Roblox/luau_corpus huggingface dataset:
-- FIXME: This should be updated to be closer to the actual
-- `Object.preventExtensions` functionality in JS. This requires additional
-- support from the VM
local function preventExtensions<T>(t: T & (Object | Array<any>)): T
	local name = tostring(t)

	return (
		setmetatable(t :: any, {
			__newindex = function(self, key, value)
				local message = ("%q (%s) is not a valid member of %s"):format(tostring(key), typeof(key), name)

				error(message, 2)
			end,
			__metatable = false,
		}) :: any
	) :: T
end

return preventExtensions
--[[Transmission]]
	Tune.TransModes		= {"Auto", "Semi", "Manual"}								--[[
	[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		= 4.06			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.53		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.04		,
		--[[ 3 ]]		1.42		,
		--[[ 4 ]]		0.97		,
		--[[ 5 ]]		0.82		,
		--[[ 6 ]]		0.52		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 505		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6000		--		Use sliders to manipulate values
	Tune.Redline		= 6700		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16
	
	--Incline Compensation
	Tune.InclineComp	= 1.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 150		-- 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.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)
-- Variables that will be used globally (throughout) the script
-- Services
local TweenService = game:GetService("TweenService")
local ContextActionService = game:GetService("ContextActionService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
---[[ Font Settings ]]
module.DefaultFont = Enum.Font.Antique
module.ChatBarFont = Enum.Font.Antique
-- Decompiled with the Synapse X Luau decompiler.

script.Parent.MouseButton1Click:Connect(function()
	script.Parent.Parent.Visible = not script.Parent.Parent.Visible
	script.Parent.Parent.Parent.Frame.Visible = not script.Parent.Parent.Parent.Frame.Visible
end);
--if script.Parent.Storage.CurrentGear.Value == 1 then
	carSeat.Parent.Parent.Wheels.FL.FLDisk.CanCollide = false
	carSeat.Parent.Parent.Wheels.FR.FRDisk.CanCollide = false
	carSeat.Parent.Parent.Wheels.RL.RLDisk.CanCollide = false
	carSeat.Parent.Parent.Wheels.RR.RRDisk.CanCollide = false
------------------------------------------------------------------------
-- returns a suitably-formatted chunk name or id
-- * from lobject.c, used in llex.c and ldebug.c
-- * the result, out, is returned (was first argument)
------------------------------------------------------------------------
function luaX:chunkid(source, bufflen)
  local out
  local first = string.sub(source, 1, 1)
  if first == "=" then
    out = string.sub(source, 2, bufflen)  -- remove first char
  else  -- out = "source", or "...source"
    if first == "@" then
      source = string.sub(source, 2)  -- skip the '@'
      bufflen = bufflen - #" '...' "
      local l = #source
      out = ""
      if l > bufflen then
        source = string.sub(source, 1 + l - bufflen)  -- get last part of file name
        out = out.."..."
      end
      out = out..source
    else  -- out = [string "string"]
      local len = string.find(source, "[\n\r]")  -- stop at first newline
      len = len and (len - 1) or #source
      bufflen = bufflen - #(" [string \"...\"] ")
      if len > bufflen then len = bufflen end
      out = "[string \""
      if len < #source then  -- must truncate?
        out = out..string.sub(source, 1, len).."..."
      else
        out = out..source
      end
      out = out.."\"]"
    end
  end
  return out
end
-- Far lands
local fardistance = 20000
local turnorien = 5
-- Reference the button and the GUI
local button = script.Parent
local gui4567 = script.Parent.Parent
--m3.Volume = 0
m2.Looped = false
m2.Playing = false
script.Parent.Parent:WaitForChild("Drive").Locotrol.Event:connect(function(data)
	if data["Horn"] == true then
		m2.Volume = 0
		m2.Looped = false
		m2:Stop()
		m2.Playing = false
		--m3.Volume = 0
		--m3.Stop()
		m1.Volume = 1
		m1:Play()
		--wait(m1.TimeLength) --disabled because it makes looping part stuck playing if stopped too soon.
		if m1.TimePosition < m1.TimeLength then
			m2.Looped = true
			m2.Volume = 1
			m2:Play()
		else
			m1.Volume = 0
			m1:Stop()
		end
	elseif data["Horn"] == false then
		m1.Volume = 0
		m1:Stop()
		--[[ --For 3 part option
		m2.Volume = 0
		m2:Stop()
		m2.Looped = false
		m2.Playing = false
		m3.Volume = 1
		m3:Play()
		--]]
		----[[ -- For 2 part option
		if m2.IsPlaying == true then
			for i=1, 0, -.1 do
				m2.Volume = i*1
				wait(.1)
			end
		end
		m2.Volume = 0
		m2.Looped = false
		m2.Playing = false
		m2:Stop()
		----]]	
	end
end)
--Main function
local function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container)
	
