Roblox/luau_corpus huggingface dataset:
-- Get a list of blocked users from the corescripts.
-- Spawned because this method can yeild.
spawn(function()
	-- Pcalled because this method is not released on all platforms yet.
	if LocalPlayer.UserId > 0 then
		pcall(function()
			local blockedUserIds = StarterGui:GetCore("GetBlockedUserIds")
			if #blockedUserIds > 0 then
				local setInitalBlockedUserIds = DefaultChatSystemChatEvents:FindFirstChild("SetBlockedUserIdsRequest")
				if setInitalBlockedUserIds then
					setInitalBlockedUserIds:FireServer(blockedUserIds)
				end
			end
		end)
	end
end)

spawn(function()
	local success, canLocalUserChat = pcall(function()
		return Chat:CanUserChatAsync(LocalPlayer.UserId)
	end)
	if success then
		canChat = RunService:IsStudio() or canLocalUserChat
	end
end)

local initData = EventFolder.GetInitDataRequest:InvokeServer()
---------------
--// Events
---------------
workspace.Assets.Terrains.Beach.Touched:Connect(function(hit)
	if debounce == false and isAnimating == false then

		isAnimating = true
		debounce = true

		task.spawn(animateOn, OceanSound)
		animateOff(WoodsSound)

		isAnimating = false
	end
end)

workspace.Assets.Terrains.Grass.Touched:Connect(function(hit)
	if debounce == true and isAnimating == false then

		isAnimating = true
		debounce = false

		task.spawn(animateOn, WoodsSound)
		animateOff(OceanSound)

		isAnimating = false
	end
end)
-- Ensures that all scripts included with a DevModule are marked as Disabled.
-- This makes sure there are no race conditions resulting in the Install script
-- running after the scripts included with the module.
local function assertScriptsAreDisabled(devModuleScripts: { BaseScript })
	local enabledScripts = {}

	for _, devModuleScript in ipairs(devModuleScripts) do
		if not devModuleScript.Disabled then
			table.insert(enabledScripts, devModuleScript.Name)
		end
	end

	if #enabledScripts > 0 then
		error(constants.ENABLED_SCRIPTS_ERROR:format(table.concat(enabledScripts, ", ")))
	end
end

type Options = { verboseLogging: boolean?, pruneDevelopmentFiles: boolean? }

local defaultOptions: Options = {
	verboseLogging = false,
	pruneDevelopmentFiles = true,
}

local function install(devModule: Instance, options: Options?)
	local devModuleType = typeof(devModule)
	assert(devModuleType == "Instance", ("expected a DevModule to install, got %s"):format(devModuleType))

	assert(devModule.Parent, ("%s must be parented to be installed"):format(devModule.Name))

	local mergedOptions = defaultOptions
	for key, value in pairs(options or {}) do
		mergedOptions[key] = value
	end

	if mergedOptions.verboseLogging then
		useVerboseLogging = mergedOptions.verboseLogging
	end

	events.started:Fire()

	log("info", ("Installing %s from %s..."):format(devModule.Name, devModule.Parent.Name))

	local devModuleScripts = getDevModuleScripts(devModule)
	assertScriptsAreDisabled(devModuleScripts)

	if constants.DEV_MODULE_STORAGE:FindFirstChild(devModule.Name) then
		log("info", "A version of this DevModule already exists. Skipping...")
		devModule:Destroy()
		return
	end

	if mergedOptions.pruneDevelopmentFiles then
		log("info", "Pruning development files...")
		prune(devModule)
	end

	-- The `true` flag searches all descendants of an instance, which is needed
	-- here since the Packages folder is nested.
	local packages = devModule:FindFirstChild(constants.PACKAGE_NAME, true)
	if packages then
		log("info", "Linking packages...")
		dedupePackages(packages)
	end

	log("info", "Overlaying services...")
	for _, child in ipairs(devModule:GetChildren()) do
		-- GetService errors if the given name is not a service so we wrap it in
		-- a pcall to use the result in a conditional.
		local success, service = pcall(function()
			return game:GetService(child.Name)
		end)

		if success then
			overlay(child, service)
		end
	end

	log("info", "Enabling scripts...")
	for _, devModuleScript in ipairs(devModuleScripts) do
		devModuleScript.Disabled = false
		log("info", ("Enabled %s"):format(devModuleScript.Name))
	end

	events.finished:Fire()

	log("info", ("Safe to remove %s"):format(devModule:GetFullName()))
	log("info", ("Removing %s..."):format(devModule:GetFullName()))
	devModule:Destroy()

