Roblox/luau_corpus huggingface dataset:
-- Handles behaviours
local function characterTouchedBrick(partTouched)
	local behaviours = partTouched:FindFirstChild("Behaviours")
	if behaviours ~= nil then
		behaviours = behaviours:GetChildren()
		for i = 1, #behaviours do
			if behaviours[i].Value == true then
				game.ReplicatedStorage.RemoteEvents.ExecuteBehaviour:FireServer(player.Character, partTouched, behaviours[i].Name)
			end
		end
	end
end

function characterAdded(newCharacter)
	local humanoid = newCharacter:WaitForChild("Humanoid")
	humanoid.WalkSpeed = 0
	humanoid.Touched:connect(characterTouchedBrick)

	local splashScreen = player.PlayerGui:WaitForChild("StartScreen")

	if UserInputService.TouchEnabled == false then
		if UserInputService.GamepadEnabled then
			splashScreen.StartInstructions.StartLabel.Text = "Press Space or Gamepad A Button to Start"
		else
			splashScreen.StartInstructions.StartLabel.Text = "Press Space to Start"
		end

	end
	if reviving == true then
		reviving = false
		splashScreen:Destroy()
		humanoid.WalkSpeed = characterWalkSpeed
	end

	humanoid.WalkSpeed = 0
end
player.CharacterAdded:connect(characterAdded)

if player.Character then
	characterAdded(player.Character)
end

function checkReviving(addedGui)
	if addedGui.Name == "RevivingGUI" then
		reviving = true
	end
end
player.PlayerGui.ChildAdded:connect(checkReviving)

if UserInputService.TouchEnabled then
	UserInputService.ModalEnabled = true
	UserInputService.TouchStarted:connect(function(inputObject, gameProcessedEvent) if gameProcessedEvent == false then doJump = true end end)
	UserInputService.TouchEnded:connect(function() doJump = false end)
else
	ContextActionService:BindAction("Jump", function(action, userInputState, inputObject) doJump = (userInputState == Enum.UserInputState.Begin) end, false, Enum.KeyCode.Space, Enum.KeyCode.ButtonA)
end

game:GetService("RunService").RenderStepped:connect(function()
	if player.Character ~= nil then
		if player.Character:FindFirstChild("Humanoid") then
			if doJump == true then
				jump()
			end
			player.Character.Humanoid:Move(Vector3.new(0,0,-1), false)
		end
	end
end)
-- Roact
local new = Roact.createElement
local ToolList = require(script:WaitForChild('ToolList'))
local SelectionPane = require(script:WaitForChild('SelectionPane'))
local AboutPane = require(script:WaitForChild('AboutPane'))
--Make New Model For Rays If Enabled
if makeRays then
	m = Instance.new("Model");
	m.Name = "Rays";
	m.Parent = workspace;
end
-- Now we set the caster values.
local Caster = FastCast.new() --Create a new caster object.
--[[
	Sets up the EmoteManager for the given player.
]]
local function setupEmoteManager(player)
	local humanoid = player.Character:WaitForChild("Humanoid")
	local humanoidDescription = humanoid:WaitForChild("HumanoidDescription")
	emoteManager:setup(player, humanoidDescription)

	local connection
	connection = humanoid.Died:Connect(function()
		stopEmote(player)
		player.CharacterAdded:Wait()
		setupEmoteManager(player)
		connection:Disconnect()
	end)
end

local function onPlayerAdded(player)
	if not player.Character then
		player.CharacterAdded:Wait()
	end
	loadEmoteAssets()
	setupEmoteManager(player)
end

local function onPlayerRemoving(player)
	stopEmote(player)

	emoteManager:cleanup(player.UserId)
end

local function onChangeEmoteLock(player, emoteName, isLocked)
	assert(onChangeEmoteLockCheck(emoteName, isLocked))

	emoteManager:setEmoteIsLockedForPlayer(player, emoteName, isLocked)
end

emotePlayed.OnServerEvent:Connect(startEmote)
emoteStopped.OnServerEvent:Connect(stopEmote)
changeEmoteLock.OnServerEvent:Connect(onChangeEmoteLock)

