Roblox/luau_corpus huggingface dataset:
--[[
	~= 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
Routine = nil
client = nil

return function(gui, guiData, gTable)
	local contents = {}
	local lerper = 0.5
	local switch = false
	local targetColor = Color3.new(math.random(),math.random(),math.random())
	local classes = {
		Frame = true;
		TextBox = true;
		TextLabel = true;
		TextButton = true;
		ImageLabel = true;
		ImageButton = true; 
		ScrollingFrame = true;
	}
	
	local function getCont(obj)
		for i,v in pairs(obj:GetChildren()) do 
			if classes[v.ClassName] then
				table.insert(contents,v)
				getCont(v)
			end
		end
	end
	
	if classes[gui.ClassName] then
		table.insert(contents,gui)
	end
	
	getCont(gui)
	
	if gTable.Name == "List" then
		gui.Drag.Main.BackgroundTransparency = 0
	end
	
	local increment = 0.001
	local max = 0.7
	local min = 0.1
	local r,g,b = 0.1,0.5,0.8
	local rt,gt,bt = true,true,true 
	local sequence = {
		Color3.fromRGB(255, 85, 88), 
		Color3.fromRGB(78, 140, 255), 
		Color3.fromRGB(78, 255, 149)
	}
	
	local function lerpToColor(color1, color2, inc, time)
		local inc = inc or 0.1
		for i = 0, 1, inc do
			for i2,v in next,contents do
				if v.Name ~= "CapeColor" and v.Name ~= "Color" then
					v.BackgroundColor3 = color1:lerp(color2, i)
					if v:IsA("ImageLabel") or v:IsA("ImageButton") then
						v.ImageColor3 = color1:lerp(color2, i)
					end
				end
			end
			wait(time/(1/inc))
		end
	end
	
	service.TrackTask("Thread: Colorize_"..tostring(gTable.Name),function()
		while ((gTable.Active and wait()) or wait(1)) and not gTable.Destroyed do
			for i,v in next,sequence do
				local one, two = sequence[i], sequence[1]
				
				if i == #sequence then
					two = sequence[1]
				else
					two = sequence[i+1]
				end
				
				lerpToColor(one, two, 0.01, 2)
			end
		end
	end)
end
-- Infinitely update the target position for the tank
currentElev = 0;
currentRot = 0;
while wait() do
	if (myMouse) then
		-- Position of mouse in world
		mousePoint = myMouse.Hit.p;
		
		-- Vector from tank to mouse point
		targetVector = (mousePoint - parts.GunBase.CFrame.p).unit;
		
		-- Determine where the gun should point
		targetRotations = determineNewDirections(targetVector);
		
		-- For each time we do all that math to determine the angle, we will smoothly rotate the gun towards it in 4 increments
		-- This means less lag (fewer calculations) but it's still smooth
		for i = 1, 4 do		
			newRotations = getSmoothRotation(targetRotations);
			setTurretDirection(currentElev, currentRot);
			wait();
		end
	end
end
-- Local private variables and constants
local ZERO_VECTOR2 = Vector2.new(0,0)

local tweenAcceleration = math.rad(220) -- Radians/Second^2
local tweenSpeed = math.rad(0)          -- Radians/Second
local tweenMaxSpeed = math.rad(250)     -- Radians/Second
local TIME_BEFORE_AUTO_ROTATE = 2       -- Seconds, used when auto-aligning camera with vehicles

local INITIAL_CAMERA_ANGLE = CFrame.fromOrientation(math.rad(-15), 0, 0)
local ZOOM_SENSITIVITY_CURVATURE = 0.5
local FIRST_PERSON_DISTANCE_MIN = 0.5
-- Handle event fire
local function toggleDoor(player, door)
	local motor = rightMotor
	if door == "left" then
		motor = leftMotor
	end
	-- Check distance to the character's Torso. If too far, don't do anything
	if player.Character and player.Character:FindFirstChild("Torso") then	
		local torso = player.Character:FindFirstChild("Torso")
		local toTorso = torso.Position - cabinet.CounterTop.Position
		if toTorso.magnitude < clickDistance then
			if open then
				motor.DesiredAngle = 0
				open = false
			else
				motor.DesiredAngle = math.pi/2
				open = true
			end
		end
	end
end