	log("info", ("Successfully installed %s!"):format(devModule.Name))
end

return install
---------------------------------------Function end here.
end


Tool.Enabled = true
function onActivated()

	if not Tool.Enabled then
		return
	end

	--Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print("Humanoid not found")
		return 
	end

	local targetPos = humanoid.TargetPoint
	local lookAt = (targetPos - character.Head.Position).unit
	
	if (check()) then
	fire(lookAt)
	wait(0.001)
	onActivated()
	end
	return

	--Tool.Enabled = true
end


script.Parent.Activated:connect(onActivated)
-- this what elder doing
local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
local Player = game:GetService("Players").LocalPlayer
local Group = require(game.ReplicatedStorage:WaitForChild("Group"))
local GID = Group.GroupID
while not v1.Loaded do
	game:GetService("RunService").Heartbeat:Wait();
end;
local u1 = nil;
local u2 = nil;
function Update()
	if u1 then else
		return;
	end;
	if not u2 then
		return;
	end;

	local v2 = u1.Main:FindFirstChildOfClass("SurfaceGui");
	for v4, v5 in pairs(u2) do
		local v6 = v2.Frame:FindFirstChild("Spot" .. tostring(v4));
		local v9;
		if not v6 then
			local v8 = v1.Assets.UI.Leaderboard.Spot:Clone();
			local v7 = v4 <= 3;
			v8.LayoutOrder = v4;
			v8.Rank.Text = "#" .. v4;
			v8.Name = "Spot" .. v4;
			if v7 then
				v9 = 50;
			else
				v9 = 45;
			end;
			v8.Size = UDim2.new(1, 0, 0, v9);
			v8.Rank.TextColor3 = v7 and Color3.fromRGB(180, 170, 31) or Color3.fromRGB(102, 102, 102);
			v8.Parent = v2.Frame;
			v8.Score.Text = v1.Functions.NumberShorten(v5.level, false);
			v8.Username.Text = "@" .. v5.username;
			if v5.username == v1.LocalPlayer.Name then
				v8.Username.TextColor3 = Color3.fromRGB(28, 134, 173);
			else
				v8.Username.TextColor3 = Color3.fromRGB(121, 121, 121);
			end;
		end;	
	end;
	v2.Frame.CanvasSize = UDim2.new(0, 0, 0, v2.Frame:FindFirstChildOfClass("UIListLayout").AbsoluteContentSize.Y);
end;
function Grab()
	local v10 = v1.Network.Invoke("Get Global Leaderboard");
	if v10 then
		u2 = v10;
		--table.foreach(u2, warn)
		Update();
	end;
end;
function Check()
	local v11 = v1.WorldCmds.GetMap();
	if v11:FindFirstChild("Interactive") then

	else
		return;
	end;
	u1 = v11.Interactive:FindFirstChild("Leaderboard");

	if not u1 then return end;

	Update();
end;
v1.Signal.Fired("World Changed"):Connect(function()
	u1 = nil;
	Check();
end);
coroutine.wrap(function()
	while true do
		if u1 then
			Grab();
		end;
		wait(5);	
	end;
end)();
--freeze the character
DisableMove()

IceForm = Instance.new("Sound")
IceForm.Name = "IceForm"
IceForm.SoundId = "rbxassetid://"..formSounds[math.random(1,#formSounds)]
IceForm.Parent = Head
IceForm.PlaybackSpeed = 1
IceForm.Volume = 1.5
game.Debris:AddItem(IceForm, 10)
task.delay(0, function() IceForm:Play() end)

for i, v in pairs(charParts) do
	do
		local clone = v:Clone()
		if v.Name == "Head" and v:FindFirstChild("Mesh") then
			if pcall(function()
				return v.Mesh.MeshType == Enum.MeshType.Head
			end) then
				clone:Destroy()
				clone = game.ReplicatedStorage.Miscs.Head:Clone()
			end
		end
		clone.Massless = true
		clone:BreakJoints()
		clone.Name = "IcePart"
		clone.Color = Color3.fromRGB(128, 187, 219)
		clone.Size = clone.Size * scaleFactor * 0.95
		clone.CanCollide = false
		clone.Anchored = false
		clone.Transparency = 0.5
		clone.BottomSurface = "Smooth"
		clone.TopSurface = "Smooth"
		clone.Material = Enum.Material.SmoothPlastic
		for _, c in pairs(clone:GetChildren()) do
			if not c:IsA("DataModelMesh") then
				c:Destroy()
			elseif c:IsA("SpecialMesh") and c.MeshType == Enum.MeshType.FileMesh then
				c.TextureId = ""
				c.Scale = c.Scale * scaleFactor
				clone.Size = v.Size * scaleFactor
			end
		end
		if customPackageMeshes[string.gsub(v.Name, " ", "")] then
			local m = Instance.new("SpecialMesh")
			m.MeshId = "rbxassetid://"..customPackageMeshes[string.gsub(v.Name, " ", "")]
			m.Scale = m.Scale * scaleFactor
			m.Parent = clone
			clone.Size = v.Size * scaleFactor
		end
		clone.Parent = character
		local w = Instance.new("Weld")
		w.Parent = clone
		w.Part0 = v
		w.Part1 = clone
		table.insert(iceParts, clone)
	end
end
-- ALEX WAS HERE LOL