Players.PlayerAdded:Connect(onPlayerAdded)
Players.PlayerRemoving:Connect(onPlayerRemoving)

loadEmoteAssets()
--!strict
local proxy = require(script.Parent.proxy)
local strtod = require(script.Parent.strtod)
local DecimalToDoubleConverter = { }
-- ModuleScripts
local WaypointPath = require(script.WaypointPath)
--EFFECT
print("Worked")
sizey = 0
for i = 1, 50 do
sizey = sizey + 20
script.Parent.Size = Vector3.new(10,sizey,10)
wait(.0005)
end
script.Parent.BrickColor = BrickColor.new("New Yeller")
wait(1)
trans = 0
for i = 1, 50 do
trans = trans - 0.05
script.Parent.Transparency = script.Parent.Transparency - trans
wait(.5)
end
script.Parent:Destroy()
--[[**
	ensures Roblox Enum type

	@param value The value to check against

	@returns True iff the condition is satisfied, false otherwise
**--]]
t.Enum = primitive("Enum")
--local PLAYER	= Players.LocalPlayer

return function(character)
	for _, v in pairs(character:GetDescendants()) do
		if v:IsA("BasePart") then
			local bodyForce		= Instance.new("BodyForce")
				bodyForce.Force		= Vector3.new(0, v:GetMass() * Workspace.Gravity * 1.05, 0)
				bodyForce.Parent	= v
					
			if v.Transparency ~= 1 then
				local rate	= math.floor((v.Size.X + v.Size.Y + v.Size.Z) * ARROW_AMOUNT)
				
				local emitter	= script.ArrowEmitter:Clone()
					emitter.Rate	= rate
					emitter.Parent	= v
			end
		end
	end
end
--!strict
local HttpService = game:GetService("HttpService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local AdRequestStats = require(script.Parent.Parent.AdRequestStats)
local BatchHTTP = require(script.Parent.Parent.BatchHTTP)
local Utils = require(script.Parent.Parent.Utils)

local OutfitFeed = {}

return OutfitFeed
-------------------------
 
mouse.KeyDown:connect(function (key)
    key = string.lower(key)
	if key == "k" then --Camera controls
        if cam == ("car") then
			Camera.CameraSubject = player.Character.Humanoid
			Camera.CameraType = ("Custom")
			cam = ("freeplr")
			Camera.FieldOfView = 70
		elseif cam == ("freeplr") then
			Camera.CameraSubject = player.Character.Humanoid
			Camera.CameraType = ("Attach")
			cam = ("lockplr")
        elseif cam == ("lockplr") then
			Camera.CameraSubject = carSeat
			Camera.CameraType = ("Custom")
			cam = ("car")
			Camera.FieldOfView = 70
        end
	elseif key == "u" then --Window controls
		if windows == false then 
			winfob.Visible = true
			windows = true
		else windows = false
			winfob.Visible = false
		end
	elseif key == "[" then -- volume down
		if carSeat.Parent.Body.MP.Sound.Volume > 0 then
			handler:FireServer('updateVolume', -0.5)
		end
	elseif key == "]" then -- volume up
		if carSeat.Parent.Body.MP.Sound.Volume < 10 then
			handler:FireServer('updateVolume', 0.5)
		end	
	elseif key == "f" then --FM Screen Switch
		handler:FireServer('FMSwitch')
	elseif key == "n" then --Mode Screen Switch
		handler:FireServer('IMode')
	elseif key == "j" then --seatlock
		if carSeat.Seatlock.Value == false then
			handler:FireServer('seatlock',true,0)
		else
			handler:FireServer('seatlock',false,12)
		end
	elseif key == "g" then --seatlock
		handler:FireServer('sunroof')
	elseif key:byte() == 48 then -- CC
		st = true
	end
end)

