Roblox/luau_corpus huggingface dataset:
--[[
    Chooses between the different GuiTypes that the emotes can be displayed in
]]

local Roact = require(script.Parent.Parent.Packages.Roact)
local t = require(script.Parent.Parent.Packages.t)
local clientConfig = require(script.Parent.Parent.clientConfig)
local ConfigurationContext = require(script.Parent.Parent.Packages.Configuration).ConfigurationContext
local enums = require(script.Parent.Parent.enums)
local EmoteBarScreen = require(script.Parent.EmoteBarScreen)
local EmoteWheelBillboard = require(script.Parent.EmoteWheelBillboard)

local EmoteView = Roact.Component:extend("EmoteView")

EmoteView.defaultProps = {
	isVisible = true,
	forceHide = false,
}

EmoteView.validateProps = t.strictInterface({
	forceHide = t.boolean,
	isVisible = t.boolean,
	configuration = clientConfig.validate,
})

function EmoteView:render()
	local guiType = self.props.configuration.guiType

	if guiType == enums.GuiType.EmoteWheel then
		return Roact.createElement(EmoteWheelBillboard, {
			isVisible = self.props.isVisible,
		})
	else
		return Roact.createElement(EmoteBarScreen, {
			isVisible = self.props.isVisible and not self.props.forceHide,
		})
	end
end

return ConfigurationContext.withConfiguration(EmoteView)
-------------------------------

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 enabled = true
local equipped = false
local ischarging = true
tool.Selected: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 ischarging then
			if mouse.Hit ~= nil 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
				ischarging = true
			end
		end
	end)
end)

tool.Deselected:connect(function(mouse)
	equipped = false
end)
--[[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)
	--tweenb:Play()
	--tweenb2:Play()
	script.Parent.Parent.Parent.Enabled = false
	script.Parent.Parent.Parent.Parent.Building.Enabled = true
end
script.Parent.MouseButton1Down:connect(onClicked)
--[[ Use the following script to program your on/off switch to do stuff. This can mean opening and closing a door, turning on and off lights, anything!
Just put what you want the button to do while on/off below.]]

Room = script.Parent

function on() --Type below what you want the button to do while it is on.
Room.L1.SpotLight.Enabled = true
Room.L2.SpotLight.Enabled = true
end

function off() --Type below what you want the button to do while it is off.
Room.L1.SpotLight.Enabled = false
Room.L2.SpotLight.Enabled = false
end
--TABS

function activedeactive(thing, val)
	for _,i in pairs (thing:GetChildren()) do
		if i:IsA("ImageButton") or i:IsA("TextButton") then
			if i.Name ~= "header" then
				i.Active = val
			end
		end
	end
end