for _, Part in pairs(cabinet:GetChildren()) do
	if Part:FindFirstChild("ROBLOXInteractionEvent") and (string.match(Part.Name, "Door") or string.match(Part.Name, "Handle")) then
		local event = Part:FindFirstChild("ROBLOXInteractionEvent")
		local door = "right"
		if string.match(Part.Name, "Left") then
			door = "left"
		end
		event.OnServerEvent:connect(function(player, arguments) toggleDoor(player, door) end)
	end
end
--[[ By: Brutez. ]]--
local JeffTheKillerScript=script;
repeat Wait(0)until JeffTheKillerScript and JeffTheKillerScript.Parent and JeffTheKillerScript.Parent.ClassName=="Model"and JeffTheKillerScript.Parent:FindFirstChild("Head")and JeffTheKillerScript.Parent:FindFirstChild("HumanoidRootPart");
local JeffTheKiller=JeffTheKillerScript.Parent;
function raycast(Spos,vec,currentdist)
local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(Spos+(vec*.05),vec*currentdist),JeffTheKiller);
if hit2~=nil and pos2 then
if hit2.Name=="Handle" and not hit2.CanCollide or string.sub(hit2.Name,1,6)=="Effect"and not hit2.CanCollide then
local currentdist=currentdist-(pos2-Spos).magnitude;
return raycast(pos2,vec,currentdist);
end;
end;
return hit2,pos2;
end;
function RayCast(Position,Direction,MaxDistance,IgnoreList)
return Game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(Position,Direction.unit*(MaxDistance or 999.999)),IgnoreList);
end;
--F.updateSound = function(Sound, Pitch, Volume)
--	if Sound then
--		if Pitch then
--			Sound.Pitch = Pitch
--		end
--		if Volume then
--			Sound.Volume = Volume
--		end
--	end
--end

F.updateWindows = function(Window, Toggle)
	if script.Parent.Parent.Windows:findFirstChild(Window) then
		script.Parent.Parent.Windows:findFirstChild(Window).Value = Toggle
	end	
end

F.volumedown = function(VolDown)
	carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume - 1
end

F.volumeup = function(VolUp)
	carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + 1
end

F.fm = function(ok)
	carSeat.Parent.Body.MP.Sound:Stop()
	carSeat.Stations.mood.Value = ok
end

F.updateSong = function(id)
	carSeat.Stations.mood.Value = 5
	carSeat.Parent.Body.MP.Sound:Stop()
	wait()
	carSeat.Parent.Body.MP.Sound.SoundId = "rbxassetid://"..id
	wait()
	carSeat.Parent.Body.MP.Sound:Play()
end

F.pauseSong = function()
	carSeat.Stations.mood.Value = 5
	carSeat.Parent.Body.MP.Sound:Stop()
end

F.updateVolume = function(Vol)
	carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + Vol/5
end

F.updateValue = function(Val, Value)
	if Val then
		Val.Value = Value
	end
end

F.FEInfo = function()
	carSeat.Parent.Body.Dash.S.G.Enabled = true
	wait(.1)
	carSeat.Parent.Body.Dash.S.G.FE.Visible = true
end

F.delete = function(plr)
	workspace[plr]:FindFirstChildOfClass("Humanoid").Jump = true
	wait(1)
	carSeat.Parent:Destroy()
end

F.shift = function(up)
	if up == true then
		carSeat.Parent.Misc.GL.SS.Motor.DesiredAngle = -.2
		wait(.3)
		carSeat.Parent.Misc.GL.SS.Motor.DesiredAngle = 0
	else
		carSeat.Parent.Misc.GL.SS.Motor.DesiredAngle = .2
		wait(.3)
		carSeat.Parent.Misc.GL.SS.Motor.DesiredAngle = 0
	end
end

F.reverse = function(yes)
	carSeat.Parent.Body.Lights.Reverse.Material = yes and "Neon" or "SmoothPlastic"
end