mouse.KeyUp:connect(function (key)
    key = string.lower(key)
	if key:byte() == 48 then --Camera controls
		st = false
	end
end)

for i,v in pairs(script.Parent:getChildren()) do
	if v:IsA('ImageButton') then
		v.MouseButton1Click:connect(function()
			if carSeat.Windows:FindFirstChild(v.Name) then
				local v = carSeat.Windows:FindFirstChild(v.Name)
				if v.Value == true then
					handler:FireServer('updateWindows', v.Name, false)
				else
					handler:FireServer('updateWindows', v.Name, true)
				end
			end
		end)
	end
end

function showspeed(a)
	if carSeat.CC.Value then
		HUB2.S.Visible = true
		HUB2.CC.Visible = false
		HUB2.S.Text = math.floor(carSeat.CCS.Value)
		HUB2.S.TextColor3 = a and Color3.new(0,1,0) or Color3.new(1,0,0)
		wait(2)
		HUB2.S.Visible = false
		HUB2.CC.Visible = true
	end
end

HUB2.CC.MouseButton1Click:connect(function()
	carSeat.CC.Value = not carSeat.CC.Value
	carSeat.CCS.Value = math.floor(carSeat.Velocity.Magnitude*mph)
	showspeed(true)
end)

HUB2.W.MouseButton1Click:connect(function()
	handler:FireServer('wws',carSeat.WS.Value,st)
--[[Misc]]
	Tune.LoadDelay		= .1		-- Delay before initializing chassis (in seconds)
	Tune.AutoStart		= true		-- Set to false if using manual ignition plugin
	Tune.AutoFlip		= false		-- Set to false if using manual flip plugin
-- Jump Throttler by Nikilis

local TimeBetweenJumps = 3; -- Time in seconds.
--- VARIABLES/CONSTANTS ---

player = game.Players.LocalPlayer
playergui = player.PlayerGui
general = playergui:WaitForChild("General")
frame = general:WaitForChild("Frame")

local connection
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	,VRecoil = {35,45}				--- Vertical Recoil
	,HRecoil = {32,35}				--- Horizontal Recoil
	,AimRecover = .5				---- Between 0 & 1
	
	,RecoilPunch = .2
	,VPunchBase = 30.75				--- Vertical Punch
	,HPunchBase = 22.25				--- Horizontal Punch
	,DPunchBase = 1 				--- Tilt Punch | useless
	
	,AimRecoilReduction = 1 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0.2
	,MinRecoilPower = 1
	,MaxRecoilPower = 1
	,RecoilPowerStepAmount = 1
	
	,MinSpread = 35					--- Min bullet spread value | Studs
	,MaxSpread = 65					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = 15
	,WalkMultiplier = 0				--- Bullet spread based on player speed

	,SwayBase = 0.25				--- Weapon Base Sway | Studs
	,MaxSway =	2					--- Max sway value based on player stamina | Studs
------------------------------------------------

local function Clamp(x, min, max)
	return x < min and min or x > max and max or x
end

local function GetChar()
	local character = player.Character
	if character then
		return character:FindFirstChildOfClass("Humanoid"), character:FindFirstChild("HumanoidRootPart")
	end
end

local function InputCurve(x)
	local s = math.abs(x)
	if s > DEADZONE then
		s = 0.255000975*(2^(2.299113817*s) - 1)
		return x > 0 and (s > 1 and 1 or s) or (s > 1 and -1 or -s)
	end
	return 0
end
--waitTime = 10 -- DEBUGGING
local regenArea = script.Parent -- Regens Trees based off Regional Areas

while true do
	wait(waitTime)
	--print "Regenerating!"
	local Trees = regenArea:GetChildren()	
	for i,tree in pairs(Trees) do
		if tree:IsA("Model") and not tree:IsA("Script") then -- Checks if the object is a model
--Offset For Each New Ray For The Bullet's Trajectory
local offset			= (parts.Parent.Gun.Muzzle.CFrame*CFrame.new(math.random(-2,2)/3,100,math.random(-2,2)/3).p
							- parts.Parent.Gun.Muzzle.Position).unit
							*script.Parent.Stats.GunVelocity.Value
local point1			= parts.Parent.Gun.Muzzle.Position
-- Do not edit the below.

