Roblox/luau_corpus huggingface dataset:
------------------------





local maincf = CFrame.new(0, 0, 0)  

	
	
	equip = true
	arms = VMS:WaitForChild("v_FlashlightV2"):Clone()

	arms.HumanoidRootPart.SpotLight.Brightness = brightness
	arms.HumanoidRootPart.SpotLight.Range = range
	arms.HumanoidRootPart.SpotLight.Shadows = shadowson

	arms.Parent = cam
	arms.Name = "Arms"
	

	
	run.RenderStepped:Connect(function()
		if equip == true and arms then
			arms:SetPrimaryPartCFrame(
				cam.CFrame
				* maincf

				

			)
			


		end
	end)
	


UIS.InputEnded:Connect(function(input)
	if input.KeyCode == Enum.KeyCode[FlashlightKey] and equip == true then
		if ison == true then
			ison = false
			arms.HumanoidRootPart.SpotLight.Enabled = false
			FlashlightGui.FlashlightOn.Visible = false
			FlashlightGui.FlashlightOff.Visible = true
			arms.HumanoidRootPart.Flashlightss:Play()
			

		else
			ison = true
			arms.HumanoidRootPart.SpotLight.Enabled = true
			FlashlightGui.FlashlightOff.Visible = false
			FlashlightGui.FlashlightOn.Visible = true
			arms.HumanoidRootPart.Flashlightss:Play()
			

		end
	end
end)


local de = true
function onButtonPress()
	if de == true and equip == true then
		de = false
		if ison == true then
			ison = false
			arms.HumanoidRootPart.SpotLight.Enabled = false
			FlashlightGui.FlashlightOn.Visible = false
			FlashlightGui.FlashlightOff.Visible = true
			arms.HumanoidRootPart.Flashlightss:Play()


		else
			ison = true
			arms.HumanoidRootPart.SpotLight.Enabled = true
			FlashlightGui.FlashlightOff.Visible = false
			FlashlightGui.FlashlightOn.Visible = true
			arms.HumanoidRootPart.Flashlightss:Play()

		end
		
		wait(.75)
		de = true
	end
end


Con:SetImage("FlashLight", "rbxassetid://2883826635")	

Con:BindAction("FlashLight",onButtonPress,true,"F")



	
game.Players.LocalPlayer.Character:WaitForChild("Humanoid").Died:Connect(function()
	equip = false
	ison = false
	arms:Destroy()
end)
--// Recoil Settings	
	gunrecoil = -0.75; -- How much the gun recoils backwards when not aiming
	camrecoil = 0.26; -- How much the camera flicks when not aiming
	AimGunRecoil = -0.75; -- How much the gun recoils backwards when aiming
	AimCamRecoil = 0.23; -- How much the camera flicks when aiming
	
	CamShake = 8; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING
	AimCamShake = 6; -- THIS IS ALSO NEW!!!!
	
	Kickback = 10.2; -- Upward gun rotation when not aiming
	AimKickback = 9.11; -- Upward gun rotation when aiming
-- map to world lights
local welcomeUIGlow = workspace.UI.WelcomeUIFrameLighting.SurfaceLight
-- ROBLOX deviation: tuples not currently supported in Luau so we use a number array instead
export type RGB = { number }

return {
	aForeground2 = 90,
	aBackground2 = 225,

	bForeground2 = 23,
	bBackground2 = 195,

	aForeground3 = { 0x80, 0, 0x80 },
	aBackground3 = { 0xff, 0xd7, 0xff },

	bForeground3 = { 0, 0x5f, 0x5f },
	bBackground3 = { 0xd7, 0xff, 0xff },
}
--[[*
 * Returns true if **any** of the given glob `patterns` match the specified `string`.
 *
 * ```js
 * const picomatch = require('picomatch');
 * // picomatch.isMatch(string, patterns[, options]);
 *
 * console.log(picomatch.isMatch('a.a', ['b.*', '*.a'])); //=> true
 * console.log(picomatch.isMatch('a.a', 'b.*')); //=> false
 * ```
 * @param {String|Array} str The string to test.
 * @param {String|Array} patterns One or more glob patterns to use for matching.
 * @param {Object} [options] See available [options](#options).
 * @return {Boolean} Returns true if any patterns match `str`
 * @api public
 ]]

function picomatch.isMatch(str: string, patterns, options: Object?)
	return picomatch(patterns, options)(str)
end
--[[Run]]