lights.header.MouseButton1Click:connect(function()
	if curtab ~= 3 then
		curtab = 3
		lights:TweenPosition(UDim2.new(0, -8, 0, 150), "Out", "Quad", 0.5, true)
		siren:TweenPosition(UDim2.new(0, -8, 0, 230), "Out", "Quad", 0.5, true)
		seats:TweenPosition(UDim2.new(0, -8, 0, 310), "Out", "Quad", 0.5, true)
		activedeactive(lights,true)
		activedeactive(siren,false)
		activedeactive(seats,false)
	else
		curtab = 0
		lights:TweenPosition(UDim2.new(0, -8, 0, 150), "Out", "Quad", 0.5, true)
		siren:TweenPosition(UDim2.new(0, -8, 0, 230), "Out", "Quad", 0.5, true)
		seats:TweenPosition(UDim2.new(0, -8, 0, 310), "Out", "Quad", 0.5, true)
	end
end)
siren.header.MouseButton1Click:connect(function()
	if curtab ~= 2 then
		curtab = 2
		lights:TweenPosition(UDim2.new(0, -8, 0, 150), "Out", "Quad", 0.5, true)
		siren:TweenPosition(UDim2.new(0, -8, 0, 230), "Out", "Quad", 0.5, true)
		seats:TweenPosition(UDim2.new(0, -8, 0, 310), "Out", "Quad", 0.5, true)
		activedeactive(lights,false)
		activedeactive(siren,true)
		activedeactive(seats,false)
	else
		curtab = 0
		lights:TweenPosition(UDim2.new(0, -8, 0, 150), "Out", "Quad", 0.5, true)
		siren:TweenPosition(UDim2.new(0, -8, 0, 230), "Out", "Quad", 0.5, true)
		seats:TweenPosition(UDim2.new(0, -8, 0, 310), "Out", "Quad", 0.5, true)
	end
end)
seats.header.MouseButton1Click:connect(function()
	if curtab ~= 1 then
		curtab = 1
		lights:TweenPosition(UDim2.new(0, -8, 0, 150), "Out", "Quad", 0.5, true)
		siren:TweenPosition(UDim2.new(0, -8, 0, 230), "Out", "Quad", 0.5, true)
		seats:TweenPosition(UDim2.new(0, -8, 0, 310), "Out", "Quad", 0.5, true)
		activedeactive(lights,false)
		activedeactive(siren,false)
		activedeactive(seats,true)
	else
		curtab = 0
		lights:TweenPosition(UDim2.new(0, -8, 0, 150), "Out", "Quad", 0.5, true)
		siren:TweenPosition(UDim2.new(0, -8, 0, 230), "Out", "Quad", 0.5, true)
		seats:TweenPosition(UDim2.new(0, -8, 0, 310), "Out", "Quad", 0.5, true)
	end
end)
-- Also activate when the Action Button is pressed
local function OnChildAdded(child)
	if child.Name == 'ActionButtonData' then
		child.Changed:connect(function(newValue)
			local bindable = child:FindFirstChild('GetTargetPosition')
			if bindable and string.sub(newValue, 1, 1) == 'v' then
				local matches = {}
				for match in string.gmatch(newValue, '%d+%.?%d*') do
					table.insert(matches, match)
				end
				if #matches == 4 then
					local screenPosition = Vector2.new(matches[1], matches[2])
					local screenSize = Vector2.new(matches[3], matches[4])
					local targetPosition = bindable:Invoke(screenPosition, screenSize, {MyModel})
					OnActivated(targetPosition)
				end
			end
		end)
	end
end
-- Initialize weld tool
local WeldTool = require(CoreTools.WeldTool)
Core.AssignHotkey('F', Core.Support.Call(Core.EquipTool, WeldTool));
Core.Dock.AddToolButton(Core.Assets.WeldIcon, 'F', WeldTool, 'WeldInfo');
--//Server Animations
	RightHighReady = CFrame.new(-0.95, 0, .2) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0));
	LeftHighReady = CFrame.new(0.6,0.9,-.3) * CFrame.Angles(math.rad(-140),math.rad(40),math.rad(15));
	
	RightLowReady = CFrame.new(-1, -0.2, -.15) * CFrame.Angles(math.rad(60), math.rad(0), math.rad(0));
	LeftLowReady = CFrame.new(.7,.2,.17) * CFrame.Angles(math.rad(-30),math.rad(35),math.rad(-25));
	
	RightPatrol = CFrame.new(-1, 0, -.25) * CFrame.Angles(math.rad(0), math.rad(-60), math.rad(0));
	LeftPatrol = CFrame.new(.5,.6,.35) * CFrame.Angles(math.rad(-80),math.rad(-30),math.rad(-10));

	RightAim = CFrame.new(-0.85, -0.2, .2) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));
	LeftAim = CFrame.new(.5,-.1,.35) * CFrame.Angles(math.rad(-80),math.rad(30),math.rad(-10));
	
	RightSprint =  CFrame.new(-0.95, 0, .2) * CFrame.Angles(math.rad(-40), math.rad(0), math.rad(0));
	LeftSprint = CFrame.new(0.6,0.9,-.3) * CFrame.Angles(math.rad(-140),math.rad(40),math.rad(15));

	ShootPos = CFrame.new(0,0,.15);
	
}

return module
-- Preload animations
function playAnimation(animName, transitionTime, humanoid)
	local idleFromEmote = (animName == "idle" and emoteNames[currentAnim] ~= nil)
	if (animName ~= currentAnim and not idleFromEmote) then		 
		
		if (currentAnimTrack ~= nil) then
			currentAnimTrack:Stop()
			currentAnimTrack:Destroy()
		end

		currentAnimSpeed = 1.0
		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
--Set up tools equipped or input is done.
Character.ChildAdded:connect(function(Tool)
	if Tool:IsA("Tool") then
		RemoveForceField()
	end
end)

UserInputService.InputBegan:Connect(function(Input,Processed)
	if not Processed and Input.KeyCode ~= Enum.KeyCode.Unknown then
		RemoveForceField()
	end
end)