script.Parent.Changed:connect(function(child)
SingleDriverMode = script.Parent.SingleMode.Value
 if SingleDriverMode == true then
     if script.Parent.Occupant ~= nil then
         if script.Parent.Occupant.Parent.Name ~= AllowedDriver then
         wait(0.15)
         script.Parent.Occupant.Jump = true
     else end
 end
 else
  for i,v in pairs(Blacklist) do
   if script.Parent.Occupant ~= nil then
          if script.Parent.Occupant.Parent.Name == Blacklist[i] then
           if script.Parent.Occupant.Parent.Name ~= AllowedDriver then
         wait(0.15)
         script.Parent.Occupant.Jump = true
     end
      else end
   end
  end
 end
end)
--// Unused (Don't delete)
	RestMode = false;
	AttachmentsEnabled = false;
	UIScope = false;
	CanSlideLock = false;
--[[
    Render the child component so that ExternalEventConnections can be nested like so:
      Roact.createElement(ExternalEventConnection, {
          event = UserInputService.InputBegan,
          callback = inputBeganCallback,
      }, {
          Roact.createElement(ExternalEventConnection, {
              event = UserInputService.InputEnded,
              callback = inputChangedCallback,
          })
    })
]]
function ExternalEventConnection:render()
	return Roact.oneChild(self.props[Roact.Children])
end

function ExternalEventConnection:didMount()
	local event = self.props.event
	local callback = self.props.callback

	self.connection = event:Connect(callback)
end

function ExternalEventConnection:didUpdate(oldProps)
	if self.props.event ~= oldProps.event or self.props.callback ~= oldProps.callback then
		self.connection:Disconnect()

		self.connection = self.props.event:Connect(self.props.callback)
	end
end

function ExternalEventConnection:willUnmount()
	self.connection:Disconnect()

	self.connection = nil
end

return ExternalEventConnection
--[[ lua Function Cache ]]--
local ATAN2 = math.atan2
local FLOOR = math.floor
local PI = math.pi
--[[
	Returns a new BaseValueStore, with a table that has constants as keys, and with another table as value, which holds the 
	value, and optional max/min amount. Should there  not be starting data for a variable, it will default to 0. Can also connect 
	to a changed event, which fires whenever a value changes, along with the value name, and new value.
]]
function BaseValueStore:_init(startingData)
	self._data = {}

	for name, valueData in pairs(startingData) do
		self._data[name] = {}

		self._data[name].value = valueData.value or 0
		self._data[name].max = valueData.max or nil
		self._data[name].min = valueData.min or nil
	end

	self._changedBindable = Instance.new("BindableEvent")
	self.changed = self._changedBindable.Event
end
-- events

ARMOR.Changed:connect(function()
	if ARMOR.Value < lastArmor then
		lastDamage	= tick()
	end
	
	lastArmor	= ARMOR.Value
end)
--use this to determine if you want this human to be harmed or not, returns boolean

function boom()
	wait(1)
	Used = true
	Object.Anchored = true
	Object.CanCollide = false
	Object.Sparks.Enabled = false
	Object.Orientation = Vector3.new(0,0,0)
	Object.Transparency = 1
	Object.Fuse:Stop()
	Object.Explode:Play()
	Object.Dist:Play()
	Object.Explosion:Emit(100)
	Explode()
end

