Roblox/luau_corpus huggingface dataset:
--// Tables
local L_98_ = {
	
	"285421759";
	"151130102";
	"151130171";
	"285421804";
	"287769483";
	"287769415";
	"285421687";
	"287769261";
	"287772525";
	"287772445";
	"287772351";
	"285421819";
	"287772163";
	
}

local L_99_ = {
	
	"2282590559";
	"2282583154";
	"2282584222";
	"2282584708";
	"2282585118";
	"2282586860";
	"2282587182";
	"2282587628";
	"2282588117";
	"2282588433";
	"2282576973";
	"2282577954";
	"2282578595";
	"2282579272";
	"2282579760";
	"2282580279";
	"2282580551";
	"2282580935";
	"2282582377";
	"2282582717";
	"2282449653";
		
}

local L_100_ = {
	
	"2297264589";
	"2297264920";
	"2297265171";
	"2297265394";
	"2297266410";
	"2297266774";
	"2297267106";
	"2297267463";
	"2297267748";
	"2297268261";
	"2297268486";
	"2297268707";
	"2297268894";
	"2297269092";
	"2297269542";
	"2297269946";
	"2297270243";
	"2297270591";
	"2297270984";
	"2297271381";
	"2297271626";
	"2297272112";
	"2297272424";
	
}

local L_101_ = workspace:FindFirstChild("BulletModel: " .. L_2_.Name) or Instance.new("Folder", workspace)
L_101_.Name = "BulletModel: " .. L_2_.Name

local L_102_

local L_103_ = L_24_.Ammo
local L_104_ = L_24_.StoredAmmo * L_24_.MagCount

local L_105_ = L_24_.ExplosiveAmmo

IgnoreList = {
	L_3_,
	L_101_,
	L_5_
}
---[[ Chat Behaviour Settings ]]
module.WindowDraggable = false
module.WindowResizable = false
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.
--[[

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

local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
local v1 = {};
return function(p1, p2)
	local v2
	if p2 then
		v2 = u1.Functions.GetProductInfo(p1, Enum.InfoType.Product);
	else
		v2 = u1.Functions.GetGamepassInfo(p1);
	end;
	if not v2 then
		u1.Print("Failed to grab price for ID (" .. p1 .. ")", true);
		return;
	end;
	if not v2.IsForSale then
		return 0, false;
	end;
	return tonumber(v2.PriceInRobux), true;
end;
--[[Brakes]]
	Tune.ABSEnabled		= true		-- Implements ABS
	Tune.ABSThreshold	= 20		-- Slip speed allowed before ABS starts working (in SPS) 

	Tune.FBrakeForce	= 400		-- Front brake force
	Tune.RBrakeForce	= 500		-- Rear brake force
	Tune.PBrakeForce	= 4000		-- Handbrake force
	
	Tune.FLgcyBForce	= 15000		-- Front brake force [PGS OFF]
	Tune.RLgcyBForce	= 10000		-- Rear brake force [PGS OFF]
	Tune.LgcyPBForce	= 25000		-- Handbrake force [PGS OFF]
--Unequip a title for a player
function functions.UnequipTitle(plr: Player)

	local plrStats = plr:WaitForChild("leaderstats")
	local plrEquippedTitle = plr.EquippedTitle

	if plrEquippedTitle.Value ~= "" then

		local char = plr.Character
		if char.HumanoidRootPart:FindFirstChild("TITLE BILLBOARD GUI") then
			char.HumanoidRootPart["TITLE BILLBOARD GUI"]:Destroy()
		end

		plrEquippedTitle.Value = ""
	end
end
--[[
	Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent._Index

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

return Package
--[[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		= 3.70			-- 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)
----------------------------------------------
--- 			Scroll down for settings  			 ---
--- Do not alter the three variables below ---
----------------------------------------------
local settings = {};		--// The settings table which contains all settings
local Settings = settings; 	--// For custom commands that use 'Settings' rather than the lowercase 'settings'
local descs = {};			--// Contains settings descriptions
--[[
	
	
	
--]]

local Players = game:GetService("Players")
local GuiService = game:GetService("GuiService")
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	,VRecoil = {14,18}				--- Vertical Recoil
	,HRecoil = {6,9}				--- Horizontal Recoil
	,AimRecover = 1					---- Between 0 & 1
	
	,RecoilPunch = .35
	,VPunchBase = 6					--- Vertical Punch
	,HPunchBase = 2					--- Horizontal Punch
	,DPunchBase = 1 				--- Tilt Punch | useless
	
	,AimRecoilReduction = 1 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0.2
	,MinRecoilPower = 1
	,MaxRecoilPower = 3
	,RecoilPowerStepAmount = .5
	
	,MinSpread = 4					--- Min bullet spread value | Studs
	,MaxSpread = 40					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = 2.5
	,WalkMultiplier = 0				--- Bullet spread based on player speed