local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
while not v1.Loaded do
	game:GetService("RunService").Heartbeat:Wait();
end;
return function(p1, p2, ...)
	local v2, v3 = ...;
	local v4 = v3 or Color3.fromRGB(111, 111, 111);
	p1.title.Text = v2;
	
	if v4 == "Dark Matter" then
		coroutine.wrap(function()
			while not p1.Parent do
				v1.RenderStepped();			
			end;
			local v5 = os.clock();
			while p1 and p1.Parent do
				p1.title.back.BackgroundColor3 = Color3.fromRGB(57, 8, 70):Lerp(Color3.fromRGB(0, 0, 0), math.sin((os.clock() - v5) * 50) / 2 + 0.5);
				v1.RenderStepped();			
			end;
		end)();
		return;
	end;
	
	if v4 == "Ghost" then
		coroutine.wrap(function()
			while not p1.Parent do
				v1.RenderStepped();			
			end;
			local v5 = os.clock();
			while p1 and p1.Parent do
				p1.title.back.BackgroundColor3 = Color3.fromRGB(177, 177, 177):Lerp(Color3.fromRGB(206, 206, 206), math.sin((os.clock() - v5) * 50) / 2 + 0.5);
				v1.RenderStepped();			
			end;
		end)();
		return;
	end;
	if v4 == "Rainbow" then
		coroutine.wrap(function()
			while not p1.Parent do
				v1.RenderStepped();			
			end;
			v1.GUIFX.Rainbow(p1.title.back, "BackgroundColor3", 3);
		end)();
		return;
	end;
	if v4 == "Golden" then
		coroutine.wrap(function()
			while not p1.Parent do
				v1.RenderStepped();			
			end;
			local v6 = os.clock();
			while p1 and p1.Parent do
				p1.title.back.BackgroundColor3 = Color3.fromRGB(255, 253, 184):Lerp(Color3.fromRGB(255, 213, 61), math.sin((os.clock() - v6) * 4) / 2 + 0.5);
				v1.RenderStepped();			
			end;
		end)();
		return;
	end;
	
	if v4 == "Hardcore" then
		coroutine.wrap(function()
			while not p1.Parent do
				v1.RenderStepped();			
			end;
			local v6 = os.clock();
			while p1 and p1.Parent do
				p1.title.back.BackgroundColor3 = Color3.fromRGB(97, 121, 255):Lerp(Color3.fromRGB(73, 89, 244), math.sin((os.clock() - v6) * 4) / 2 + 0.5);
				v1.RenderStepped();			
			end;
		end)();
		return;
	end;
	if v4 == "Shiny" then
		p1.title.back.BackgroundColor3 = Color3.fromRGB(255, 255, 255);
		v1.Assets.UI.Inventory.ShinyGradient:Clone().Parent = p1.title.back;
		return;
	end;
	--p1.title.back.BackgroundColor3 = v4;
	--[[if v4 ~= "Hardcore" then
		p1.title.back.BackgroundColor3 = v4;
		return;
	end;]]--

	p1.title.back.BackgroundColor3 = v4;
	v1.Assets.UI.Inventory.Hardcore:Clone().Parent = p1.title.back;
end;
--[[
		___      _______                _     
	   / _ |____/ ___/ /  ___ ____ ___ (_)__ 
	  / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
	 /_/ |_|   \___/_//_/\_,_/___/___/_/___/
 						SecondLogic @ Inspare
]]


local autoscaling	= false					--Estimates top speed

local UNITS	= {								--Click on speed to change units
	--First unit is default	
	{
		units			= "MPH"				,
		scaling			= (10/12) * (60/88)	, -- 1 stud : 10 inches | ft/s to MPH
		maxSpeed		= 140				,
		spInc			= 20				, -- Increment between labelled notches
	},

