Roblox/luau_corpus huggingface dataset:
--				{ id = "slash.xml", weight = 10 } 
			},
	toollunge = {
				{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 } 
			},
	wave = {
				{ id = "http://www.roblox.com/asset/?id=507770239", weight = 10 } 
			},
	point = {
				{ id = "http://www.roblox.com/asset/?id=507770453", weight = 10 } 
			},
	dance = {
				{ id = "http://www.roblox.com/asset/?id=507771019", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507771955", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507772104", weight = 10 } 
			},
	dance2 = {
				{ id = "http://www.roblox.com/asset/?id=507776043", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507776720", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507776879", weight = 10 } 
			},
	dance3 = {
				{ id = "http://www.roblox.com/asset/?id=507777268", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507777451", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507777623", weight = 10 } 
			},
	laugh = {
				{ id = "http://www.roblox.com/asset/?id=507770818", weight = 10 } 
			},
	cheer = {
				{ id = "http://www.roblox.com/asset/?id=507770677", weight = 10 } 
			},
}
--[[local debounce = false
function onClicked(click)
	if debounce == false then
	debounce = true	
	if script.Parent.Parent.Frame.Visible == false then
		print("open")
	script.Parent.Parent.Frame.Visible = true	
	tweenmenu:Play()
	wait(1)
	debounce = false					
		else
		print("close")
	tweenmenuclose:Play()
	wait(0.5)
	script.Parent.Parent.Frame.Visible = false
	debounce = false						
	end	
	end	
end
script.Parent.MouseButton1Down:connect(onClicked)]]

function onClicked(click)
	script.Parent.Parent.Visible = false
	script.Parent.Parent.Parent.Colors.Visible = true
end
script.Parent.MouseButton1Down:connect(onClicked)
-- A state object whose value is derived from other objects using a callback.
export type ForValues<VI, VO, M> = PubTypes.ForValues<any, VO> & {
	_oldDependencySet: Set<PubTypes.Dependency>,
	_processor: (VI) -> (VO),
	_destructor: (VO, M?) -> (),
	_inputIsState: boolean,
	_inputTable: PubTypes.CanBeState<{ [VI]: VO }>,
	_outputTable: { [any]: VI },
	_valueCache: { [VO]: any },
	_oldValueCache: { [VO]: any },
	_meta: { [VO]: M? },
	_valueData: {
		[VI]: {
			dependencySet: Set<PubTypes.Dependency>,
			oldDependencySet: Set<PubTypes.Dependency>,
			dependencyValues: { [PubTypes.Dependency]: any },
		},
	},
}
-- A function to play fire sounds.
function PlayFireSound()
	local NewSound = FireSound:Clone()
	NewSound.Parent = Handle
	NewSound:Play()
	Debris:AddItem(NewSound, NewSound.TimeLength)
end
-- Loop through all players when model added
for _, player in pairs(game.Players:GetPlayers()) do
	addScriptAtRespawn(player)
	addMyLocalScript(player)
end
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --

Lift:WaitForChild("Direction").Changed:connect(function(val)
    if val == 1 then
		This.Display.ARW1.Up1.BrickColor = BrickColor.new("Lime green")
		This.Display.ARW1.Up2.BrickColor = BrickColor.new("Lime green")
		This.Display.ARW1.Down1.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.Down2.BrickColor = BrickColor.new("Really black")
    elseif val == -1 then
		This.Display.ARW1.Up1.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.Up2.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.Down1.BrickColor = BrickColor.new("Really red")
		This.Display.ARW1.Down2.BrickColor = BrickColor.new("Really red")
	else
		This.Display.ARW1.Up1.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.Up2.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.Down1.BrickColor = BrickColor.new("Really black")
		This.Display.ARW1.Down2.BrickColor = BrickColor.new("Really black")
    end
end)
--[[
	Returns the current value of this ForPairs object.
	The object will be registered as a dependency unless `asDependency` is false.
]]
function class:get(asDependency: boolean?): any
	if asDependency ~= false then
		useDependency(self)
	end
	return self._outputTable
end
--[[ << ASSET PERMISSIONS >> (e.g. Gamepasses, Shirts, Models etc)
Format:  [AssetId] = "PermissionName" OR PermissionNumber ;																																													]]
Asset_Permissions={
	[0] = "Mod";
}																																																											;
-- externally played animations
local playEmoteEvent = script:WaitForChild("PlayEmote")
playEmoteEvent.OnInvoke = playEmote
--[=[
	@param class table | (...any) -> any
	@param ... any
	@return any
	Constructs a new object from either the
	table or function given.