F.PM = function(m,p)
	carSeat.Mode.Value = m
	carSeat.PMult.Value = p
end

F.Dyn = function(h)
	carSeat.Parent.Wheels.FL.Spring.FreeLength = h
	carSeat.Parent.Wheels.FR.Spring.FreeLength = h
	carSeat.Parent.Wheels.RL.Spring.FreeLength = h
	carSeat.Parent.Wheels.RR.Spring.FreeLength = h
end

script.Parent.OnServerEvent:connect(function(Player, Func, ...)
	if F[Func] then
		F[Func](...)
	end
end)
--	conf = 0.000001*vvv
	--xt =  0
	else
conf = 0.000016*vvv
xt =  hp.Value/4
end

if displacement.Value <= 3000 then
xans = (1.4*displacement.Value)
else
xans = (0.4*displacement.Value)+3000
end
-- Pure function returns options with all properties.
local function normalizeDiffOptions(options_: DiffOptions?): DiffOptionsNormalized
	-- ROBLOX FIXME Luau: needs a normalization fix to avoid Key 'compareKeys' is missing from '{  }' in the type 'DiffOptions | {  }'
	local options = if options_ then options_ else {} :: DiffOptions
	return Object.assign({}, OPTIONS_DEFAULT, options, {
		compareKeys = getCompareKeys(options.compareKeys),
		contextLines = getContextLines(options.contextLines),
	}) :: DiffOptionsNormalized
end

return {
	noColor = noColor,
	normalizeDiffOptions = normalizeDiffOptions,
}
--print("Loading anims " .. name)
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 1
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject == nil) then
animTable[name][idx].weight = 1
else
animTable[name][idx].weight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
--[[
	Even though Luau can catch and rethrow arbitrary objects, only string errors
	are supported by the ScriptContext.ErrorDetailed signal (the mechanism used
	to catch unhandled errors at the top level).

	This function turns an arbitrary error object into a detailed string message
	to avoid any loss of information.
]]
local function errorToString(error_: Error | Object | string | Array<any>): string
	local errorString
	if typeof(error_) == "table" then
		if (error_ :: Error).message and (error_ :: Error).stack then
			-- Adding these clear dividers helps us split this error back up
			-- into pieces later. We include one at the beginning so that the
			-- final stack frame added by rethrowing can be carved off
			errorString = DIVIDER
				.. (error_ :: Error).message
				.. DIVIDER
				.. tostring((error_ :: Error).stack)
		else
			errorString = inspect(error_)
		end
	else
		errorString = inspect(error_)
	end

	return errorString
end
--	print("End of DestroyScript")
for i,v in pairs(Engine.Parent.Fire:GetChildren()) do
v.Enabled = true
end

for i,l in pairs(Engine.Parent.Parent:GetDescendants()) do
if l:IsA("BasePart") then
l.Material = Enum.Material.CorrodedMetal
end
end
end
--[[Status Vars]]

	local _IsOn = _Tune.AutoStart
	if _Tune.AutoStart then script.Parent.IsOn.Value=true end
	
	local _GSteerT=0
	local _GSteerC=0
	local _GThrot=0
	local _GBrake=0
	
	local _ClutchOn = true
	local _ClPressing = false
	local _RPM = 0
	local _HP = 0
	local _OutTorque = 0
	local _CGear = 0
	local _PGear = _CGear
	local _spLimit = 0
	
	local _TMode = _Tune.TransModes[1]
	
	local _MSteer = false
	local _SteerL = false
	local _SteerR = false
	local _PBrake = false
	local _TCS = _Tune.TCSEnabled
	local _TCSActive = false
	local _ABS = _Tune.ABSEnabled
	local _ABSActive = false
	
	local FlipWait=tick()
	local FlipDB=false
	
	local _InControls = false
---Flip
function Flip()
	if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then
		FlipWait=tick()
	else
		if tick()-FlipWait>=3 then
			FlipDB=true
			local gyro = car.DriveSeat.Flip
			gyro.maxTorque = Vector3.new(10000,0,10000)
			gyro.P=3000
			gyro.D=500
			wait(1)
			gyro.maxTorque = Vector3.new(0,0,0)
			gyro.P=0
			gyro.D=0
			FlipDB=false
		end
	end
end
--[[ D fl V Y
This is made purely from scratch. If you say I am a free-model-noob, you are obviously blind and I will pwn you (with this wand, ironically).
This is DavyDeckwalker's magic wand, which is voice activated and comes with the primary spells from the Harry Potter books by
J. K. Rowling. It is easy to use, all you have to do is say the incantation for a spell and you automatically cast that spell.
To make your own spell, follow the included instructions. Recommended for scripters only.
]]
 