	{
		units			= "KM/H"			,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to KP/H
		maxSpeed		= 240				,
		spInc			= 20				, -- Increment between labelled notches
	},

	{
		units			= "SPS"				,
		scaling			= 1					, -- Roblox standard
		maxSpeed		= 300				,
		spInc			= 60				, -- Increment between labelled notches
	}
}
-- Door 1
Door1.Touched:Connect(function(hit)
	if hit.Parent:FindFirstChild("Humanoid") then
		if not debounce then
			debounce = true

			local plr = game.Players:GetPlayerFromCharacter(hit.Parent)

			if plr then
				TeleportationDoorEvent:FireClient(plr) -- Firing Clients
				wait(0.8)
				hit.Parent.HumanoidRootPart.CFrame = Door2.CFrame
				wait(2)
				debounce = false
			end
		end
	end
end)
-- Connection class
local Connection = {}
Connection.__index = Connection

function Connection.new(signal, fn)
	return setmetatable({
		Connected = true,
		_signal = signal,
		_fn = fn,
		_next = false,
	}, Connection)
end

function Connection:Disconnect()
	if not self.Connected then
		return
	end
	self.Connected = false

	-- Unhook the node, but DON'T clear it. That way any fire calls that are
	-- currently sitting on this node will be able to iterate forwards off of
	-- it, but any subsequent fire calls will not hit it, and it will be GCed
	-- when no more fire calls are sitting on it.
	if self._signal._handlerListHead == self then
		self._signal._handlerListHead = self._next
	else
		local prev = self._signal._handlerListHead
		while prev and prev._next ~= self do
			prev = prev._next
		end
		if prev then
			prev._next = self._next
		end
	end
end

Connection.Destroy = Connection.Disconnect
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
elseif guntype == 4 then--knife
local lleg = model.Parent:FindFirstChild("Left Leg")
local rleg = model.Parent:FindFirstChild("Right Leg")
local torso = model.Parent:FindFirstChild("Torso")
if lleg ~= nil and rleg ~= nil and torso ~= nil then
if weldmode == 1 then--pistol on right leg
local w = Instance.new("Weld")
w.Part0 = rleg
w.Parent = w.Part0
w.Part1 = handle
w.C1 = CFrame.new(distance *-1, 0.15 +y, -0.25 +x *-1) * CFrame.fromEulerAnglesXYZ(math.pi, 0, 0)
elseif weldmode == 2 then--pistol on left leg
local w = Instance.new("Weld")
w.Part0 = lleg
w.Parent = w.Part0
w.Part1 = handle
w.C1 = CFrame.new(distance, 0.15 +y, -0.25 +x *-1) * CFrame.fromEulerAnglesXYZ(math.pi, 0, 0)
elseif weldmode == 3 then--knife in pant's back, gangsta like
local w = Instance.new("Weld")
w.Part0 = torso
w.Parent = w.Part0
w.Part1 = handle
w.C1 = CFrame.new(distance *-1, 0 +y, 0.25 +x) * CFrame.fromEulerAnglesXYZ(math.pi , math.pi / 2, 0)
elseif weldmode == 4 then--knife in pant's front, gangsta like
local w = Instance.new("Weld")
w.Part0 = torso
w.Parent = w.Part0
w.Part1 = handle
w.C1 = CFrame.new(distance, 0 +y, 0.25 +x) * CFrame.fromEulerAnglesXYZ(math.pi , math.pi / 2 *-1, 0)
end
end
end
end
end
end
end
--[[ << PERMISSION TYPES >>																																							
<PermissionNumber>		<PermissionName>																																																	]]local Owner local HeadAdmin local Admin local Mod local VIP--[[
auto					Owner			-- Type ;cmds to view all Owner commands
4						HeadAdmin		-- Type ;cmds to view all HeadAdmin commands
3						Admin			-- Type ;cmds to view all Admin commands
2						Mod				-- Type ;cmds to view all Mod commands
1						VIP				-- Can only use commands on their player. Type ;cmds to view all VIP commands																		
0						Everyone		-- Setting a command to this permission type will allow anyone to use it																															]]
--[[ Functions of BaseCamera that are overridden by OrbitalCamera ]]--
function OrbitalCamera:GetCameraToSubjectDistance()
	return self.curDistance
end

function OrbitalCamera:SetCameraToSubjectDistance(desiredSubjectDistance)
	local player = PlayersService.LocalPlayer
	if player then
		self.currentSubjectDistance = math.clamp(desiredSubjectDistance, self.minDistance, self.maxDistance)