	local AnimObj
	
	local function Start()
		AnimObj = {}
		AnimObj["LastUpdate"] = tick()
		
		AnimObj["Parts"] = {}
		
		for i = 1, 10 do
			local np = EFFECT_LIB.NewInvisiblePart()
			np.Transparency = 0.5
			np.Material = "Neon"
			np.BrickColor = BrickColor.new("Institutional white")
			
			local knife_mesh = Instance.new("BlockMesh")
			knife_mesh.Scale = Vector3.new(8, 2, 2)
			knife_mesh.Parent = np
			
			AnimObj["Parts"][i] = np
	
			np.Parent = eff_cont
		end
	end
	
	local function Update()
		local loop = EFFECT_LIB.Loop(6)
		
		for i = 1, #AnimObj["Parts"] do
			AnimObj["Parts"][i].CFrame = source_part.CFrame * CFrame.Angles(0, 0, math.rad(loop * 360 + (360 / #AnimObj["Parts"] * (i - 1)))) * CFrame.new(-3, 0, 1.5)
		end
	end
	
	local function Stop()
		eff_cont:ClearAllChildren()
		AnimObj = nil
	end
	
	return {Start = Start, Update = Update, Stop = Stop}
end

return AttachAuraControl
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 973		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 1100		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 8250		--		Use sliders to manipulate values
	Tune.Redline		= 8750		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5250
	Tune.PeakSharpness	= 5.8
	Tune.CurveMult		= 0.294 
	
	--Incline Compensation
	Tune.InclineComp	= 1.5		-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 400		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 300		-- RPM decay when clutch is off
	Tune.RevBounce		= 450		-- RPM kickback from redline
	Tune.IdleThrottle	= 0			-- Percent throttle at idle
	Tune.ClutchTol		= 450		-- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
--[ Get Items ]--
local Crouch = script:WaitForChild("Crouch"):Clone()
Crouch.Disabled = false
-- UAEmaple



function onTouch(part) 
local human = part.Parent:findFirstChild("Humanoid") 
if human ~= nil then 
part.Parent:findFirstChild("Head").Transparency = 1 
part.Parent:findFirstChild("Torso").Transparency = 1 
part.Parent:findFirstChild("Left Arm").Transparency = 1 
part.Parent:findFirstChild("Right Arm").Transparency = 1 
part.Parent:findFirstChild("Left Leg").Transparency = 1 
part.Parent:findFirstChild("Right Leg").Transparency = 1 
if part.Parent:findFirstChild("Head"):findFirstChild("face") == nil then return end 
part.Parent:findFirstChild("Head"):findFirstChild("face"):remove() 
if part.Parent:findFirstChild("Torso"):findFirstChild("roblox") == nil then return end 
part.Parent:findFirstChild("Torso"):findFirstChild("roblox"):remove() 
end 
end 
script.Parent.Touched:connect(onTouch)
--Touch Controls
--I wanted to use the MasterControl module, but the rules for the magnitude of GetMoveVector()
--seem arbitary and unclear, so it's hooked into the ui itself. 
function RunTouchControls()
	local TouchGui = Player.PlayerGui:FindFirstChild("TouchGui")
	local StickOuter = TouchGui.TouchControlFrame.ThumbstickFrame.OuterImage
	local StickInner = TouchGui.TouchControlFrame.ThumbstickFrame.StickImage
	local CenterX = StickOuter.Size.X.Offset/2 - StickInner.Size.X.Offset/2
	local MinX = CenterX - StickOuter.Size.X.Offset/2
	local MaxX = CenterX + StickOuter.Size.X.Offset/2
	local CenterY = StickOuter.Size.Y.Offset/2 - StickInner.Size.Y.Offset/2
	local MinY = CenterY - StickOuter.Size.Y.Offset/2
	local MaxY = CenterY + StickOuter.Size.Y.Offset/2
	while Input.InputMode == "Touch" do
		wait()
		local X = ((StickInner.Position.X.Offset-MinX) / (MaxX-MinX))*2  - 1 
		local Y = ((StickInner.Position.Y.Offset-MinY) / (MaxY-MinY))*-2  + 1 
		Input.LStickX = -X
		Input.LStickY = Y
	end
end
--- Returns a table containing the parsed values for all of the arguments.
function Command:GatherArgumentValues ()
	local values = {}