UserInputService.InputEnded:Connect(function(Input,Processed)
	if not Processed and Input.KeyCode ~= Enum.KeyCode.Unknown then
		RemoveForceField()
	end
end)
--[[**
	ensures value is a number where min <= value <= max

	@param min The minimum to use
	@param max The maximum to use

	@returns A function that will return true iff the condition is passed
**--]]
function t.numberConstrained(min, max)
	assert(t.number(min))
	assert(t.number(max))
	local minCheck = t.numberMin(min)
	local maxCheck = t.numberMax(max)

	return function(value)
		local minSuccess, minErrMsg = minCheck(value)
		if not minSuccess then
			return false, minErrMsg or ""
		end

		local maxSuccess, maxErrMsg = maxCheck(value)
		if not maxSuccess then
			return false, maxErrMsg or ""
		end

		return true
	end
end
--// Recoil Settings	
	gunrecoil = -1.0; -- How much the gun recoils backwards when not aiming
	camrecoil = 0.8; -- How much the camera flicks when not aiming
	AimGunRecoil = -0.6; -- How much the gun recoils backwards when aiming
	AimCamRecoil = 0.4; -- How much the camera flicks when aiming
	
	CamShake = 17; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING
	AimCamShake = 10; -- THIS IS ALSO NEW!!!!
	
	Kickback = 0.1; -- Upward gun rotation when not aiming
	AimKickback = 2.2; -- Upward gun rotation when aiming
-- Decompiled with the Synapse X Luau decompiler.

return function(p1, p2)
	local v1 = p2 - p1;
	if v1 > 180 then
		return v1 - 360;
	end;
	if v1 < -180 then
		v1 = v1 + 360;
	end;
	return v1;
end;
-- Etc
local DESTROY_ON_DEATH = getValueFromConfig("DestroyOnDeath")
local RAGDOLL_ENABLED = getValueFromConfig("RagdollEnabled")

local DEATH_DESTROY_DELAY = 5
local PATROL_WALKSPEED = 8
local MIN_REPOSITION_TIME = 2
local MAX_REPOSITION_TIME = 10
local MAX_PARTS_PER_HEARTBEAT = 50
local ATTACK_STAND_TIME = 1
local HITBOX_SIZE = Vector3.new(5, 3, 5)
local SEARCH_DELAY = 1
local ATTACK_RANGE = 3
local ATTACK_DELAY = 1
local ATTACK_MIN_WALKSPEED = 8
local ATTACK_MAX_WALKSPEED = 15
-- Important parts --
local faucet = p.Faucet
local faucetParticles = p.Tap.ParticleEmitter
local showerHead = p.ShowerHead.Spout.ParticleEmitter
local bathPlug = p.Plug
local showerPlug = p.ShowerPlug
--end of key up function
bin.Deselected:connect(onDeselected)
bin.Selected:connect(onSelected)
-- Should messages to channels other than general be echoed into the general channel.
-- Setting this to false should be used with ShowChannelsBar
module.EchoMessagesInGeneralChannel = true
module.ChannelsBarFullTabSize = 4 -- number of tabs in bar before it starts to scroll
module.MaxChannelNameLength = 12
--[[
Applies the theme.
--]]
return function(MapModel)
	--Replace the colors.
	ReplaceColors(MapModel,BrickColor.new("Dark green"),BrickColor.new("Institutional white"))
	ReplaceColors(MapModel,BrickColor.new("Br. yellowish green"),BrickColor.new("Institutional white"))
	ReplaceColors(MapModel,BrickColor.new("Bright green"),BrickColor.new("Institutional white"))
	ReplaceColors(MapModel,BrickColor.new("Earth green"),BrickColor.new("Institutional white"))
end
--[[**
	ensures Lua primitive thread type

	@param value The value to check against

	@returns True iff the condition is satisfied, false otherwise
**--]]
t.thread = primitive("thread")
--[[Weight and CG]]
	Tune.Weight			= 5000		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		6		,
	 --[[Height]]		3.5		,
	 --[[Length]]		14		}
	Tune.WeightDist		= 50		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .8		-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible
	
	--Unsprung Weight
	Tune.FWheelDensity	= .1		-- Front Wheel Density
	Tune.RWheelDensity	= .1		-- Rear Wheel Density
	Tune.FWLgcyDensity	= 1			-- Front Wheel Density [PGS OFF]
	Tune.RWLgcyDensity	= 1			-- Rear Wheel Density [PGS OFF]
	