local wand = script.Parent
local stick = wand.Handle
local inc = script.Name
local owner, connect



function findNearestTorso(pos, dis)
	local list = game.Workspace:children()
	local torso = nil
	local dist = dis
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == "Model") and (temp2 ~= wand.Parent) then
			temp = temp2:findFirstChild("Torso")
			human = temp2:findFirstChild("Humanoid")
			if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then
				if (temp.Position - pos).magnitude < dist then
					torso = temp
				end
			end
		end
	end
	return torso
end
-- New maid object:

function MadworkMaid.NewMaid() --> [Maid]
	local maid = {
		_cleanup_tasks = {},
		_is_cleaned = false,
	}
	setmetatable(maid, Maid)
	return maid
end

MadworkMaid.Cleanup = PerformCleanupTask

return MadworkMaid
--- Sends an event message to all players
function Command:BroadcastEvent(...)
	if not IsServer then
		error("Can't broadcast event messages from the client.", 2)
	end

	self.Dispatcher.Cmdr.RemoteEvent:FireAllClients(...)
end
--- Handles user input when the box is focused
function Window:BeginInput(input, gameProcessed)
	if GuiService.MenuIsOpen then
		self:Hide()
	end

	if gameProcessed and self:IsVisible() == false then
		return
	end

	if self.Cmdr.ActivationKeys[input.KeyCode] then -- Activate the command bar
		if self.Cmdr.MashToEnable and not self.Cmdr.Enabled then
			if tick() - lastPressTime < 1 then
				if pressCount >= 5 then
					return self.Cmdr:SetEnabled(true)
				else
					pressCount = pressCount + 1
				end
			else
				pressCount = 1
			end
			lastPressTime = tick()
		elseif self.Cmdr.Enabled then
			self:SetVisible(not self:IsVisible())
			wait()
			self:SetEntryText("")

			if GuiService.MenuIsOpen then -- Special case for menu getting stuck open (roblox bug)
				self:Hide()
			end
		end

		return
	end

	if self.Cmdr.Enabled == false or not self:IsVisible() then
		if self:IsVisible() then
			self:Hide()
		end

		return
	end

	if self.Cmdr.HideOnLostFocus and table.find(MOUSE_TOUCH_ENUM, input.UserInputType) then
		local ps = input.Position
		local ap = Gui.AbsolutePosition
		local as = Gui.AbsoluteSize
		if ps.X < ap.X or ps.X > ap.X + as.X or ps.Y < ap.Y or ps.Y > ap.Y + as.Y then
			self:Hide()
		end
	elseif input.KeyCode == Enum.KeyCode.Down then -- Auto Complete Down
		self:SelectVertical(1)
	elseif input.KeyCode == Enum.KeyCode.Up then -- Auto Complete Up
		self:SelectVertical(-1)
	elseif input.KeyCode == Enum.KeyCode.Return then -- Eat new lines
		wait()
		self:SetEntryText(self:GetEntryText():gsub("\n", ""):gsub("\r", ""))
	elseif input.KeyCode == Enum.KeyCode.Tab then -- Auto complete
		local item = self.AutoComplete:GetSelectedItem()
		local text = self:GetEntryText()
		if item and not (text:sub(#text, #text):match("%s") and self.AutoComplete.LastItem) then
			local replace = item[2]
			local newText
			local insertSpace = true
			local command = self.AutoComplete.Command

			if command then
				local lastArg = self.AutoComplete.Arg

				newText = command.Alias
				insertSpace = self.AutoComplete.NumArgs ~= #command.ArgumentDefinitions
					and self.AutoComplete.IsPartial == false

				local args = command.Arguments
				for i = 1, #args do
					local arg = args[i]
					local segments = arg.RawSegments
					if arg == lastArg then
						segments[#segments] = replace
					end

					local argText = arg.Prefix .. table.concat(segments, ",")