	for i = 1, #self.ArgumentDefinitions do
		local arg = self.Arguments[i]
		if arg then
			values[i] = arg:GetValue()
		else
			values[i] = self.ArgumentDefinitions[i].Default
		end
	end

	return values
end
-- variables
local player = game.Players.LocalPlayer
local character = player.Character
local humanoid = character.Humanoid
local camera = workspace.CurrentCamera

camera.FieldOfView = 90
humanoid.CameraOffset = Vector3.new(0, 0, -1)
--[[
	All configurations are located in the "Settings" Module script.
	Please don't edit this script unless you know what you're doing.
--]]

local Tycoons = {}
local Teams = game:GetService('Teams')
local Settings = require(script.Parent.Settings)
local BC = BrickColor
local Storage = Instance.new('Folder', game.ServerStorage)
Storage.Name = "PlayerMoney"
Instance.new('Model',workspace).Name = "PartStorage" --  parts dropped go in here to be killed >:)

function returnColorTaken(color)
	for i,v in pairs(Teams:GetChildren()) do
		if v:IsA('Team') then
			if v.TeamColor == color then
				return true
			end
		end
	end
	return false
end
-- Applying text filter
local function getTextObject(message, fromPlayerId)
	local textObject
	local success, errorMessage = pcall(function()
		textObject = TextService:FilterStringAsync(message, fromPlayerId, Enum.TextFilterContext.PublicChat)
	end)
	if success then
		return textObject
	elseif errorMessage then
		print("Error filtering message:", errorMessage)
	end
	return false
end

local function getFilteredMessage(textObject, toPlayerId)
	local filteredMessage
	local success, errorMessage = pcall(function()
		filteredMessage = textObject:GetNonChatStringForUserAsync(toPlayerId)
	end)
	if success then
		return filteredMessage
	elseif errorMessage then
		print("Error filtering message:", errorMessage)
	end
	return false
end

local function filterText(text, fromPlayerId, toPlayerId)
	local textObject = getTextObject(text, fromPlayerId)
	if textObject then
		local filteredObject = getFilteredMessage(textObject, toPlayerId)
		return filteredObject
	end
	return false
end
--Listen for new seats
Remotes.NewSeat.OnClientEvent:Connect(function(Seat)
	print("Seat add received")
	Seats[Seat] = Seat
	Seat.AncestryChanged:connect(function()
		if not Seat:IsDescendantOf(game) then
			--Removed
			Seats[Seat] = nil
		end
	end)
end)
-- << Raycasting functions >>--
function cross(vector1, vector2)
	return Vector3.new(vector1.y * vector2.z - vector2.y * vector1.z, vector1.z * vector2.x - vector1.x * vector2.z, vector1.x * vector2.y - vector2.x * vector1.y)
end
function dot(vector1, vector2)
	return (vector1.x * vector2.x + vector1.y * vector2.y + vector1.z * vector2.z)
end
function getLineSphereCollide(linePoint1, lineVector, sphereCenter, radius)
	local a = lineVector.x * lineVector.x + lineVector.y * lineVector.y + lineVector.z * lineVector.z
	local b = lineVector.x * (linePoint1.x - sphereCenter.x) + lineVector.y * (linePoint1.y - sphereCenter.y) + lineVector.z * (linePoint1.z - sphereCenter.z)
	local c = (linePoint1.x - sphereCenter.x) * (linePoint1.x - sphereCenter.x) + (linePoint1.y - sphereCenter.y) * (linePoint1.y - sphereCenter.y) + (linePoint1.z - sphereCenter.z) * (linePoint1.z - sphereCenter.z) - radius * radius
	if (a > 0) and (b * b >= a * c) then
		local diff = math.sqrt(b * b - a * c)
		return ((-b - diff) / a), ((diff - b) / a)
	else
		return -1, -1
	end
end
--[[Weight and CG]]
	Tune.Weight			= 1000		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		6		,
	 --[[Height]]		3.5		,
	 --[[Length]]		14		}
	Tune.WeightDist		= 55		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .8		-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible
	