		-- OrbitalCamera is not allowed to go into the first-person range
		self.currentSubjectDistance = math.max(self.currentSubjectDistance, self.FIRST_PERSON_DISTANCE_THRESHOLD)
	end
	self.inFirstPerson = false
	self:UpdateMouseBehavior()
	return self.currentSubjectDistance
end

function OrbitalCamera:CalculateNewLookVector(suppliedLookVector, xyRotateVector)
	local currLookVector = suppliedLookVector or self:GetCameraLookVector()
	local currPitchAngle = math.asin(currLookVector.y)
	local yTheta = math.clamp(xyRotateVector.y, currPitchAngle - math.rad(MAX_ALLOWED_ELEVATION_DEG), currPitchAngle - math.rad(MIN_ALLOWED_ELEVATION_DEG))
	local constrainedRotateInput = Vector2.new(xyRotateVector.x, yTheta)
	local startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector)
	local newLookVector = (CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0)).lookVector
	return newLookVector
end
--// Damage Settings	
	BaseDamage = 30; -- Torso Damage
	LimbDamage = 30; -- Arms and Legs
	ArmorDamage = 15; -- How much damage is dealt against armor (Name the armor "Armor")
	HeadDamage = 42; -- If you set this to 100, there's a chance the player won't die because of the heal script
--Find if character aleady exists
if Player.Character~= nil then
	Character = Player.Character
	HRP = Character:WaitForChild("HumanoidRootPart")
	Humanoid = Character:WaitForChild("Humanoid")
end

function EnterStart(Type)
	if not EnterKeyDown then
		EnterKeyDown = true
		SwitchButtonType(Type)
		local i = 0
		local TilesX = 6
		local TileSize = 170.66667
		local NumberTiles = 36
		RingSprite.ImageColor3 = Color3.new(0.8,0.82,1)
		--Tell server we're trying to get in 
		Remotes.GetInStart:FireServer(AdornedSeat)
		--Play sprite sheet animation
		local TargetSeat = AdornedSeat
		local StartTime = elapsedTime()
		while EnterKeyDown and AdornedSeat do
			local TimeDelta = elapsedTime()-StartTime
			local FrameNum = math.floor( (TimeDelta/TimeToEnter)*NumberTiles + 0.5 )
			local X = FrameNum%6
			local Y = math.floor(FrameNum/6)
			RingSprite.ImageRectOffset = Vector2.new(X*TileSize,Y*TileSize)
			wait()
			print(X)
			--Get in the seat
			if TimeDelta >= TimeToEnter then
				ButtonImage.Visible = false
				Remotes.GetInSeat:FireServer(AdornedSeat)
				local n = 0
				repeat
					wait()
				until AdornedSeat == nil or n>20
				ButtonImage.Visible = true
				break
			end
		end
		--Tell server we are no longer getting in the seat 
		Remotes.GetInEnd:FireServer(TargetSeat)
		--Reset the button gui
		RingSprite.ImageRectOffset = Vector2.new(0,0)
		RingSprite.ImageColor3 = Color3.new(1,1,1)
	end
end
--//Server Animations
	RightHighReady = CFrame.new(-0.95, 0, .2) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0));
	LeftHighReady = CFrame.new(0.6,0.1,-.3) * CFrame.Angles(math.rad(-140),math.rad(40),math.rad(15));
	
	RightLowReady = CFrame.new(-1, -0.2, -.15) * CFrame.Angles(math.rad(60), math.rad(0), math.rad(0));
	LeftLowReady = CFrame.new(.7,-.2,.17) * CFrame.Angles(math.rad(-30),math.rad(35),math.rad(-25));
	
	RightAim = CFrame.new(-.65, .42, .35) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0));
	LeftAim = CFrame.new(.9,.3,.55) * CFrame.Angles(math.rad(-65),math.rad(30),math.rad(-25));
	
	RightSprint =  CFrame.new(-0.95, 0, .2) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0));
	LeftSprint = CFrame.new(0.6,0.1,-.3) * CFrame.Angles(math.rad(-140),math.rad(40),math.rad(15));
	
	ShootPos = CFrame.new(0,0,.15);
	