boom()
--			unit.TextTransparency		= -0.25 + 1.25*cosRot2
--			unit.BackgroundTransparency	=  0.00 + 1.50*cosRot2
		else
			unit.Visible = false
		end
	end
end
-- Assign hotkey for exporting selection
AssignHotkey({ 'LeftShift', 'P' }, ExportSelection);
AssignHotkey({ 'RightShift', 'P' }, ExportSelection);
--// Declarables
local L_15_ = false

local L_16_ = false
local L_17_ = true

local L_18_ = L_1_:WaitForChild('Resource')
local L_19_ = L_18_:WaitForChild('FX')
local L_20_ = L_18_:WaitForChild('Events')
local L_21_ = L_18_:WaitForChild('HUD')
local L_22_ = L_18_:WaitForChild('Modules')
local L_23_ = L_18_:WaitForChild('SettingsModule')
local L_24_ = require(L_23_:WaitForChild("ClientConfig"))
local L_25_ = L_18_:WaitForChild('Vars')
local L_26_
local L_27_
local L_28_
local L_29_ 
local L_30_ 
local L_33_
local L_34_
local L_35_
local L_36_
local L_37_
local L_38_
local L_39_
local L_40_
local L_41_
local L_42_
local L_43_
local L_44_
local L_45_
local L_46_
local L_47_
local L_48_
local L_49_

local L_50_ = L_24_.AimZoom

local L_51_ = L_24_.MouseSensitivity
local L_52_ = L_12_.MouseDeltaSensitivity
-- Test Module
-- Username
-- June 10, 2020



local TestModule = {}

function TestModule:Start()
	print("Test Started")
end


return TestModule
---------------------------------------------------

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

CustomText = CustomLabel["CUSTOMFLOORLABEL"]

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

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

function SetDisplay(ID,CHAR)
	if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then
 		for i,l in pairs(Characters[CHAR]) do 
			for r=1,7 do	
				This.Display["DIG"..ID]["D"..r].BrickColor = (l:sub(r,r) == "1" and BrickColor.new("Dark green") or BrickColor.new("Really black"))
			end
		end
	end
end
-----------------------

function warpPlayer(player, location)
	
	local HRP = player:WaitForChild("HumanoidRootPart")
	HRP.Position = Vector3.new(location.X, location.Y + 3, location.Z)
	
end

pad1.Touched:Connect(function(hit)
	
	if hit.Parent and hit.Parent:FindFirstChildOfClass("Humanoid").Health > 0 and bounce then
		
		bounce = false
		pad2.PointLight.Enabled = true
		warpPlayer(hit.Parent, pad2.Position)
		task.wait(1)
		bounce = true
		pad2.PointLight.Enabled = false
	end
	
end)

pad2.Touched:Connect(function(hit)

	if hit.Parent and hit.Parent:FindFirstChildOfClass("Humanoid").Health > 0 and bounce and padIsOneDirectional.Value == false then

		bounce = false
		pad1.PointLight.Enabled = true
		warpPlayer(hit.Parent, pad1.Position)
		task.wait(1)
		bounce = true
		pad1.PointLight.Enabled = false
	end

end)
--[[
		VRNavigation
--]]

local VRService = game:GetService("VRService")
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local PathfindingService = game:GetService("PathfindingService")
local ContextActionService = game:GetService("ContextActionService")
local StarterGui = game:GetService("StarterGui")
--------------------
--| Script Logic |--
--------------------

SwooshSound:Play()