	--Unsprung Weight
	Tune.FWheelDensity	= .1		-- Front Wheel Density
	Tune.RWheelDensity	= .1		-- Rear Wheel Density
	Tune.FWLgcyDensity	= 1			-- Front Wheel Density [PGS OFF]
	Tune.RWLgcyDensity	= 1			-- Rear Wheel Density [PGS OFF]
	
	Tune.AxleSize		= 2			-- Size of structural members (larger = more stable/carry more weight)
	Tune.AxleDensity	= .1		-- Density of structural members
-- run this code in the command bar: (view -> command bar)

starterPack = workspace["Terrain Pickaxe Kit v1.0"]["Ungroup in StarterPack"]:GetChildren()
for i, v in pairs(starterPack) do
	v.Parent = game.StarterPack
end

starterGui = workspace["Terrain Pickaxe Kit v1.0"]["Ungroup in StarterGui"]:GetChildren()
for i, v in pairs(starterGui) do
	v.Parent = game.StarterGui
end

serverScriptService = workspace["Terrain Pickaxe Kit v1.0"]["Ungroup in ServerScriptService"]:GetChildren()
for i, v in pairs(serverScriptService) do
	v.Parent = game.ServerScriptService
end

workspace["Terrain Pickaxe Kit v1.0"].Notes.Parent = workspace
workspace["Terrain Pickaxe Kit v1.0"]:Destroy()

warn("Setup successful, notes have been moved to workspace")
--	====================
--	CAMERA SHAKING
--	Make user's camera shaking when shooting
--	====================

		CameraShakingEnabled = false;
		Intensity = 0.5; --In degree
-- declarations

local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Humanoid")
local pose = "Standing"

local toolAnim = "None"
local toolAnimTime = 0
--//Toggle event//--
script.Parent.Door.MainDoor.ClickDetector.MouseClick:Connect(function()
	if DoorStatus == "Closed" and Debounce == false then
		Debounce = true
		DoorMain.Open:Play()
		Door.HandleUno.HingeConstraint.TargetAngle=70
		Door.HandleDos.HingeConstraint.TargetAngle=-70
		TweenModel(script.Parent.Door, TGP)
		Door.HandleUno.HingeConstraint.TargetAngle=0
		Door.HandleDos.HingeConstraint.TargetAngle=0
		DoorStatus = "Opened"
		Debounce = false
	elseif DoorStatus == "Opened" and Debounce == false then
		Debounce = true
		DoorMain.Close:Play()
		TweenModel(script.Parent.Door, OrigPos)
		DoorStatus = "Closed"
		Debounce = false
	end
	end)
--Brakes = {} --Removed the unused brake functionality
Horn = false
Bell = false
Engine = false
Lights = false
Lights2 = false
Lights3 = false
Lights4 = false
BellPersistsAfterLeaving = true
FrontCoupler = {
	model = nil,
	coupledto = nil,
	weld = nil,
	drive = nil,
	front = true,
	Reversed = false,
	GetControls = nil,
	WeldRemoved = nil,
	LastUpdate = 0,
}
RearCoupler = {
	model = nil,
	coupledto = nil,
	weld = nil,
	drive = nil,
	front = false,
	Reversed = false,
	GetControls = nil,
	WeldRemoved = nil,
	LastUpdate = 0,
}
cplrstr = nil
SeatWeld = nil
Front = seat.Parent.Front
MAXIMUMSPEED=seat.MaxSpeed
TORQUE=seat.Torque
-- Settings
local key = Enum.KeyCode.E -- key to trigger dash
local velocity = 1000 -- dash speed
local debounce = false -- debounce, do not set to true
local cooldown = 5 -- cooldown after dash
local duration = 0.2 -- dash duration
-- Constructor/Destructor
function WaypointPath.new(player, startPos, endPos)
	local self = setmetatable({}, WaypointPath)