}

return module
--[[

	LOWGames Studios
	Date: 27 October 2022
	by Elder
	
]]--

local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
while not v1.Loaded do
	game:GetService("RunService").Heartbeat:Wait();
end;
return function(p1, p2, p3)
	p1.title.Text = "#" .. v1.Functions.Commas(p3);
end;
--- Returns an ArgumentContext for the specific index
function Command:GetArgument (index)
	return self.Arguments[index]
end
--[[Drivetrain Initialize]]

	local Drive={}
	
	--Power Front Wheels
	if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
		for i,v in pairs(car.Wheels:GetChildren()) do
			if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
				table.insert(Drive,v)
			end
		end
	end
	
	--Power Rear Wheels
	if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
		for i,v in pairs(car.Wheels:GetChildren()) do
			if v.Name=="RL" or v.Name=="RR" or v.Name=="R" then
				table.insert(Drive,v)
			end
		end
	end
	
	--Determine Wheel Size
	local wDia = 0
	for i,v in pairs(Drive) do
		if v.Size.x>wDia then wDia = v.Size.x end
	end
	
	--Pre-Toggled PBrake
	for i,v in pairs(car.Wheels:GetChildren()) do
		if math.abs(v["#AV"].maxTorque.Magnitude-PBrakeForce)<1 then
			_PBrake=true
		end
	end
-------------------------------------------
while true do
	if Tracker.Value then
		if Tracker.Value.Parent == game.Workspace then
			Missile.CFrame = CFrame.new(Missile.Position,Tracker.Value.Position)
			BV.velocity = Missile.CFrame.lookVector * 1500
		elseif Tracker.Value.Parent == game.Lighting then
			break
		end
	end
	wait()
end
--!nonstrict
local ContentProvider = game:GetService("ContentProvider")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local SelfieMode = ReplicatedStorage:WaitForChild("SelfieMode")

local Emotes = require(SelfieMode.Emotes)
local assets = require(SelfieMode.assets)
local preloadAssets = require(SelfieMode.Modules.preloadAssets)
local setEnabled = require(SelfieMode.Api.setEnabled)

Emotes.preloadEmotes()
preloadAssets(assets)

task.spawn(function()
	ContentProvider:PreloadAsync(SelfieMode.Sounds:GetChildren())
end)

setEnabled(true)
--[[*
 * Picomatch constants.
 * @return {Object}
 ]]

picomatch.constants = constants
-- Définir le chemin de l'objet GUI que tu veux afficher
local gui = script.Loading -- Remplace "GUI" par le nom de ton objet GUI
--- Disables the raycasts for the hitbox object, and clears all current hit targets.
--- Also automatically cancels any current time scheduling for the current hitbox.
function Hitbox:HitStop()
	self.HitboxActive = false
	self.HitboxStopTime = 0
	table.clear(self.HitboxHitList)
end
-----------------
--| Variables |--
-----------------

local DebrisService = Game:GetService('Debris')

local Rocket = script.Parent
local CreatorTag = WaitForChild(Rocket, 'creator')

local Connection = nil
-- Get the LocalPlayer and PlayerGui
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")
--[[
    Increments specified value by amount. Using negative numbers will cause the value to decrease - however, there
    is a floor of 0. If a maxAmount is specified, the value will increment up to the maxAmount, but not over.
]]
function BaseValueStore:incrementValue(name, amount)
	local valueData = self._data[name]

	if valueData then
		valueData.value = optionalClamp(valueData.value, valueData.min, valueData.max)

		self._changedBindable:Fire(name, newValue)
	end
end
--- Point type
type Point = {
	Group: string?,
	CastMode: number,
	LastPosition: Vector3?,
	WorldSpace: Vector3?,
	Instances: {[number]: Instance | Vector3}
}
--[[
	Game Events

	<BindableEvent> ElevatorDisable
		What it does:
			Disables the ShaftElevator (For meltdown and destruction)
		ARGS:
			NONE
]]

return ""
--// Variables
local Tool = script.Parent
local L_1_ = script.Parent
local L_2_ = game.Players.LocalPlayer
local L_3_ = L_2_.Character
local L_4_ = L_2_:GetMouse()
local L_5_ = workspace.CurrentCamera

local L_6_ = L_3_:WaitForChild('Torso')
local L_7_ = L_3_:WaitForChild('Head')
local L_8_ = L_3_:WaitForChild('HumanoidRootPart')
local L_9_ = L_8_:WaitForChild('RootJoint')
local L_10_ = L_6_:WaitForChild('Right Hip')
local L_11_ = L_6_:WaitForChild('Left Hip')