	--Print Version
	local ver=require(car["A-Chassis Tune"].README)
	print("//INSPARE: AC6 Loaded - Build "..ver)
	
	--Runtime Loop
	while wait() do
		--Steering
		Steering()
		
		--Powertrain
		Engine()
		
		--Flip
		if _Tune.AutoFlip then Flip() end
		
		--Update External Values
		_IsOn = script.Parent.IsOn.Value
		_InControls = script.Parent.ControlsOpen.Value
		script.Parent.Values.Gear.Value = _CGear
		script.Parent.Values.RPM.Value = _RPM
		script.Parent.Values.Horsepower.Value = _HP
		script.Parent.Values.Torque.Value = _HP * 5250 / _RPM
		script.Parent.Values.TransmissionMode.Value = _TMode
		script.Parent.Values.Throttle.Value = _GThrot
		script.Parent.Values.Brake.Value = _GBrake
		script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))
		script.Parent.Values.SteerT.Value = _GSteerT
		script.Parent.Values.PBrake.Value = _PBrake
		script.Parent.Values.TCS.Value = _TCS
		script.Parent.Values.TCSActive.Value = _TCSActive
		script.Parent.Values.ABS.Value = _ABS
		script.Parent.Values.ABSActive.Value = _ABSActive
		script.Parent.Values.MouseSteerOn.Value = _MSteer
		script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity
		
	end
--!strict
export type Array<T> = { [number]: T }

return {
	concat = require(script.concat),
	every = require(script.every),
	filter = require(script.filter),
	find = require(script.find),
	findIndex = require(script.findIndex),
	forEach = require(script.forEach),
	from = require(script.from),
	includes = require(script.includes),
	indexOf = require(script.indexOf),
	isArray = require(script.isArray),
	join = require(script.join),
	map = require(script.map),
	reduce = require(script.reduce),
	reverse = require(script.reverse),
	shift = require(script.shift),
	slice = require(script.slice),
	some = require(script.some),
	sort = require(script.sort),
	splice = require(script.splice),
	unshift = require(script.unshift),
}
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --


Elevator:WaitForChild("Direction").Changed:connect(function(val)
    if val == 1 then
		This.Display.ARW1.U.Transparency = 0
		This.Display.ARW1.D.Transparency = 1
    elseif val == -1 then
		This.Display.ARW1.U.Transparency = 1
		This.Display.ARW1.D.Transparency = 0
	else
		This.Display.ARW1.U.Transparency = 1
		This.Display.ARW1.D.Transparency = 1
    end
end)
--//SS6 PLUGIN; SPLASH//--
  --//INSPARE 2017//--

local a = script.Parent.Main_Frame.A
local b = script.Parent.Main_Frame.B
local c = script.Parent.Main_Frame.C
local d = script.Parent.Main_Frame.D
local e = script.Parent.Main_Frame.E
local ai = script.Parent.Main_Frame.A.Frame.ImageLabel
local bi = script.Parent.Main_Frame.B.Frame.ImageLabel
local ci = script.Parent.Main_Frame.C.Frame.ImageLabel
local di = script.Parent.Main_Frame.D.Frame.ImageLabel
local ei = script.Parent.Main_Frame.E.Frame.ImageLabel
local i = script.Parent.Main_Frame.D.IN
local s = script.Parent.Main_Frame.F.SPARE
wait(.2)

