Roblox/luau_corpus huggingface dataset:
--Also, we need a way to force a debounce on the destination teleporter
script.Parent.ForceSetBusy.Event:connect(function()
	if (isBusy) then return end
	glowPart.Transparency = 1
	indicator.BrickColor = BrickColor.new("Really red")
	isBusy = true
	wait(7.5)
	glowPart.Transparency = 0
	indicator.BrickColor = BrickColor.new("Lime green")
	isBusy = false
end)
--[=[
	Destroys the ClientComm object.
]=]
function ClientComm:Destroy() end

return ClientComm
--[[Run]]

	--Print Version
	local ver=require(car["A-Chassis Tune"].README)
	print("//INSPARE: AC6 Loaded - Build "..ver)
	
	--Runtime Loops
	
	-- ~60 c/s
	game["Run Service"].Stepped:connect(function()
		--Steering
		Steering()
		
		--RPM
		RPM()
		
		--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 * _Tune.EqPoint / _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)
	
	-- ~15 c/s
	while wait(.0667) do
		--Power
		Engine()
		
		--Flip
		if _Tune.AutoFlip then Flip() end
	end
--[=[
	Constructs a new Signal that wraps around an RBXScriptSignal.

	@param rbxScriptSignal RBXScriptSignal -- Existing RBXScriptSignal to wrap
	@return Signal

	For example:
	```lua
	local signal = Signal.Wrap(workspace.ChildAdded)
	signal:Connect(function(part) print(part.Name .. " added") end)
	Instance.new("Part").Parent = workspace
	```
]=]
function Signal.Wrap(rbxScriptSignal)
	assert(
		typeof(rbxScriptSignal) == "RBXScriptSignal",
		"Argument #1 to Signal.Wrap must be a RBXScriptSignal; got " .. typeof(rbxScriptSignal)
	)
	local signal = Signal.new()
	signal._proxyHandler = rbxScriptSignal:Connect(function(...)
		signal:Fire(...)
	end)
	return signal
end
-------------------------------

local tool = script.Parent
local player = game.Players.LocalPlayer
while player.Character == nil do wait() end
local char = player.Character
while char:FindFirstChild("Humanoid") == nil do wait() end
local hum = char:FindFirstChild("Humanoid")
local rs = char:FindFirstChild("Torso"):FindFirstChild("Right Shoulder")
local ls = char:FindFirstChild("Torso"):FindFirstChild("Left Shoulder")

local enabled = true
local equipped = false
local ischarging = false
tool.Equipped:connect(function(mouse)
	equipped = true
	mouse.Icon = "rbxasset://textures\\GunCursor.png"
	mouse.Button1Down:connect(function()
		if not enabled then return end
		if hum == nil then return end
		if hum.Health <= 0 then return end
		if mouse == nil then return end
		if not ischarging then
			if mouse.Hit ~= nil then
				ischarging = true
				script.Parent.ChargeProjectile:FireServer()
			end
		elseif ischarging then
			ischarging = false
			enabled = false
			script.Parent.ReleaseProjectile:FireServer(mouse.Hit.p)
			mouse.Icon = "rbxasset://textures\\GunWaitCursor.png"
			wait(RELOAD_TIME)
			mouse.Icon = "rbxasset://textures\\GunCursor.png"
			enabled = true
		end
	end)
end)

tool.Unequipped:connect(function(mouse)
	equipped = false
	ischarging = false
end)
--Sets the current frame.
function ControllerGroups:SetSelectedFrame(NewFrame)
	if LastActiveGroup and ControllerConnected() and LastActiveGroup:FrameInGroup(NewFrame) then
		LastFrame = NewFrame
		GuiService.SelectedObject = NewFrame
		UpdateActiveButton()
	end
end
-- Decompiled with the Synapse X Luau decompiler.

return {
	Name = "var", 
	Aliases = {}, 
	Description = "Gets a stored variable.", 
	Group = "DefaultUtil", 
	AutoExec = { "alias \"init-edit|Edit your initialization script\" edit ${var init} \\\\\n && var= init ||", "alias \"init-edit-global|Edit the initialization script for all users\" edit ${var $init} \\\\\n && var= $init ||", "alias \"init-run|Re-runs the initialization script manually.\" run-lines ${var init} && run-lines ${var $init}", "init-run" }, 
	Args = { {
			Type = "storedKey", 
			Name = "Key", 
			Description = "The key to get, retrieved from your user data store. Keys prefixed with . are not saved. Keys prefixed with $ are game-wide. Keys prefixed with $. are game-wide and non-saved."
		} }, 
	ClientRun = function(p1, p2)
		p1:GetStore("vars_used")[p2] = true;
	end
};
-- Libraries
local ListenForManualWindowTrigger = require(Tool.Core:WaitForChild('ListenForManualWindowTrigger'))
local Roact = require(Vendor:WaitForChild('Roact'))
local ColorPicker = require(UI:WaitForChild('ColorPicker'))
--Sam