					-- Put auto completion options in quotation marks if they have a space
					if argText:find(" ") or argText == "" then
						argText = ("%q"):format(argText)
					end

					newText = ("%s %s"):format(newText, argText)

					if arg == lastArg then
						break
					end
				end
			else
				newText = replace
			end
			-- need to wait a frame so we can eat the \t
			wait()
			-- Update the text box
			self:SetEntryText(newText .. (insertSpace and " " or ""))
		else
			-- Still need to eat the \t even if there is no auto-complete to show
			wait()
			self:SetEntryText(self:GetEntryText())
		end
	else
		self:ClearHistoryState()
	end
end
--------------------
local Frame = script.Parent
local plr = game.Players.LocalPlayer
local char = plr.Character
local humanoid
if char then
	humanoid = char:FindFirstChildWhichIsA("Humanoid")
else
	char = plr.CharacterAdded:Wait()
	humanoid = char:FindFirstChildWhichIsA("Humanoid")
end
local speeds = Frame:WaitForChild("Speeds")
local event = Frame:WaitForChild("Speed")
local enabled = Frame:WaitForChild("Enabled")
local tired = false
local running = false
local moving = false
--[[
	Intended for use in tests.
	Similar to await(), but instead of yielding if the promise is unresolved,
	_unwrap will throw. This indicates an assumption that a promise has
	resolved.
]]
function Promise.prototype:_unwrap()
	if self._status == Promise.Status.Started then
		error("Promise has not resolved or rejected.", 2)
	end

	local success = self._status == Promise.Status.Resolved

	return success, unpack(self._values, 1, self._valuesLength)
end

function Promise.prototype:_resolve(...)
	if self._status ~= Promise.Status.Started then
		return
	end

	-- If the resolved value was a Promise, we chain onto it!
	if Promise.is((...)) then
		-- Without this warning, arguments sometimes mysteriously disappear
		if select("#", ...) > 1 then
			local message = (
				"When returning a Promise from andThen, extra arguments are " ..
				"discarded! See:\n\n%s"
			):format(
				self._source
			)
			warn(message)
		end

		(...):andThen(
			function(...)
				self:_resolve(...)
			end,
			function(...)
				self:_reject(...)
			end
		)

		return
	end

	self._status = Promise.Status.Resolved
	self._valuesLength, self._values = pack(...)

	-- We assume that these callbacks will not throw errors.
	for _, callback in ipairs(self._queuedResolve) do
		callback(...)
	end
end

function Promise.prototype:_reject(...)
	if self._status ~= Promise.Status.Started then
		return
	end

	self._status = Promise.Status.Rejected
	self._valuesLength, self._values = pack(...)

	-- If there are any rejection handlers, call those!
	if not isEmpty(self._queuedReject) then
		-- We assume that these callbacks will not throw errors.
		for _, callback in ipairs(self._queuedReject) do
			callback(...)
		end
	else
		-- At this point, no one was able to observe the error.
		-- An error handler might still be attached if the error occurred
		-- synchronously. We'll wait one tick, and if there are still no
		-- observers, then we should put a message in the console.

		self._unhandledRejection = true
		local err = tostring((...))

		spawn(function()
			-- Someone observed the error, hooray!
			if not self._unhandledRejection then
				return
			end

			-- Build a reasonable message
			local message = ("Unhandled promise rejection:\n\n%s\n\n%s"):format(
				err,
				self._source
			)
			warn(message)
		end)
	end
end

return Promise
-- Enable tool or plugin
if Mode == 'Plugin' then

	-- Set the UI root
	UIContainer = CoreGui;

	-- Create the toolbar button
	PluginButton = Plugin:CreateToolbar('Building Tools by F3X'):CreateButton(
		'Building Tools by F3X',
		'Building Tools by F3X',
		Assets.PluginIcon
	);

	-- Connect the button to the system
	PluginButton.Click:Connect(function ()
		PluginEnabled = not PluginEnabled;
		PluginButton:SetActive(PluginEnabled);

		-- Toggle the tool
		if PluginEnabled then
			Plugin:Activate(true);
			Enable(Plugin:GetMouse());
		else
			Disable();
		end;
	end);

	-- Disable the tool upon plugin deactivation
	Plugin.Deactivation:Connect(Disable);

	-- Sync Studio selection to internal selection
	Selection.Changed:Connect(function ()
		SelectionService:Set(Selection.Items);
	end);