Rocket.Touched:connect(OnTouched)
--- Returns whatever the Transform method gave us.
function Argument:GetTransformedValue(segment)
	return unpack(self.TransformedValues[segment])
end
-- Only change the number below! --
local jumpCooldown = .05 -- Change this to the cooldown for every jump (decimals accepted)
--[[
	Enters the view, cloning the element from ReplicatedStorage.
]]
function PreGame.enter()
	activeElements = elements:Clone()

	activeElements.Parent = LocalPlayer.PlayerGui

	activeConnections.startIntermission = startIntermission.OnClientEvent:Connect(startCountdown)
end
-- Cold water
faucet.ColdWaterSet.Interactive.ClickDetector.MouseClick:Connect(function()
	faucet.Handle:SetPrimaryPartCFrame(faucet.HandleBase.CFrame * CFrame.Angles(math.rad(-30),0,0))
	p.ColdOn.Value = true
	p.HotOn.Value = false
end)
-- Function to play an audio asset
AudioPlayer.playAudio = function(assetName)
	local audio = SoundService:FindFirstChild(assetName)
	if not audio then
		warn("Could not find audio asset: " .. assetName)
		return
	end
	if not audio.IsLoaded then
		audio.Loaded:Wait()
	end

	-- Setup a tween so the track starts quiet and then fades in to a normal volume
	audio.Volume = 0
	audio.Looped = true
	
	local fadeTween = TweenService:Create(audio, TweenInfo.new(10), {Volume = .3})

	audio:Play()

	-- Fade in the audio track
	fadeTween:Play()
	fadeTween.Completed:Connect(function(State)
		if State == Enum.PlaybackState.Completed then
			fadeTween:Destroy()
		end
	end)
end
 
return AudioPlayer
-- Actual measured distance to the camera Focus point, which may be needed in special circumstances, but should
-- never be used as the starting point for updating the nominal camera-to-subject distance (self.currentSubjectDistance)
-- since that is a desired target value set only by mouse wheel (or equivalent) input, PopperCam, and clamped to min max camera distance
function BaseCamera:GetMeasuredDistanceToFocus()
	local camera = game.Workspace.CurrentCamera
	if camera then
		return (camera.CoordinateFrame.p - camera.Focus.p).magnitude
	end
	return nil
end

function BaseCamera:GetCameraLookVector()
	return game.Workspace.CurrentCamera and game.Workspace.CurrentCamera.CFrame.lookVector or UNIT_Z
end
-- run for the first time
if portalTemplate:GetAttribute('FallbackImage') then 
	updateFallbackImage() 
end
-- Loading
local CutsceneFolder = workspace.Cutscenes:WaitForChild("Start") -- The folder that contains the cutscene data (Cameras...)
local Destroy = true -- Destroy folder after loading? you don't want your player to see your cameras floating around!
local NoYield = false -- Generally you want this to be set to false, because loading takes a little bit of time, and you don't want to interact with the cutscene when it's not loaded
local SafeMode = true -- This is adviced to be turned on, especially if the cutscene folder data is too big to load at one frame. when turned on, it loads a camera every frame, not all at once.

local Cutscene = require(CutsceneModule)

local Demo = Cutscene.new(Camera, Looping, Speed, FreezeControls) -- Create cutscene
Demo:Load(CutsceneFolder, Destroy, NoYield, SafeMode) -- Load cutscene data from folder

local PlayOnPartTouch = script:FindFirstChild("PlayOnPartTouch")
local PlayOnPlayerJoin = script:FindFirstChild("PlayOnPlayerJoin")
local PlayOnCharacterAdded = script:FindFirstChild("PlayOnCharacterAdded")
local PlayOnCharacterDied = script:FindFirstChild("PlayOnCharacterDied")
local PlayOnEventFire = script:FindFirstChild("PlayOnEventFire")
local PlayOnRemoteEventFire = script:FindFirstChild("PlayOnRemoteEventFire")
local ProtectTheCharacterWhilePlaying = script:FindFirstChild("ProtectTheCharacterWhilePlaying")
local CharacterProtector = script:FindFirstChild("CharacterProtector")
local Music = script:FindFirstChild("Music")
local StopMusicWhenFinished = script:FindFirstChild("StopMusicWhenFinished")
local StopOnEventFire = script:FindFirstChild("StopOnEventFire")
local StopOnRemoteEventFire = script:FindFirstChild("StopOnRemoteEventFire")
local PlayOnce = script:FindFirstChild("PlayOnce")
local Debounce = script:FindFirstChild("Cooldown")
local OnFinishedRemove = script:FindFirstChild("OnFinishedRemove")
local bin = true
local Player = game:GetService("Players").LocalPlayer
local CutsceneGui = script:FindFirstChild("Cutscene")
-- Libraries
local Libraries = Tool:WaitForChild 'Libraries'
local Support = require(Libraries:WaitForChild 'SupportLibrary')
local Maid = require(Libraries:WaitForChild 'Maid')
-- CONSTANTS