	If a table is given, the table's `new`
	function will be called with the given
	arguments.

	If a function is given, the function will
	be called with the given arguments.
	
	The result from either of the two options
	will be added to the trove.

	This is shorthand for `trove:Add(SomeClass.new(...))`
	and `trove:Add(SomeFunction(...))`.

	```lua
	local Signal = require(somewhere.Signal)

	-- All of these are identical:
	local s = trove:Construct(Signal)
	local s = trove:Construct(Signal.new)
	local s = trove:Construct(function() return Signal.new() end)
	local s = trove:Add(Signal.new())

	-- Even Roblox instances can be created:
	local part = trove:Construct(Instance, "Part")
	```
]=]
function Trove:Construct(class, ...)
	if self._cleaning then
		error("Cannot call trove:Construct() while cleaning", 2)
	end
	local object = nil
	local t = type(class)
	if t == "table" then
		object = class.new(...)
	elseif t == "function" then
		object = class(...)
	end
	return self:Add(object)
end
-- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
function ControlModule:SelectComputerMovementModule(): ({}?, boolean)
	if not (UserInputService.KeyboardEnabled or UserInputService.GamepadEnabled) then
		return nil, false
	end

	local computerModule
	local DevMovementMode = Players.LocalPlayer.DevComputerMovementMode

	if DevMovementMode == Enum.DevComputerMovementMode.UserChoice then
		computerModule = computerInputTypeToModuleMap[lastInputType]
		if UserGameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove and computerModule == Keyboard then
			-- User has ClickToMove set in Settings, prefer ClickToMove controller for keyboard and mouse lastInputTypes
			computerModule = ClickToMove
		end
	else
		-- Developer has selected a mode that must be used.
		computerModule = movementEnumToModuleMap[DevMovementMode]

		-- computerModule is expected to be nil here only when developer has selected Scriptable
		if (not computerModule) and DevMovementMode ~= Enum.DevComputerMovementMode.Scriptable then
			warn("No character control module is associated with DevComputerMovementMode ", DevMovementMode)
		end
	end

	if computerModule then
		return computerModule, true
	elseif DevMovementMode == Enum.DevComputerMovementMode.Scriptable then
		-- Special case where nil is returned and we actually want to set self.activeController to nil for Scriptable
		return nil, true
	else
		-- This case is for when computerModule is nil because of an error and no suitable control module could
		-- be found.
		return nil, false
	end
end
--// Firemode Shot Customization
	BurstNum = 3; -- How many bullets per burst
	ShotNum = 5; -- How many bullets per shot
--[[**
	ensures Roblox BrickColor type

	@param value The value to check against

	@returns True iff the condition is satisfied, false otherwise
**--]]
t.BrickColor = primitive("BrickColor")
--// bolekinds

workspace.Roommate.Head.Dialog.DialogChoiceSelected:Connect(function(player,choice)
	if choice.Name == "Gimme rent" then
		game.ReplicatedStorage.Rent:FireServer()
	elseif choice.Name == "I'm raising your rent" then
		game.ReplicatedStorage.Raise:FireServer()
	end
end)
--

local KeyframeAnimation = script.Animation.Value
local rig = script.Rig.Value
local origin = script.Origin.Value

local keyframeList = KeyframeAnimation:GetKeyframes()

local KFNumber = 1
local maxKFNumber = #keyframeList

local basePositions = {}
local lastPositions = {}
local desiredPositions = {}
-- constants