	Tune.AxleSize		= 2			-- Size of structural members (larger = more stable/carry more weight)
	Tune.AxleDensity	= .1		-- Density of structural members
--------------------------------------------------------------------------


local car = script.Parent.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local cValues = script.Parent.Parent:WaitForChild("Values")
--[[ Public API ]]--
function MasterControl:Init()
	
	local renderStepFunc = function()
		if LocalPlayer and LocalPlayer.Character then
			local humanoid = getHumanoid()
			if not humanoid then return end
			
			if humanoid and not humanoid.PlatformStand and isJumping then
				humanoid.Jump = isJumping
			end
			
			moveFunc(LocalPlayer, moveValue, true)	
		end
	end
	
	local success = pcall(function() RunService:BindToRenderStep("MasterControlStep", Enum.RenderPriority.Input.Value, renderStepFunc) end)
	
	if not success then
		if RenderSteppedCon then return end
		RenderSteppedCon = RunService.RenderStepped:connect(renderStepFunc)
	end
end

function MasterControl:Disable()
	local success = pcall(function() RunService:UnbindFromRenderStep("MasterControlStep") end)
	if not success then
		if RenderSteppedCon then
			RenderSteppedCon:disconnect()
			RenderSteppedCon = nil
		end
	end
	
	moveValue = Vector3.new(0,0,0)
	isJumping = false
end

function MasterControl:AddToPlayerMovement(playerMoveVector)
	moveValue = Vector3.new(moveValue.X + playerMoveVector.X, moveValue.Y + playerMoveVector.Y, moveValue.Z + playerMoveVector.Z)
end

function MasterControl:GetMoveVector()
	return moveValue
end

function MasterControl:SetIsJumping(jumping)
	isJumping = jumping
end

function MasterControl:DoJump()
	local humanoid = getHumanoid()
	if humanoid and _G.CanJump then
		humanoid.Jump = true
	end
end

return MasterControl
--// Gun Parts
local L_28_ = L_1_.Bolt
local L_29_ = L_1_.Mag
local L_30_ = L_1_.FirePart
local L_31_ = L_5_:WaitForChild('FX')
local L_32_
--[[
	The TextReporter uses the results from a completed test to output text to
	standard output and TestService.
]]

local TestService = game:GetService("TestService")

local CurrentModule = script.Parent
local Packages = CurrentModule.Parent.Parent
local success, JestMatcherUtils = pcall(function()
	return require(Packages.JestMatcherUtils)
end)
local EXPECTED_COLOR = success and JestMatcherUtils.EXPECTED_COLOR or function(s)
	return s
end
local RECEIVED_COLOR = success and JestMatcherUtils.RECEIVED_COLOR or function(s)
	return s
end
local BOLD_WEIGHT = success and JestMatcherUtils.BOLD_WEIGHT or function(s)
	return s
end
local DIM_COLOR = success and JestMatcherUtils.DIM_COLOR or function(s)
	return s
end

local TestEnum = require(script.Parent.Parent.TestEnum)

local INDENT = (" "):rep(3)
local STATUS_SYMBOLS = {
	[TestEnum.TestStatus.Success] = EXPECTED_COLOR("+"),
	[TestEnum.TestStatus.Failure] = RECEIVED_COLOR("-"),
	[TestEnum.TestStatus.Skipped] = DIM_COLOR("~"),
}
local UNKNOWN_STATUS_SYMBOL = "?"

local TextReporter = {}

local function compareNodes(a, b)
	return a.planNode.phrase:lower() < b.planNode.phrase:lower()
end

local function reportNode(node, buffer, level)
	buffer = buffer or {}
	level = level or 0

	if node.status == TestEnum.TestStatus.Skipped then
		return buffer
	end

	local line

	if node.status then
		local symbol = STATUS_SYMBOLS[node.status] or UNKNOWN_STATUS_SYMBOL

		line = ("%s[%s] %s"):format(INDENT:rep(level), symbol, node.planNode.phrase)
	else
		line = ("%s%s"):format(INDENT:rep(level), node.planNode.phrase)
	end

	table.insert(buffer, line)
	table.sort(node.children, compareNodes)

	for _, child in ipairs(node.children) do
		reportNode(child, buffer, level + 1)
	end