local GuiLib = script.Parent.Parent
local Lazy = require(GuiLib:WaitForChild("LazyLoader"))
local Defaults = GuiLib:WaitForChild("Defaults")

local UIS = game:GetService("UserInputService")
local RUNSERVICE = game:GetService("RunService")
local CONSTANTS = require(script:WaitForChild("CONSTANTS"))

local PI = math.pi
local TAU = CONSTANTS.TAU
local EX_OFFSET = CONSTANTS.EX_OFFSET

local GAMEPAD_CLICK = {
	[Enum.KeyCode.ButtonA] = true
}

local MOUSE_GROUP = {
	[Enum.UserInputType.MouseButton1] = true,
	[Enum.UserInputType.MouseMovement] = true,
	[Enum.UserInputType.Touch] = true
}

local GAMEPAD_GROUP = {
	[Enum.UserInputType.Gamepad1] = true,
	[Enum.UserInputType.Gamepad2] = true,
	[Enum.UserInputType.Gamepad3] = true,
	[Enum.UserInputType.Gamepad4] = true,
	[Enum.UserInputType.Gamepad5] = true,
	[Enum.UserInputType.Gamepad6] = true,
	[Enum.UserInputType.Gamepad7] = true,
	[Enum.UserInputType.Gamepad8] = true
}

local CreateRadial = require(script:WaitForChild("CreateRadial"))
--				if runAnimTrack.Looped ~= true then
--					runAnimTrack.TimePosition = 0.0
--				end
				if currentAnimTrack.Looped ~= true then
					currentAnimTrack.TimePosition = 0.0
				end
			else
-- Decompiled with Visenya | https://targaryentech.com
local car = script.Parent.Car.Value
local handler = car.Brakeoverheat
local FE = workspace.FilteringEnabled
car.DriveSeat.Brakes:Play()
if not FE then
  while wait() do
    if script.Parent.Values.Brake.Value > 0.1 and (car.Wheels.RR.RotVelocity.Magnitude + car.Wheels.FR.RotVelocity.Magnitude + car.Wheels.FL.RotVelocity.Magnitude + car.Wheels.RL.RotVelocity.Magnitude) / 4 > 10 and script.Parent.Values.Gear.Value > 0 then
      car.DriveSeat.Brakes.Volume = math.max(script.Parent.Values.Brake.Value / 2 - 0.35, 0)
    else
      car.DriveSeat.Brakes.Volume = math.max(car.DriveSeat.Brakes.Volume - 10, 0)
    end
  end
else
  handler:FireServer("SoundPlay")
  while wait() do
    handler:FireServer("SoundUpdate", sound)
    if script.Parent.Values.Brake.Value > 0.1 and (car.Wheels.RR.RotVelocity.Magnitude + car.Wheels.FR.RotVelocity.Magnitude + car.Wheels.FL.RotVelocity.Magnitude + car.Wheels.RL.RotVelocity.Magnitude) / 4 > 10 and script.Parent.Values.Gear.Value > 0 then
      sound = math.max(script.Parent.Values.Brake.Value / 2 - 0.35, 0)
    else
      sound = math.max(car.DriveSeat.Brakes.Volume - 10, 0)
    end
  end
end
-- Updates the GUI whenever the player starts to give them the most up to date status. 
updateText()

points.Changed:Connect(updateText)