local SQUADS	= ReplicatedStorage.Squads
local REMOTES	= ReplicatedStorage.Remotes
-- Cosmetic bullet container
local CosmeticBulletsFolder = workspace:FindFirstChild("CosmeticBulletsFolder") or Instance.new("Folder", workspace)
CosmeticBulletsFolder.Name = "CosmeticBulletsFolder"
-- Decompiled with Visenya | https://targaryentech.com
wait(0.1)
local car = script.Parent.Car.Value
local handler = car.Backfire
while wait(0.1) do
  local randomability = math.random(1, 2)
  if script.Parent.Values.RPM.Value > 5000 and randomability <= 1 and script.Parent.Values.Throttle.Value < 0.05 then
    wait(0.03)
    wait(0.07)
  end
  handler:FireServer("Heat", math.max(math.min(car.Body.Exhaust.Hot1.Texture.Transparency + 0.005 * (script.Parent.Values.RPM.Value / 5000 * script.Parent.Values.Throttle.Value) - 0.003, 1), 0))
  handler:FireServer("Heat", math.max(math.min(car.Body.Exhaust.Hot1.Texture2.Transparency + 0.005 * (script.Parent.Values.RPM.Value / 5000 * script.Parent.Values.Throttle.Value) - 0.003, 1), 0))
  handler:FireServer("Heat", math.max(math.min(car.Body.Exhaust.Hot1.Texture3.Transparency + 0.005 * (script.Parent.Values.RPM.Value / 5000 * script.Parent.Values.Throttle.Value) - 0.003, 1), 0))
  handler:FireServer("Heat", math.max(math.min(car.Body.Exhaust.Hot1.Texture4.Transparency + 0.005 * (script.Parent.Values.RPM.Value / 5000 * script.Parent.Values.Throttle.Value) - 0.003, 1), 0))
  handler:FireServer("Heat", math.max(math.min(car.Body.Exhaust.Hot1.Texture5.Transparency + 0.005 * (script.Parent.Values.RPM.Value / 5000 * script.Parent.Values.Throttle.Value) - 0.003, 1), 0))
  handler:FireServer("Heat", math.max(math.min(car.Body.Exhaust.Hot1.Texture6.Transparency + 0.005 * (script.Parent.Values.RPM.Value / 5000 * script.Parent.Values.Throttle.Value) - 0.003, 1), 0))
  if car.Body.Exhaust.Hot1.Texture.Transparency > 0.9 then
    car.Body.Exhaust.Hot1.Texture2.Transparency = 0.9
    car.Body.Exhaust.Hot1.Texture3.Transparency = 0.9
    car.Body.Exhaust.Hot1.Texture4.Transparency = 0.9
    car.Body.Exhaust.Hot1.Texture5.Transparency = 0.9
    car.Body.Exhaust.Hot1.Texture6.Transparency = 0.9
    value2 = NumberRange.new(5 * script.Parent.Values.Throttle.Value, 10 * script.Parent.Values.Throttle.Value)
    value3 = 100 * script.Parent.Values.Throttle.Value
    handler:FireServer("Sparks", true, value2, value3)
  else
    handler:FireServer("Sparks", false)
  end
end
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

function configureAnimationSet(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0	
	animTable[name].connections = {}

	-- check for config values
	local config = script:FindFirstChild(name)
	if (config ~= nil) then
		--		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
				--			print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")")
				idx = idx + 1
			end
		end
	end

	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
			--			print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
		end
	end
end
-----------------
--| Constants |--
-----------------

local BLAST_RADIUS = 8 -- Blast radius of the explosion
local BLAST_DAMAGE = 60 -- Amount of damage done to players
local BLAST_FORCE = 1000 -- Amount of force applied to parts

local IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these
-- Colors
Border.Color = Colors.White