local rap = script.Parent.RightArmParts:GetChildren()
local lap = script.Parent.LeftArmParts:GetChildren()
local rlp = script.Parent.RightLegParts:GetChildren()
local llp = script.Parent.LeftLegParts:GetChildren()
local hp = script.Parent.HeadParts:GetChildren()
local tp = script.Parent.TorsoParts:GetChildren()

function WELDY(table, weldTo)
	local w2 = Instance.new("Weld")
	w2.Parent = script.Parent.Torso
	w2.Part0 = w2.Parent
	w2.C0 = CFrame.new()
	w2.Part1 = script.Parent.Head
	w2.C1 = CFrame.new(0, -1.5, 0)
	for i = 1, #table do 
		if table[i]:IsA("BasePart") then
			local w = Instance.new("Weld")
			w.Parent = weldTo
			w.Part0 = w.Parent
			w.C0 = weldTo.CFrame:inverse()
			w.Part1 = table[i]
			w.C1 = table[i].CFrame:inverse()
			w.Part1.Anchored = false
		end	
	end
	weldTo.Anchored = false
	for i = 1, #table do
		if table[i]:IsA("BasePart") then
			table[i].Anchored = false
		end
	end
	weldTo.Anchored = false
end 

function CFRAMEIT(table, weldTo)
	for i = 1, #table do
		if table[i]:IsA("BasePart") then
			local cf = table[i].CFrame
			local v = Instance.new("CFrameValue")
			v.Name = "CF"
			v.Value = cf
			v.Parent = table[i]
		end
	end
	local v = Instance.new("CFrameValue")
	v.Name = "CF"
	v.Value = weldTo.CFrame
	v.Parent = weldTo
end

function WELDIT(table, weldTo)
	if not weldTo:findFirstChild("CF") then
		WELDY(table, weldTo)
	elseif weldTo:findFirstChild("CF") then
		for i = 1, #table do
			if table[i]:IsA("BasePart") then
				local w = Instance.new("Weld")
				w.Parent = weldTo
				w.Part0 = w.Parent
				w.C0 = weldTo.CF.Value:inverse()
				w.Part1 = table[i]
				w.C1 = table[i].CF.Value:inverse()
				table[i].Anchored = false
			end
		end
		weldTo.Anchored = false
	end
end

function weld(t, weldTo)
WELDIT(t, weldTo)
end 

weld(rap, script.Parent["Right Arm"])
weld(lap, script.Parent["Left Arm"])
weld(rlp, script.Parent["Right Leg"])
weld(llp, script.Parent["Left Leg"])
weld(tp, script.Parent["Torso"])
weld(hp, script.Parent["Head"])
-- ROBLOX deviation: omitted external type NewPlugin
local PrettyFormat = require(Packages.PrettyFormat)
type Config = PrettyFormat.Config
type Printer = PrettyFormat.Printer
type Refs = PrettyFormat.Refs

local function serialize(
	val: any,
	config: Config,
	indentation: string,
	depth: number,
	refs: Refs,
	printer: Printer
): string
	-- Serialize a non-default name, even if config.printFunctionName is false.
	local name = val.getMockName()
	local nameString = ""
	if name == "jest.fn()" then
		nameString = ""
	else
		nameString = " " .. name
	end

	local callsString = ""
	if #val.mock.calls ~= 0 then
		local indentationNext = indentation .. config.indent
		callsString = " {"
			.. config.spacingOuter
			.. indentationNext
			.. '"calls": '
			.. printer(val.mock.calls, config, indentationNext, depth, refs)

		if config.min then
			callsString = callsString .. ", "
		else
			callsString = callsString .. ","
		end

		callsString = callsString
			.. config.spacingOuter
			.. indentationNext
			.. '"results": '
			.. printer(val.mock.results, config, indentationNext, depth, refs)

		if not config.min then
			callsString = callsString .. ","
		end

		callsString = callsString .. config.spacingOuter .. indentation .. "}"
	end

	return "[MockFunction" .. nameString .. "]" .. callsString
end

local function test(val: any): boolean
	-- ROBLOX deviation: add a table check to prevent access errors on non-tables
	return val and typeof(val) == "table" and val._isMockFunction
end