	return buffer
end

local function reportRoot(node)
	local buffer = {}
	table.sort(node.children, compareNodes)

	for _, child in ipairs(node.children) do
		reportNode(child, buffer, 0)
	end

	return buffer
end

local function report(root)
	local buffer = reportRoot(root)

	return table.concat(buffer, "\n")
end

function TextReporter.report(results)
	local resultBuffer = {
		"Test results:",
		report(results),
		("%d passed, %d failed, %d skipped"):format(results.successCount, results.failureCount, results.skippedCount),
	}

	print(table.concat(resultBuffer, "\n"))

	if results.failureCount > 0 then
		print(("%d test nodes reported failures."):format(results.failureCount))
	end

	if #results.errors > 0 then
		print("Errors reported by tests:")
		print("")

		for _, e in ipairs(results.errors) do
			print(BOLD_WEIGHT(RECEIVED_COLOR("• " .. e.phrase)))
			print("")
			TestService:Error(e.message)

			-- Insert a blank line after each error
			print("")
		end
	end
end

return TextReporter
-- Gathers up all the scripts in the DevModule. We use the resulting array to
-- enable all scripts in one step.
local function getDevModuleScripts(devModule: Instance): { BaseScript }
	local scripts = {}
	for _, descendant in ipairs(devModule:GetDescendants()) do
		if descendant.Parent == devModule then
			continue
		end

		if descendant:IsA("Script") or descendant:IsA("LocalScript") then
			table.insert(scripts, descendant)
		end
	end
	return scripts
end
--!strict
--[[
	PlayerModule - This module requires and instantiates the camera and control modules,
	and provides getters for developers to access methods on these singletons without
	having to modify Roblox-supplied scripts.

	2018 PlayerScripts Update - AllYourBlox
--]]

local PlayerModule = {}
PlayerModule.__index = PlayerModule

function PlayerModule.new()
	game.Players.LocalPlayer.PlayerGui:WaitForChild("CoreGUI",999)
	game.Players.LocalPlayer.PlayerGui.CoreGUI.LocalGod.Inited.Event:Wait()
	local self = setmetatable({},PlayerModule)
	self.cameras = require(script:WaitForChild("CameraModule"))
	self.controls = require(script:WaitForChild("ControlModule"))
	self.backpack = require(script:WaitForChild("BackpackModule"))
	return self
end

function PlayerModule:GetCameras()
	return self.cameras
end

function PlayerModule:GetControls()
	return self.controls
end

function PlayerModule:GetClickToMoveController()
	return self.controls:GetClickToMoveController()
end

return PlayerModule.new()
--// Functions
function Weld(L_46_arg1, L_47_arg2, L_48_arg3)
	local L_49_ = Instance.new("Motor6D", L_46_arg1)
	L_49_.Part0 = L_46_arg1
	L_49_.Part1 = L_47_arg2
	L_49_.Name = L_46_arg1.Name
	L_49_.C0 = L_48_arg3 or L_46_arg1.CFrame:inverse() * L_47_arg2.CFrame
	return L_49_
end
-- Decompiled with the Synapse X Luau decompiler.

local l__RenderStepped__1 = game:GetService("RunService").RenderStepped;
return function(p1, p2, p3)
	p3 = p3 or 1;
	local u2 = true;
	task.defer(function()
		local v1 = os.clock();
		while p1 and p1.Parent do
			if not u2 then
				break;
			end;
			p1[p2] = Color3.fromHSV((os.clock() - v1) / 2 % 1, 1, 1);
			l__RenderStepped__1:Wait();		
		end;
	end);
	return function()
		u2 = false;
	end;
end;
--check
function off(mouse)
if model ~= nil then
n = 1
local all = model:GetChildren()
for i = 1, #all do
if all[i].className == "Part" then
all[i].Transparency = parts[n]
local Do = true
if Do then
Do = false--dude!
n = n +1
end
end
end
end
end
-------------------------
while true do
script.Parent.Bloqueador.CanCollide = false
wait(0.1)
Puerta1.BodyVelocity.velocity = Vector3.new(0, 0, -0.5)
Puerta2.BodyVelocity.velocity = Vector3.new(0, 0, 0.5)
wait(6)
Puerta1.BodyVelocity.velocity = Vector3.new(0, 0, 0)
Puerta2.BodyVelocity.velocity = Vector3.new(0, 0, 0)
break
end
--can i have my
function on(mouse)
if model == nil then
n = 1
local m = Instance.new("Model")
local all = script.Parent:GetChildren()
for i = 1, #all do
if all[i].className == "Part" then
parts[n] = all[i].Transparency
local brick = all[i]:clone()
brick.Parent = m
n = n +1
end
end
wait()
if model == nil then
local weld = script:FindFirstChild("Weld2")
if weld ~= nil then
local new = weld:clone()
new.Disabled = false
new.Parent = m
m.Name = script.Parent.Name
m.Parent = script.Parent.Parent
model = m
local handle = model:FindFirstChild("Handle")
if handle ~= nil then
--this area is mode more for someone who's already good at gun's. please do not get mad at me if you don't understand what's under here
y = 0--this is what's added to the current y value. positive number's make it go down. negative make's it go up
 x = 0--this is what's added to the x value(it's really the z value but it look's like the x value when on your back). positive number's make it go left. negative make's it go right
--// Functions
function MakeFakeArms()
	Arms = Instance.new("Model")
	Arms.Name = "Arms"
	Arms.Parent = L_5_