script.Parent:TweenPosition(UDim2.new(0.5,0,0.5,0),"Out","Quint",.75)
script.Parent.Main_Frame:TweenPosition(UDim2.new(0.6,0,0.5,0),"Out","Sine",7.5)
for f=1,0,-0.1 do
	ai.ImageTransparency = f
	bi.ImageTransparency = f
	ci.ImageTransparency = f
	di.ImageTransparency = f
	ei.ImageTransparency = f
	i.TextTransparency = f
	s.TextTransparency = f
	wait()
end
wait(.5)
for f=0,0.25,0.01 do
	a.BackgroundTransparency = 1-f
	b.BackgroundTransparency = 1-f
	c.BackgroundTransparency = 1-f
	d.BackgroundTransparency = 1-f
	e.BackgroundTransparency = 1-f
	wait()
end
wait(1)
for f=0.25,0,-0.05 do
	a.BackgroundTransparency = 1-f
	b.BackgroundTransparency = 1-f
	c.BackgroundTransparency = 1-f
	d.BackgroundTransparency = 1-f
	e.BackgroundTransparency = 1-f
	wait()
end
wait(0.25)
for f=0,1,0.2 do
	ai.ImageTransparency = f
	bi.ImageTransparency = f
	ci.ImageTransparency = f
	di.ImageTransparency = f
	ei.ImageTransparency = f
	i.TextTransparency = f
	s.TextTransparency = f
	wait()
end
wait()
script.Parent:Destroy()
--[=[
	@param value T
	@return Option<T>

	Creates an Option instance with the given value. Throws an error
	if the given value is `nil`.
]=]
function Option.Some(value)
	assert(value ~= nil, "Option.Some() value cannot be nil")
	return Option._new(value)
end
-------------------------
while true do
Puerta1.BodyVelocity.velocity = Vector3.new(-0.5, 0, 0)
Puerta2.BodyVelocity.velocity = Vector3.new(0.5, 0, 0)
wait(8)
Puerta1.BodyVelocity.velocity = Vector3.new(0, 0, 0)
Puerta2.BodyVelocity.velocity = Vector3.new(0, 0, 0)
break
end
--Get average angular velocity from all 4 wheels
function Chassis.GetAverageVelocity()
	local t = 0
	for _, motor in pairs(Motors) do
		t = t + getMotorVelocity(motor)
	end
	return t * (1/#Motors)
end
--[[Susupension]]
	Tune.SusEnabled		= true		-- Sets whether suspension is enabled for PGS
	
	--Front Suspension
	Tune.FSusDamping	= 700		-- Spring Dampening
	Tune.FSusStiffness	= 9000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)
	
	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .1		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward
	
	--Rear Suspension
	Tune.RSusDamping	= 700		-- Spring Dampening
	Tune.RSusStiffness	= 9000		-- Spring Force
	Tune.RAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .1		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Aesthetics	
	Tune.SusVisible		= false			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Bright red"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness
-- Fonction pour masquer l'écran GUI lors de la déconnexion ou de la mort d'un joueur
local function hideGUI(player)
	local playerGui = player:FindFirstChild("PlayerGui")
	if playerGui then
		local guiInstance = playerGui:FindFirstChild("GUI")
		if guiInstance then
			guiInstance:Destroy()
		end
	end
end
--Values--
local car = script.Parent.Parent.Car.Value
local FE = workspace.FilteringEnabled
local _Tune = require(car["A-Chassis Tune"])
local Redline = _Tune.Redline
local maxPSI = WasteGatePressure
local totalPSI = 0
local actualPSI = 0
local CR = CompressionRatio
local TC = TurboCount
local handler = car:WaitForChild("UpdateAndMake")
local Values = script.Parent.Parent.Values
local Throttle = script.Parent.Parent.Values.Throttle.Value
local BOVFix = (1 - Throttle)
local tester = 1
local BOVact = 0
local BOVact2 = 0
local Whistle = car.DriveSeat:WaitForChild("Whistle")
local BOV = car.DriveSeat:WaitForChild("BOV")
Whistle:Play()
-- Decompiled with the Synapse X Luau decompiler.