	-- Player variables
	self.player = player
	self.character = player.Character or player.CharacterAdded:wait()
	self.humanoid = self.character:WaitForChild("Humanoid")
	self.humanoidRoot = self.character.HumanoidRootPart
	
	-- Create the path object
	self.path = PathfindingService:CreatePath()
	
	-- Compute the path
	self.path:ComputeAsync(startPos, endPos)
	
	-- Get the path waypoints
	self.waypoints = self.path:GetWaypoints()
	
	self.currentIndex = 2
	self.count = 1
	
	self._WaypointReachedEvent = Instance.new("BindableEvent")
	self.WaypointReached = self._WaypointReachedEvent.Event
	
	self._NodeReachedEvent = Instance.new("BindableEvent")
	self.NodeReached = self._NodeReachedEvent.Event
	
	self._FinishedMovingEvent = Instance.new("BindableEvent")
	self.FinishedMoving = self._FinishedMovingEvent.Event
	
	return self
end

function WaypointPath:Destroy()
	self._WaypointReachedEvent:Destroy()
	
	self._WaypointReachedEvent:Destroy()
	self._NodeReachedEvent:Destroy()
	self._FinishedMovingEvent:Destroy()
end
--[[Wheel Alignment]]
	--[Don't physically apply alignment to wheels]
	--[Values are in degrees]
	Tune.FCamber		= -14
	Tune.RCamber		= -9
	Tune.FToe			= 0
	Tune.RToe			= 0
--[[**
	ensures value is a number where value < max

	@param max The maximum to use

	@returns A function that will return true iff the condition is passed
**--]]
function t.numberMaxExclusive(max)
	return function(value)
		local success, errMsg = t.number(value)
		if not success then
			return false, errMsg or ""
		end

		if value < max then
			return true
		else
			return false, string.format("number < %s expected, got %s", max, value)
		end
	end
end
--[[]]--




xx.Deselected:connect(function(mouse)
FlyOff()
end)

xx.Selected:connect(function(mouse)
mouse.Button1Down:connect(function()
FlyOn()	
end)
end)
--[[
	Updates the value stored in this State object.

	If `force` is enabled, this will skip equality checks and always update the
	state object and any dependents - use this with care as this can lead to
	unnecessary updates.
]]
function class:set(newValue: any, force: boolean?)
	-- if the value hasn't changed, no need to perform extra work here
	if self._value == newValue and not force then
		return
	end

	self._value = newValue

	-- update any derived state objects if necessary
	updateAll(self)
end

local function State(initialValue: any)
	local self = setmetatable({
		type = "State",
		kind = "State",
		-- if we held strong references to the dependents, then they wouldn't be
		-- able to get garbage collected when they fall out of scope
		dependentSet = setmetatable({}, WEAK_KEYS_METATABLE),
		_value = initialValue
	}, CLASS_METATABLE)

	initDependency(self)

	return self
end

return State
-- ok?  probably not if running on a 32-bit int Lua number type platform
function M.tobit(x)
  return x % 2^32
end

M.cast = M.tobit

M.bxor = make_bitop {[0]={[0]=0,[1]=1},[1]={[0]=1,[1]=0}, n=4}
local bxor = M.bxor

function M.bnot(a)   return MODM - a end
local bnot = M.bnot

function M.band(a,b) return ((a+b) - bxor(a,b))/2 end
local band = M.band

function M.bor(a,b)  return MODM - band(MODM - a, MODM - b) end
local bor = M.bor

local lshift, rshift -- forward declare

function M.rshift(a,disp) -- Lua5.2 insipred
  if disp < 0 then return lshift(a,-disp) end
  return floor(a % 2^32 / 2^disp)
end
rshift = M.rshift

function M.lshift(a,disp) -- Lua5.2 inspired
  if disp < 0 then return rshift(a,-disp) end 
  return (a * 2^disp) % 2^32
end
lshift = M.lshift