	local L_172_ = Instance.new("Humanoid")
	L_172_.MaxHealth = 0
	L_172_.Health = 0
	L_172_.Name = ""
	L_172_.Parent = Arms
		
	if L_3_:FindFirstChild("Shirt") then
		local L_177_ = L_3_:FindFirstChild("Shirt"):clone()
		L_177_.Parent = Arms
	end
	
	local L_173_ = L_3_:FindFirstChild("Right Arm"):clone()
	for L_178_forvar1, L_179_forvar2 in pairs(L_173_:GetChildren()) do
		if L_179_forvar2:IsA('Motor6D') then
			L_179_forvar2:Destroy()
		end
	end
	L_173_.Name = "Right Arm"
	L_173_.FormFactor = "Custom"
	L_173_.Size = Vector3.new(0.8, 2.5, 0.8)
	L_173_.Transparency = 0.0
	
	local L_174_ = Instance.new("Motor6D")
	L_174_.Part0 = L_173_
	L_174_.Part1 = L_3_:FindFirstChild("Right Arm")
	L_174_.C0 = CFrame.new()
	L_174_.C1 = CFrame.new()
	L_174_.Parent = L_173_	
	L_173_.Parent = Arms
		
	local L_175_ = L_3_:FindFirstChild("Left Arm"):clone()
	L_175_.Name = "Left Arm"
	L_175_.FormFactor = "Custom"
	L_175_.Size = Vector3.new(0.8, 2.5, 0.8)
	L_175_.Transparency = 0.0	
	
	local L_176_ = Instance.new("Motor6D")
	L_176_.Part0 = L_175_
	L_176_.Part1 = L_3_:FindFirstChild("Left Arm")
	L_176_.C0 = CFrame.new()
	L_176_.C1 = CFrame.new()
	L_176_.Parent = L_175_	
	L_175_.Parent = Arms
end

function RemoveArmModel()
	if Arms then
		Arms:Destroy()
		Arms = nil
	end
end

local L_135_

function CreateShell()
	L_135_ = time()
	local L_180_ = L_1_.Shell:clone()
	if L_180_:FindFirstChild('Shell') then
		L_180_.Shell:Destroy()
	end
	L_180_.CFrame =  L_1_.Chamber.CFrame
	L_180_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0)
	--shell.RotVelocity = Vector3.new(-10,40,30)
	L_180_.Parent = L_101_
	L_180_.CanCollide = false
	game:GetService("Debris"):addItem(L_180_, 1)
	delay(0.5, function()
		if L_19_:FindFirstChild('ShellCasing') then
			local L_181_ = L_19_.ShellCasing:clone()
			L_181_.Parent = L_2_.PlayerGui
			L_181_:Play()
			game:GetService('Debris'):AddItem(L_181_, L_181_.TimeLength)
		end
	end)
end
--[[**
	ensures Lua primitive userdata type

	@param value The value to check against

	@returns True iff the condition is satisfied, false otherwise
**--]]
t.userdata = primitive("userdata")
--- Sword
   Sword.Value = Sword1:GetAsync(Plr.UserId) or Sword.Value
	   Sword1:SetAsync(Plr.UserId, SwordP.Value)
      Sword.Changed:connect(function()
	   Sword1:SetAsync(Plr.UserId, SwordP.Value)
   end)