ContainerGui:GetAttributeChangedSignal("ThemeColor"):Connect(function()
	local themeColor = ContainerGui:GetAttribute("ThemeColor")
	Gradient.Color = ColorSequence.new(themeColor)
end)
--script.Parent.Speed.MouseButton1Click:connect(function()
--	if currentUnits==#UNITS then
--		currentUnits = 1
--	else
--		currentUnits = currentUnits+1
--	end
--	for i,v in pairs(script.Parent.Spd.G:GetChildren()) do
--		v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns"
--	end
--	script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
--end)

mouse.KeyDown:connect(function(key)
	if key=="v" then
		script.Parent.Visible=not script.Parent.Visible
	end
end)

script.Parent.Parent.Values.Gear.Changed:Connect(function()
	local gearText = script.Parent.Parent.Values.Gear.Value
	if gearText == 0 then 
		gearText = "N"
		car.Body.Dash.D.G.Info.Gear.Text = "N"
		car.DriveSeat.Filter:FireServer('reverse',false)
	elseif gearText == -1 then
		gearText = "R"
		car.Body.Dash.D.G.Info.Gear.Text = "R"
		car.DriveSeat.Filter:FireServer('reverse',true)
	else
		gearText = "D"
	end
		car.Body.Dash.D.G.Info.Gear.Text = gearText
		script.Parent.Tac.G.Gear.Text = gearText
end)

while wait() do
	local speed = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude)
	for i, v in pairs(script.Parent.Tac.G:GetChildren()) do
		if v:IsA("Frame") and v.Name ~= "Unit" then
			local rt = math.abs(script.Parent.Tac.G.Needle.AbsoluteRotation - (v.AbsoluteRotation))
			v.Num.TextSize = math.max(18,(18 - (((rt/4)^2)-18)))
		end
	end
	for i, u in pairs(script.Parent.Spd.G:GetChildren()) do
		for j,v in pairs(u:GetChildren()) do
			if v:IsA("Frame") and v.Name ~= "Unit" then
				local st = math.abs(script.Parent.Spd.G.Needle.AbsoluteRotation - (v.AbsoluteRotation))
				if v:FindFirstChild("Num") then
					v.Num.TextSize = math.max(16,(16 - (((st/4)^2)-16)))
				end
			end
		end
	end
end
----------------------------------------------------------------------------------------------------
-------------------=[ PROJETIL ]=-------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	,Distance = 10000
	,BDrop = .25
	,BSpeed = 2200

	,SuppressMaxDistance = 25	--- Studs
	,SuppressTime = 10			--- Seconds

	,BulletWhiz = true
	,BWEmitter = 25
	,BWMaxDistance = 200
	
	,BulletFlare = false
	,BulletFlareColor = Color3.fromRGB(255,255,255)

	,Tracer = true
	,TracerColor = Color3.fromRGB(255,255,255)
	,TracerLightEmission = 1
	,TracerLightInfluence = 0
	,TracerLifeTime = .2
	,TracerWidth = .1
	,RandomTracer = false
	,TracerEveryXShots = 3
	,TracerChance = 100
	
	,BulletLight = false
	,BulletLightBrightness = 1
	,BulletLightColor = Color3.fromRGB(255,255,255)
	,BulletLightRange = 10

	,ExplosiveHit = false
	,ExPressure = 500
	,ExpRadius = 25
	,DestroyJointRadiusPercent = 0	--- Between 0 & 1
	,ExplosionDamage = 100

	,LauncherDamage = 100
	,LauncherRadius = 25
	,LauncherPressure = 500
	,LauncherDestroyJointRadiusPercent = 0
-- setup emote chat hook
script.msg.Changed:connect(function(msg)
	script.msg.Value = ""
	local emote = ""
	if (string.sub(msg, 1, 3) == "/e ") then
		emote = string.sub(msg, 4)
	elseif (string.sub(msg, 1, 7) == "/emote ") then
		emote = string.sub(msg, 8)
	end
	
	if (pose == "Standing" and emoteNames[emote] ~= nil) then
		playAnimation(emote, 0.1, Humanoid)
	end
-- GROUPS
Groups = {
	[0] = {
		[254] = "Admin";
		[1] = "VIP";
		};
};
--------------------[ GUI UPDATE FUNCTIONS ]------------------------------------------

local function updateClipAmmo()
	clipAmmoGUI.Text = Ammo.Value
	clipAmmoGUI.TextColor3 = (Ammo.Value <= (ClipSize.Value / 3) and Color3.new(1, 0, 0) or Color3.new(1, 1, 1))
end