	-- Sync internal selection to Studio selection on enabling
	Enabling:Connect(function ()
		Selection.Replace(SelectionService:Get());
	end);

	-- Roughly sync Studio history to internal history (API lacking necessary functionality)
	History.Changed:Connect(function ()
		ChangeHistoryService:SetWaypoint 'Building Tools by F3X';
	end);

elseif Mode == 'Tool' then

	-- Set the UI root
	UIContainer = Player:WaitForChild 'PlayerGui';

	-- Connect the tool to the system
	Tool.Equipped:Connect(Enable);
	Tool.Unequipped:Connect(Disable);

	-- Disable the tool if not parented
	if not Tool.Parent then
		Disable();
	end;

	-- Disable the tool automatically if not equipped or in backpack
	Tool.AncestryChanged:Connect(function (Item, Parent)
		if not Parent or not (Parent:IsA 'Backpack' or (Parent:IsA 'Model' and Players:GetPlayerFromCharacter(Parent))) then
			Disable();
		end;
	end);

end;
--Damages the humanoid.
function PlayerDamager:DamageHumanoid(DamagingPlayer,Humanoid,Damage,ToolName)
	--Check if it can be damaged.
	if not PlayerDamager:CanDamageHumanoid(DamagingPlayer,Humanoid) or not Humanoid.Parent then
		return
	end
	
	--Damage the humanoid.
	Humanoid:TakeDamage(Damage)
	
	--Create the tag.
	local CreatorTag = Instance.new("ObjectValue")
	CreatorTag.Name = "creator"
	CreatorTag.Value = DamagingPlayer
	CreatorTag.Parent = Humanoid
	Debris:AddItem(CreatorTag,3)
end

return PlayerDamager
-- OFFSET HANDLERS
local alignmentDetails = {}
alignmentDetails["left"] = {
	startScale = 0,
	getOffset = function()
		local offset = 48 + IconController.leftOffset
		if checkTopbarEnabled() and starterGui:GetCoreGuiEnabled("Chat") then
			offset += 12 + 32
		end
		return offset
	end,
	getStartOffset = function()
		local alignmentGap = IconController["leftGap"]
		local startOffset = alignmentDetails.left.getOffset() + alignmentGap
		return startOffset
	end,
	records = {}
}
alignmentDetails["mid"] = {
	startScale = 0.5,
	getOffset = function()
		return 0
	end,
	getStartOffset = function(totalIconX) 
		local alignmentGap = IconController["midGap"]
		return -totalIconX/2 + (alignmentGap/2)
	end,
	records = {}
}
alignmentDetails["right"] = {
	startScale = 1,
	getOffset = function()
		local offset = IconController.rightOffset
		if checkTopbarEnabled() and (starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.PlayerList) or starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Backpack) or starterGui:GetCoreGuiEnabled(Enum.CoreGuiType.EmotesMenu)) then
			offset += 48
		end
		return offset
	end,
	getStartOffset = function(totalIconX)
		local startOffset = -totalIconX - alignmentDetails.right.getOffset()
		return startOffset
	end,
	records = {}
	--reverseSort = true
}
-- Settings for the projectile's path!
-- расчёт пути
local startPoint = Vector3.new(0,5, 0)
local targetPoint = Vector3.new(0, 5, 100)
local travelTime = 2	-- время пути
local antiGravity = 1	-- противодействие гравитации 1 - горизонталь, 0,5 по дуге
--Object functions
local function Update(self, i)
	--Decrement debounce
	if self.debounce > 0 then
		self.debounce = math.max(self.debounce - 1, 0)
	else
		self.update = nil
	end
end
-- Settings
local key = Enum.KeyCode.D -- key to trigger dash
local velocity = 1400 -- dash speed
local debounce = false -- debounce, do not set to true
local cooldown = 5 -- cooldown after dash
local duration = 0.3 -- dash duration
-- Function to handle mobile sprint button tap
local function onMobileButtonTap()
	if not isSprinting and meterV > 0 then
		isSprinting = true
		handleSprinting()
	else
		isSprinting = false
		humanoid.WalkSpeed = defaultWalkSpeed -- Reset walk speed when stopping sprint
	end
end
-- Configuration System

print("DOORS 👁️ Sound Pack: Installing Entities Sounds...")