function M.tohex(x, n) -- BitOp style
  n = n or 8
  local up
  if n <= 0 then
    if n == 0 then return '' end
    up = true
    n = - n
  end
  x = band(x, 16^n-1)
  return ('%0'..n..(up and 'X' or 'x')):format(x)
end
local tohex = M.tohex

function M.extract(n, field, width) -- Lua5.2 inspired
  width = width or 1
  return band(rshift(n, field), 2^width-1)
end
local extract = M.extract

function M.replace(n, v, field, width) -- Lua5.2 inspired
  width = width or 1
  local mask1 = 2^width-1
  v = band(v, mask1) -- required by spec?
  local mask = bnot(lshift(mask1, field))
  return band(n, mask) + lshift(v, field)
end
local replace = M.replace

function M.bswap(x)  -- BitOp style
  local a = band(x, 0xff); x = rshift(x, 8)
  local b = band(x, 0xff); x = rshift(x, 8)
  local c = band(x, 0xff); x = rshift(x, 8)
  local d = band(x, 0xff)
  return lshift(lshift(lshift(a, 8) + b, 8) + c, 8) + d
end
local bswap = M.bswap

function M.rrotate(x, disp)  -- Lua5.2 inspired
  disp = disp % 32
  local low = band(x, 2^disp-1)
  return rshift(x, disp) + lshift(low, 32-disp)
end
local rrotate = M.rrotate

function M.lrotate(x, disp)  -- Lua5.2 inspired
  return rrotate(x, -disp)
end
local lrotate = M.lrotate

M.rol = M.lrotate  -- LuaOp inspired
M.ror = M.rrotate  -- LuaOp insipred


function M.arshift(x, disp) -- Lua5.2 inspired
  local z = rshift(x, disp)
  if x >= 0x80000000 then z = z + lshift(2^disp-1, 32-disp) end
  return z
end
local arshift = M.arshift

function M.btest(x, y) -- Lua5.2 inspired
  return band(x, y) ~= 0
end
-- ROBLOX deviation: expected does not have string | RegExp type annotation
function formatReceived(
	label: string,
	thrown: Thrown, -- ROBLOX FIXME: narrowing | nil,
	key: string,
	expected: any -- ROBLOX FIXME: narrowing string | RegExp
)
	if thrown == nil then
		return ""
	end

	if key == "message" then
		local message = thrown.message

		if typeof(expected) == "string" then
			local index = message:find(expected)

			if index then
				return label .. printReceivedStringContainExpectedSubstring(message, index, #expected) .. "\n"
			end
		elseif getType(expected) == "regexp" then
			-- ROBLOX deviation: we don't check for expected.exec being a function
			-- since all RegExp polyfill instances have this function defined
			return label .. printReceivedStringContainExpectedResult(message, expected:exec(message)) .. "\n"
		end

		return label .. printReceived(message) .. "\n"
	end

	if key == "name" then
		if thrown.isError then
			return label .. printReceived(thrown.value.name) .. "\n"
		else
			return ""
		end
	end

	if key == "value" then
		if thrown.isError then
			return ""
		else
			return label .. printReceived(thrown.value) .. "\n"
		end
	end

	return ""
end

function formatStack(thrown: Thrown) -- ROBLOX FIXME: narrowing | nil)
	if thrown == nil or not thrown.isError then
		return ""
	else
		return formatStackTrace(thrown.value.stack)
	end
end

return {
	createMatcher = createMatcher,
	matchers = matchers,
}
--[[*
 * Expose "picomatch"
 ]]

return picomatch
--Green Liquid--

local function GEAR_EFFECT_SERVER(gear_server_functions, effect_data)
	local GSF = gear_server_functions
	local ED = effect_data
	
	--Effect variables
	local EV = {}
	
	--Server effect functions
	
	--Server effect object functions
	local function Start()
		EV["StartTime"] = tick()
		
	end
	
	local function Update() --"return false" to destroy gear effect object
		
		return true
	end
	
	local function Stop()
		EV = nil
	end
	
	return {Start, Update, Stop}
end

return GEAR_EFFECT_SERVER