return {
	serialize = serialize,
	test = test,
}
--- Returns a new CommandContext, an object which is created for every command validation.
-- This is also what's passed as the context to the "Run" functions in commands
function Command.new (options)
	local self = {
		Dispatcher = options.Dispatcher; -- The dispatcher that created this command context
		Cmdr = options.Dispatcher.Cmdr; -- A quick reference to Cmdr for command context
		Name = options.CommandObject.Name; -- The command name (not alias)
		RawText = options.Text; -- The raw text used to trigger this command
		Object = options.CommandObject; -- The command object (definition)
		Group = options.CommandObject.Group; -- The group this command is in
		State = {}; -- A table which will hold any custom command state information
		Aliases = options.CommandObject.Aliases;
		Alias = options.Alias; -- The command name that was used
		Description = options.CommandObject.Description;
		Executor = options.Executor; -- The player who ran the command
		ArgumentDefinitions = options.CommandObject.Args; -- The argument definitions from the command definition
		RawArguments = options.Arguments; -- Array of strings which are the unparsed values for the arguments
		Arguments = {}; -- A table which will hold ArgumentContexts for each argument
		Data = options.Data; -- A special container for any additional data the command needs to collect from the client
		Response = nil; -- Will be set at the very end when the command is run and a string is returned from the Run function.
	}

	setmetatable(self, Command)

	return self
end
--Casts the mouse's position to 3D space.
local function Get3DPosition(X,Y)
	local MouseRay = Camera:ScreenPointToRay(X,Y,1000)
	local EndPos = MouseRay.Origin + MouseRay.Direction
	return CastRay(Camera.CFrame.p,(EndPos - Camera.CFrame.p).unit,1000)
end
-------------------------
while true do
Puerta1.BodyVelocity.velocity = Vector3.new(0, 0, -0.5)
Puerta2.BodyVelocity.velocity = Vector3.new(0, 0, 0.5)
wait(8)
Puerta1.BodyVelocity.velocity = Vector3.new(0, 0, 0)
Puerta2.BodyVelocity.velocity = Vector3.new(0, 0, 0)
break
end
--[[
Creats a beam between two parts.	
--]]
local function JoinPartsAtOffset(Part1,Part2,Offset1,Offset2,Rotation,Width1,Width2)
	--Create the attachments.
	local Attachment1 = Instance.new("Attachment")
	Attachment1.Position = Offset1
	Attachment1.Orientation = Rotation
	Attachment1.Parent = Part1
	
	local Attachment2 = Instance.new("Attachment")
	Attachment2.Position = Offset2
	Attachment2.Orientation = Rotation
	Attachment2.Parent = Part2
	
	--Create the beam.
	local Beam = Instance.new("Beam")
	Beam.Color = ColorSequence.new(Part1.Color,Part2.Color)
	Beam.Transparency = NumberSequence.new(Part1.Transparency,Part2.Transparency)
	Beam.LightInfluence = 1
	Beam.Attachment0 = Attachment1
	Beam.Attachment1 = Attachment2
	Beam.Width0 = Width1
	Beam.Width1 = Width2
	Beam.Parent = Part1
end
--functions
function coverdown()
	shutter.TextLabel.Visible = false
	shutter:TweenPosition(UDim2.new(0, 0,0.525, 0), "Out", "Sine", 1, true)
end

function coverup()
	shutter:TweenPosition(UDim2.new(0, 0,0.145, 0), "Out", "Sine", 1, true)	
	shutter.TextLabel.Visible = true
end

function menuoneappear()
	for _,v in pairs(machine.ToppingsOne:GetChildren()) do
		if v:IsA("TextButton") then
			v.Visible = true
		end
	end
	machine.ToppingsOne.Header.Visible = true
end

function menutwoappear()
	for _,v in pairs(machine.ToppingsTwo:GetChildren()) do
		if v:IsA("TextButton") then
			v.Visible = true
		end
	end
	machine.ToppingsTwo.Header.Visible = true
end

function menuonedisappear()
	for _,v in pairs(machine.ToppingsOne:GetChildren()) do
		if v:IsA("TextButton") then
			v.Visible = false
		end
	end
	machine.ToppingsOne.Header.Visible = false
end

function menutwodisappear()
	for _,v in pairs(machine.ToppingsTwo:GetChildren()) do
		if v:IsA("TextButton") then
			v.Visible = false
		end
	end
	machine.ToppingsTwo.Header.Visible = false
end
--[[Running Logic]]--
local equipped = false
local rayparts = {}
local ColorChoices = {BrickColor.new('Really red'),BrickColor.new('Lime green'),BrickColor.new('Toothpaste')}
local StartOffset = {Vector3.new(-.45,0,0),Vector3.new(0,0,0),Vector3.new(.45,0,0)}
local oldC0 =nil
local nweld
-- Copied from Grimgold Periastron Beta