local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
return function(p1, p2, p3, p4, p5)
	local v1 = {};
	p2 = string.lower(p2);
	p4 = p4 or 0.15;
	if p2 == "mousedown" then
		v1[#v1 + 1] = p1.InputBegan:Connect(function(p6)
			local l__UserInputType__2 = p6.UserInputType;
			if l__UserInputType__2 == Enum.UserInputType.MouseButton1 or (l__UserInputType__2 == Enum.UserInputType.Touch and p6.UserInputState == Enum.UserInputState.Begin or p6.KeyCode == Enum.KeyCode.ButtonA) then
				u1.Sound.Play(p3, script, p4 * 2, p5 or 1);
			end;
		end);
	elseif p2 == "mouseup" then
		v1[#v1 + 1] = p1.InputEnded:Connect(function(p7)
			local l__UserInputType__3 = p7.UserInputType;
			if l__UserInputType__3 == Enum.UserInputType.MouseButton1 or (l__UserInputType__3 == Enum.UserInputType.Touch and p7.UserInputState == Enum.UserInputState.End or p7.KeyCode == Enum.KeyCode.ButtonA) then
				u1.Sound.Play(p3, script, p4 * 2, p5 or 1);
			end;
		end);
	elseif p2 == "mouseenter" then
		v1[#v1 + 1] = p1.MouseEnter:Connect(function()
			u1.Sound.Play(p3, script, p4, p5 or 1);
		end);
	elseif p2 == "mouseleave" then
		v1[#v1 + 1] = p1.MouseLeave:Connect(function()
			u1.Sound.Play(p3, script, p4, p5 or 1);
		end);
	elseif p2 == "mouseclick" then
		v1[#v1 + 1] = p1.Activated:Connect(function()
			u1.Sound.Play(p3, script, p4, p5 or 1);
		end);
	end;
	return function()

			for v4, v5 in ipairs(v1) do
			if not v4 then
				break;
			end;
			v5:Disconnect();		
		end;
	end;
end;
-----------------------------------------------------------------------------------------------

script.Parent:WaitForChild("Spd")

local player=game.Players.LocalPlayer
local mouse=player:GetMouse()

local car = script.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false

local _Tune = require(car["A-Chassis Tune"])

local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline

local currentUnits = 1
local revEnd = 8

local inTac = car.Body.Dash.D.G.Tac.Needle
local inspd = car.Body.Dash.D.G.Spd.Needle
--TO THE PART YOU WANT TO MAKE kill brick, INSERT A "BoolValue" NAMED kills (no capitals) but it will only work when your stage is working in - game.
script:Destroy()





































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































credits to Phantom c:
print("Hello world!")
--[[
	Library
]]

local CoreLibrary = {}

function CoreLibrary.addPlayer(state, data: TypeDefinitions.PlayerData)
	local weapons = {}
	for weaponId, weaponData in pairs(Conf.weapon_system.weapons) do
		weapons[weaponId] = shallowCopy(weaponData.default_state)
	end
	
	state[data.player] = {
		equipped = nil,
		weapons = weapons,
	}
end

function CoreLibrary.removePlayer(state, data: TypeDefinitions.PlayerData)
	state[data.player] = nil
end

return CoreLibrary
---------------------------------
---Day/Night Script for Blocks---
---------------------------------
b = script.Parent

local oh,om = 6,10	-- Open Time (hours,minutes) DON'T TOUCH!
local ch,cm = 17,30	-- Close Time (hours, minutes) DON'T TOUCH!

