos = CFrame.new(-.815, 0.15, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Client
	,LeftPos = CFrame.new(.815,0.15,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0))	--Client
}

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


Elevator:WaitForChild("Direction").Changed:connect(function(val)
    if val == 1 then
		This.Display.ARW1.U.Transparency = 0
		This.Display.ARW1.D.Transparency = 1
		This.Display.ARW1.M.Transparency = 0
    elseif val == -1 then
		This.Display.ARW1.U.Transparency = 1
		This.Display.ARW1.D.Transparency = 0
		This.Display.ARW1.M.Transparency = 0
	else
		This.Display.ARW1.U.Transparency = 1
		This.Display.ARW1.D.Transparency = 1
		This.Display.ARW1.M.Transparency = 1
    end
end)
-- How many times per second the gun can fire
local FireRate = 1 / 1.33
-- Signal class
local Signal = {}
Signal.__index = Signal

function Signal.new()
	return setmetatable({
		_handlerListHead = false,	
	}, Signal)
end

function Signal:Connect(fn)
	local connection = Connection.new(self, fn)
	if self._handlerListHead then
		connection._next = self._handlerListHead
		self._handlerListHead = connection
	else
		self._handlerListHead = connection
	end
	return connection
end
--connect
Tool.Equipped:connect(onEquipped)
Tool.Unequipped:connect(onUnequipped)
Remote.OnClientEvent:connect(onRemote)
-- ROBLOX DEVIATION: Initialize state to a singleton that warns on access and errors on assignment
-- initial state singleton
local UninitializedState = {}

setmetatable(UninitializedState, {
	__index = function(table, key)
		if _G.__DEV__ then
			console.warn(
				"Attempted to access uninitialized state. Use setState to initialize state"
			)
		end
		return nil
	end,
	__newindex = function(table, key)
		if _G.__DEV__ then
			console.error(
				"Attempted to directly mutate state. Use setState to assign new values to state."
			)
		end
		return nil
	end,
	__tostring = function(self)
		return "<uninitialized component state>"
	end,
	__metatable = "UninitializedState",
})

return UninitializedState
--[[
	Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent._Index

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

return Package