local Tool = script.Parent
local Sword = Tool.Handle

local vCharacter
local myTorso
local myHumanoid 

local equipped = false

local debris = game:GetService("Debris")

function tagHumanoid(humanoid, player)
	if humanoid then 
		local creatorTag = Instance.new("ObjectValue")
		creatorTag.Value = player
		creatorTag.Name = "creator"
		creatorTag.Parent = humanoid
		debris:AddItem(creatorTag, 1)
	end
end

function cut(hit)
	local humanoid
	local vPlayer
	if hit and hit.Parent and myHumanoid then 
		if hit.Parent.className == "Hat" then
			humanoid = hit.Parent.Parent:FindFirstChild("Humanoid")
		else
			humanoid = hit.Parent:FindFirstChild("Humanoid")
		end
		vPlayer = game.Players:GetPlayerFromCharacter(vCharacter)
		if humanoid ~= nil and humanoid ~= myHumanoid then 
			tagHumanoid(humanoid, vPlayer)
			humanoid:TakeDamage(7.)
		end
	end
end

function onEquipped()
	vCharacter = Tool.Parent
	myTorso = vCharacter:FindFirstChild("Torso")
	myHumanoid = vCharacter:FindFirstChild("Humanoid")	
end

Tool.Equipped:connect(onEquipped)

Sword.Touched:connect(cut)
-- ROBLOX deviation: expected does not have Error type annotation
function toThrowExpectedObject(
	matcherName: string,
	options: JestMatcherUtils.MatcherHintOptions,
	thrown: Thrown | nil,
	expected: Error
): SyncExpectationResult
	local pass = thrown ~= nil and thrown.message == expected.message

	local message
	if pass then
		message = function()
			local retval = matcherHint(matcherName, nil, nil, options)
				.. "\n\n"
				.. formatExpected("Expected message: never ", expected.message)

			if thrown ~= nil and thrown.hasMessage and not thrown.value["$$robloxInternalJestError"] then
				retval = retval .. formatStack(thrown)
			else
				retval = retval .. formatReceived("Received value:         ", thrown, "message") .. formatStack(thrown)
			end

			return retval
		end
	else
		message = function()
			local retval = matcherHint(matcherName, nil, nil, options) .. "\n\n"

			if thrown == nil then
				retval = retval .. formatExpected("Expected message: ", expected.message) .. "\n" .. DID_NOT_THROW
			else
				if thrown.hasMessage and not thrown.value["$$robloxInternalJestError"] then
					retval = retval
						.. printDiffOrStringify(
							expected.message,
							thrown.message,
							"Expected message",
							"Received message",
							true
						)
						.. "\n"
						.. formatStack(thrown)
				else
					retval = retval
						.. formatExpected("Expected message: ", expected.message)
						.. formatReceived("Received value:   ", thrown, "message")
						.. formatStack(thrown)
				end
			end

			return retval
		end
	end

	return { message = message, pass = pass }
end
--Leonlai Fog Script. :D

game.Lighting.FogStart = 10 
game.Lighting.FogEnd = 120 
game.Lighting.FogColor = Color3.new(0,0,0)
game.Lighting.TimeOfDay = "00:00"
--[=[
	@return ... any
	@yields

	Yields the current thread until the signal is fired, and returns the arguments fired from the signal.
	Yielding the current thread is not always desirable. If the desire is to only capture the next event
	fired, using `Once` might be a better solution.
	```lua
	task.spawn(function()
		local msg, num = signal:Wait()
		print(msg, num) --> "Hello", 32
	end)
	signal:Fire("Hello", 32)
	```
]=]
function Signal:Wait()
	local waitingCoroutine = coroutine.running()
	local connection
	local done = false
	connection = self:Connect(function(...)
		if done then
			return
		end
		done = true
		connection:Disconnect()
		task.spawn(waitingCoroutine, ...)
	end)
	return coroutine.yield()
end
--TimeSensor--
TurnOn = 19
TurnOff = 7
On = false
while wait(10) do
    if game.Lighting.ClockTime >= TurnOn then
        if not On then
            On = true
            script.Parent.Flicker.On.Value = true
        end
    elseif game.Lighting.ClockTime >= TurnOff then
        if On then
            On = false
            script.Parent.Flicker.On.Value = false
        end
    end
end