local l = game:service("Lighting")
if (om == nil) then om = 0 end
if (cm == nil) then cm = 0 end


function TimeChanged()
	local ot = (oh + (om/60)) * 60
	local ct = (ch + (cm/60)) * 60
	if (ot < ct) then
		if (l:GetMinutesAfterMidnight() >= ot) and (l:GetMinutesAfterMidnight() <= ct) then
b.Material = ("SmoothPlastic")
b.Color = Color3.fromRGB(255, 195, 0)
		else
b.Material = ("Neon")
b.Color = Color3.fromRGB(200, 160, 0)
		end
	elseif (ot > ct) then
		if (l:GetMinutesAfterMidnight() >= ot) or (l:GetMinutesAfterMidnight() <= ct) then
b.Material = ("SmoothPlastic")
b.Color = Color3.fromRGB(255, 195, 0)
		else
b.Material = ("Neon")
b.Color = Color3.fromRGB(200, 160, 0)
		end
	end
end

TimeChanged()
game.Lighting.Changed:connect(function(property)
			if (property == "TimeOfDay") then
				TimeChanged()
			end
		end)
-- Nominal distance, set by dollying in and out with the mouse wheel or equivalent, not measured distance
function BaseCamera:GetCameraToSubjectDistance()
	return self.currentSubjectDistance
end
----------------------------------------------

local debris = game:GetService("Debris")
while vehicle:FindFirstChild("StamperFloor") or vehicle:FindFirstChild("StamperFloor2") do vehicle.ChildRemoved:wait() end
local vehicleSize = vehicle:GetModelSize().magnitude
---//Variables//
local Line = script.Parent.Label.Line
local Label = script.Parent.Label
local LabelShadow = script.Parent.Shadow
local Plr = game.Players.LocalPlayer
local PlayerScripts = Plr.PlayerScripts
--[[ The Module ]]--
local BaseCharacterController = {}
BaseCharacterController.__index = BaseCharacterController

function BaseCharacterController.new()
	local self = setmetatable({}, BaseCharacterController)
	self.enabled = false
	self.moveVector = ZERO_VECTOR3
	self.moveVectorIsCameraRelative = true
	self.isJumping = false
	return self
end

function BaseCharacterController:OnRenderStepped(dt)
	-- By default, nothing to do
end

function BaseCharacterController:GetMoveVector()
	return self.moveVector
end

function BaseCharacterController:IsMoveVectorCameraRelative()
	return self.moveVectorIsCameraRelative
end

function BaseCharacterController:GetIsJumping()
	return self.isJumping
end
----------------------------------------------------------------------------------------------------
--------------------=[ OUTROS ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	,FastReload = true					--- Automatically operates the bolt on reload if needed
	,SlideLock = true
	,MoveBolt = false
	,BoltLock = false
	,CanBreachDoor = false
	,CanBreak = true					--- Weapon can jam?
	,JamChance = 1000					--- This old piece of brick doesn't work fine >;c
	,IncludeChamberedBullet = true		--- Include the chambered bullet on next reload
	,Chambered = false					--- Start with the gun chambered?
	,LauncherReady = false				--- Start with the GL ready?
	,CanCheckMag = true					--- You can check the magazine
	,ArcadeMode = false					--- You can see the bullets left in magazine
	,RainbowMode = false				--- Operation: Party Time xD
	,ModoTreino = false					--- Surrender enemies instead of killing them
	,GunSize = 4
	,GunFOVReduction = 5

	,BoltExtend = Vector3.new(0, 0, 0.4)
	,SlideExtend = Vector3.new(0, 0, 0.4)
-- When mouse released
function onButton1Up(mouse)
	--print("Up");
end
--[[Flip]]

	function Flip()
		--Detect Orientation
		if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then
			FlipWait=tick()
			
		--Apply Flip
		else
			if tick()-FlipWait>=3 then
				FlipDB=true
				local gyro = car.DriveSeat.Flip
				gyro.maxTorque = Vector3.new(10000,0,10000)
				gyro.P=3000
				gyro.D=500
				wait(1)
				gyro.maxTorque = Vector3.new(0,0,0)
				gyro.P=0
				gyro.D=0
				FlipDB=false
			end
		end
	end

	function AWD()
			if car.DriveSeat.AWD.Value then -- SET AWD
				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
			else --make RWD
				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.remove(Drive,3) table.remove(Drive,4) end end end
			end
		end
		
		car.DriveSeat.AWD.Changed:connect(function()
			AWD()
		end)
		