local function updateStoredAmmo()
	storedAmmoGUI.Text = StoredAmmo.Value
	storedAmmoGUI.TextColor3 = (StoredAmmo.Value <= (ClipSize.Value * 2) and Color3.new(1, 0, 0) or Color3.new(1, 1, 1))
end

local function updateHealth()
	HUD.Health.Num.Text = CEIL(Humanoid.Health).."%"
	HUD.Health.Num.TextColor3 = (
		(Humanoid.Health > 200 / 3) and Color3.new(1, 1, 1) or
		(Humanoid.Health <= 200 / 3 and Humanoid.Health > 100 / 3) and Color3.new(1, 1, 0) or
		(Humanoid.Health <= 100 / 3) and Color3.new(1, 0, 0)
	)
end

local function updateModeLabels(prevState, newState, X)
	for Num, Mode in pairs(fireModes:GetChildren()) do
		local guiAngOffset2 = guiAngOffset + 90
		local Ang = numLerp(
			(guiAngOffset2 * prevState) - (guiAngOffset2 * Num) - guiAngOffset2,
			(guiAngOffset2 * newState) - (guiAngOffset2 * Num) - guiAngOffset2,
			Sine(X)
		) + guiAngOffset
		local XPos = COS(RAD(Ang))
		local YPos = SIN(RAD(Ang))
		Mode.Position = UDim2.new(0.5, XPos * 100, 0.5, YPos * 100)
		
		local R = COS(math.atan2(Mode.Position.Y.Offset, Mode.Position.X.Offset) + RAD(90))
		Mode.Label.TextTransparency = 1 - ((R / 4) + 0.75)
		
		local Scale = (R * 10) + 50
		Mode.Label.Position = UDim2.new(0, -Scale / 2, 0, 0)
		Mode.Label.Size = UDim2.new(0, Scale, 0, Scale / 2)
	end
end
-- return to idle if finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = "idle"
end

currentAnim = ""
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end

if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
return oldAnim
end

function setAnimationSpeed(speed)
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end

function keyFrameReachedFunc(frameName)
if (frameName == "End") then

local repeatAnim = currentAnim
--[=[
	Accepts an array of Promises and returns a new promise that:
	* is resolved after all input promises resolve.
	* is rejected if *any* input promises reject.

	:::info
	Only the first return value from each promise will be present in the resulting array.
	:::

	After any input Promise rejects, all other input Promises that are still pending will be cancelled if they have no other consumers.

	```lua
	local promises = {
		returnsAPromise("example 1"),
		returnsAPromise("example 2"),
		returnsAPromise("example 3"),
	}

	return Promise.all(promises)
	```

	@param promises {Promise<T>}
	@return Promise<{T}>
]=]
function Promise.all(promises)
	return Promise._all(debug.traceback(nil, 2), promises)
end
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- 

function updatechar()
	
	for _, v in pairs(character:GetChildren())do
		if CanViewBody then
			if v.Name == 'Head' then
				v.LocalTransparencyModifier = 1
				v.CanCollide = false
			end
		else
			if v:IsA'Part' or v:IsA'UnionOperation' or v:IsA'MeshPart' then
				v.LocalTransparencyModifier = 1
				v.CanCollide = false
			end
		end
		if v:IsA'Accessory' then
			v:FindFirstChild('Handle').LocalTransparencyModifier = 1
			v:FindFirstChild('Handle').CanCollide = false
		end
		if v:IsA'Hat' then
			v:FindFirstChild('Handle').LocalTransparencyModifier = 1
			v:FindFirstChild('Handle').CanCollide = false
		end

	end
	
end
-- functions

function onDied()
	sDied:Play()
end

function onState(state, sound)
	if state then
		sound:Play()
	else
		sound:Pause()
	end
end

function onRunning(speed)
	if speed>0.01 then
		sRunning:Play()
	else
		sRunning:Pause()
	end
end
-- Add icons to an overflow if they overlap the screen bounds or other icons
local function bindCamera()
	if not workspace.CurrentCamera then return end
	if cameraConnection and cameraConnection.Connected then
		cameraConnection:Disconnect()
	end
	cameraConnection = workspace.CurrentCamera:GetPropertyChangedSignal("ViewportSize"):Connect(IconController.updateTopbar)
end
--// Gather instances/parts
for _, instance in pairs (workspace.Lobby:GetDescendants()) do
	if instance:IsA("BasePart") then
		
	end
end

spawn(function()
	cp:PreloadAsync(ia)
	loaded = true
end)

local total = #ia
local assetLoaded = {}

function checkLoaded(asset)
	if asset:IsA("Sound") then
		return assetLoaded[asset.SoundId]
	else
		return assetLoaded[asset.Image]
	end
end

local was = 0
while not loaded do
	local t = 0
	for _, asset in pairs (hud:GetDescendants()) do
		if (asset:IsA("ImageButton") or asset:IsA("ImageLabel") or asset:IsA("Sound")) and not checkLoaded(asset) and asset.isLoaded then
			if asset:IsA("Sound") then
				assetLoaded[asset.SoundId] = true
			else
				assetLoaded[asset.Image] = true
			end
			t = t + 1
		end
	end
	if t > was then
		bg:TweenSize(UDim2.new(1, 0, bg.Position.Y.Scale - (t / 100), 32), "Out", "Linear", 0.15)
		was = t
	end
	warn (t, "out of", total, "assets loaded!")
	if t >= total then
		loaded = true
		break
	end
	wait(0.5)
end
if loaded then
	warn "LOADING COMPLETE"
	bg:TweenSize(UDim2.new(1, 0, 0, 0), "Out", 'Linear', 0.15)
	hud.HUDEngine.Doing.LoadingIngame.Value = false
end
-- TUNING VALUES
----------------------------------------
-- Factor of torque applied to get the wheels spinning
-- Larger number generally means faster acceleration
local TORQUE = 10000
-- Table of camera controllers that have been instantiated. They are instantiated as they are used.
local instantiatedCameraControllers = {}
local instantiatedOcclusionModules = {}
--[[**
	ensures value is a number where value > 0

	@returns A function that will return true iff the condition is passed
**--]]
t.numberPositive = t.numberMinExclusive(0)
--local Sprinting =false
local L_136_ = L_112_.new(Vector3.new())
L_136_.s = 15
L_136_.d = 0.5

game:GetService("UserInputService").InputChanged:connect(function(L_259_arg1) --Get the mouse delta for the gun sway
	if L_259_arg1.UserInputType == Enum.UserInputType.MouseMovement then
		L_131_ = math.min(math.max(L_259_arg1.Delta.x, -L_133_), L_133_)
		L_132_ = math.min(math.max(L_259_arg1.Delta.y, -L_133_), L_133_)
	end
end)

L_4_.Idle:connect(function() --Reset the sway to 0 when the mouse is still
	L_131_ = 0
	L_132_ = 0
end)

local L_137_ = false
local L_138_ = CFrame.new()
local L_139_ = CFrame.new()

local L_140_ = 0
local L_141_ = CFrame.new()
local L_142_ = 0.1
local L_143_ = 2

local L_144_ = 0
local L_145_ = .2
local L_146_	= 17

local L_147_ = 0
local L_148_ = 5
local L_149_ = .3



local L_150_, L_151_ = 0, 0

local L_152_ = nil
local L_153_ = nil
local L_154_ = nil

L_3_.Humanoid.Running:connect(function(L_260_arg1)
	if L_260_arg1 > 1 then
		L_137_ = true
	else
		L_137_ = false
	end
end)
--[[Standardized Values: Don't touch unless needed]]
	
	--[WEIGHT // Cubic stud : pounds ratio]
	Tune.WeightScaling = 1/50	--Default = 1/50 (1 cubic stud = 50 lbs)
	
return Tune
--- Update the text entry label
function Window:UpdateLabel()
	Entry.TextLabel.Text = Player.Name .. "@" .. self.Cmdr.PlaceName .. "$"
	Entry.TextLabel.Size = UDim2.new(0, Entry.TextLabel.TextBounds.X, 0, 20)
	Entry.TextBox.Position = UDim2.new(0, Entry.TextLabel.Size.X.Offset + 7, 0, 0)
end