		AWD()
--generate templates

function GT()
	---Clean
	for _,v in pairs(ScrollFrame:GetChildren()) do
		if v:IsA("Frame") then
			v:Destroy()
		end
	end
	---Generate
	for _,v in pairs(CarStorage:GetChildren()) do
		local Templatecopy = Template:Clone()
		Templatecopy.Parent = ScrollFrame
		Templatecopy.CarName.Text = v.Name
		Templatecopy.BuySpawn.VehicleName.Value = v.Name
		Templatecopy.ImageFrame.ImageLabel.Image = v.Image.Value
		Templatecopy.BuySpawn.BuySpawnScript.Disabled = false
	end
end	
GT()
--Invisible Knife--

local Appearance = {
	Texture = "",
	BrickColor = BrickColor.new("Really black"),
	Material = "Plastic",
	Transparency = 1,
	Reflectance = 0,
}

return Appearance
----- FLING -----

function flingPlayer(player)
	player.Humanoid.PlatformStand = true
	wait(math.random(1,2))
	player.Humanoid.PlatformStand = false
end
--Place the Shake event into ReplicatedStorage
--Place this into StarterPlayerScripts
local dropoff = 1.2 --how quickly you want the effect to fade away
local sway = 5

local cam = workspace.CurrentCamera
local amount

game.ReplicatedStorage.Shake.OnClientEvent:connect(function(times, number)
	amount = number
	for i = 1,times do
	for i = 1,sway do
		game:GetService("RunService").RenderStepped:wait()
		cam.CFrame = cam.CFrame * CFrame.Angles(amount,amount/2,0)
	end
	for i = 1,sway do
		game:GetService("RunService").RenderStepped:wait()
		cam.CFrame = cam.CFrame * CFrame.Angles(-amount,-amount/2,0)
	end
	amount = amount/dropoff
	end
end)
--[[
	Constants used throughout the testing framework.
]]

local TestEnum = {}

TestEnum.TestStatus = {
	Success = "Success",
	Failure = "Failure",
	Skipped = "Skipped"
}

TestEnum.NodeType = {
	Try = "Try",
	Describe = "Describe",
	It = "It",
	BeforeAll = "BeforeAll",
	AfterAll = "AfterAll",
	BeforeEach = "BeforeEach",
	AfterEach = "AfterEach"
}

TestEnum.NodeModifier = {
	None = "None",
	Skip = "Skip",
	Focus = "Focus"
}

return TestEnum
--[[Transmission]]
	Tune.TransModes		={"Auto", "Semi"}												--[[
	[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	= "RPM"												--[[
	[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		= 3.20			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.42		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.75		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.38		,
		--[[ 3 ]]		1.72		,
		--[[ 4 ]]		1.34		,
		--[[ 5 ]]		1.11		,
		--[[ 6 ]]		.78			,
	}
	Tune.FDMult			= 1			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--- Parses all of the command arguments into ArgumentContexts
-- Called by the command dispatcher automatically
-- allowIncompleteArguments: if true, will not throw an error for missing arguments
function Command:Parse (allowIncompleteArguments)
	local hadOptional = false
	for i, definition in ipairs(self.ArgumentDefinitions) do
		local required = (definition.Default == nil and definition.Optional ~= true)

		if required and hadOptional then
			error(("Command %q: Required arguments cannot occur after optional arguments."):format(self.Name))
		elseif not required then
			hadOptional = true
		end

		if self.RawArguments[i] == nil and required and allowIncompleteArguments ~= true then
			return false, ("Required argument #%d %s is missing."):format(i, definition.Name)
		elseif self.RawArguments[i] or allowIncompleteArguments then
			self.Arguments[i] = Argument.new(self, definition, self.RawArguments[i] or "")
		end
	end

	return true
end