	,SwayBase = 0.25				--- Weapon Base Sway | Studs
	,MaxSway =	1					--- Max sway value based on player stamina | Studs
--Loop For Making Rays For The Bullet's Trajectory
for i = 1, 30 do
	local thisOffset = offset + Vector3.new(0, yOffset*(i-1), 0)
	local travelRay = Ray.new(point1,thisOffset)
	local hit, position = workspace:FindPartOnRay(travelRay, parts.Parent)

	local distance 		= (position - point1).magnitude
	round.Size				= Vector3.new(0.6, distance, 0.6)
	round.CFrame			= CFrame.new(position, point1)
								* CFrame.new(0, 0, -distance/2)
								* CFrame.Angles(math.rad(90),0,0)
	round.Parent			= workspace
	point1					= point1 + thisOffset
	
	if hit then
  round:remove()
  local e = Instance.new("Explosion")
  e.BlastRadius = 8
  e.BlastPressure = 1600
  e.Position = position
  e.Parent = workspace
  e.ExplosionType = Enum.ExplosionType.NoCraters
  e.DestroyJointRadiusPercent = 0.02
  
  local players = game.Players:getChildren()
  for i = 1, #players do
   
   if players[i].TeamColor ~= script.Parent.Parent.Tank.Value then --if he's not an ally
    character = players[i].Character
    if character then
     torso = character:findFirstChild'Torso'
     if torso then
      
      torsoPos = torso.Position
      origPos = round.Position
      
      local ray = Ray.new(origPos, torsoPos-origPos)
      local hit, position = game.Workspace:FindPartOnRayWithIgnoreList(ray,ignoreList)
      if hit then
       if hit.Parent == character then
        human = hit.Parent:findFirstChild("Humanoid")
        if human then
         distance = (position-origPos).magnitude
-- Make a base cosmetic bullet object. This will be cloned every time we fire off a ray.
local CosmeticBullet = Instance.new("Part")
CosmeticBullet.Material = Enum.Material.Neon
CosmeticBullet.Color = Color3.fromRGB(255, 225, 0)
CosmeticBullet.CanCollide = false
CosmeticBullet.Anchored = true
CosmeticBullet.Size = Vector3.new(0.2, 0.2, 2.4)
--// wonuf

wait()

local WeldHoldPart = script.Parent.Parent.Base --What everything will be welded to

function weld(c1,c2)
	c2.Anchored = false
	local w = Instance.new("Weld")
	w.Part0 = c1
	w.Part1 = c2
	w.C1 = c2.CFrame:inverse() * c1.CFrame
	w.Parent = WeldHoldPart
end

function scan(obj)
	for _,v in pairs(obj:GetChildren()) do
		if v:IsA('BasePart') then
			weld(WeldHoldPart, v)
			scan(v)
		else
			scan(v)
		end
	end
end

scan(script.Parent) --Whatever you want to scan/weld
--[[Brakes]]
Tune.ABSEnabled		= true		-- Implements ABS
Tune.ABSThreshold	= 20		-- Slip speed allowed before ABS starts working (in SPS) 

Tune.FBrakeForce	= 2800		-- Front brake force
Tune.RBrakeForce	= 2200		-- Rear brake force
Tune.PBrakeForce	= 4000		-- Handbrake force

Tune.FLgcyBForce	= 15000		-- Front brake force [PGS OFF]
Tune.RLgcyBForce	= 10000		-- Rear brake force [PGS OFF]
Tune.LgcyPBForce	= 25000		-- Handbrake force [PGS OFF]
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
--Intoducing: Ramen can't script for crap--
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- 


Elevator:WaitForChild("Direction").Changed:connect(function(val)
	if val == 1 then
		This.Display.ARW1.UP.BrickColor = BrickColor.new(ActiveColour)
		This.Display.ARW1.UP.Material = "Neon"
		This.Display.ARW1.UP2.BrickColor = BrickColor.new(ActiveColour)
		This.Display.ARW1.UP2.Material = "Neon"
		This.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveColour)
		This.Display.ARW1.MID.Material = "Neon"
		This.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveColour)
		This.Display.ARW1.DOWN.Material = "SmoothPlastic"
		This.Display.ARW1.DOWN2.BrickColor = BrickColor.new(InactiveColour)
		This.Display.ARW1.DOWN2.Material = "SmoothPlastic"
	elseif val == -1 then
		This.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveColour)
		This.Display.ARW1.UP.Material = "SmoothPlastic"
		This.Display.ARW1.UP2.BrickColor = BrickColor.new(InactiveColour)
		This.Display.ARW1.UP2.Material = "SmoothPlastic"
		This.Display.ARW1.DOWN.BrickColor = BrickColor.new(ActiveColour)
		This.Display.ARW1.DOWN.Material = "Neon"
		This.Display.ARW1.DOWN2.BrickColor = BrickColor.new(ActiveColour)
		This.Display.ARW1.DOWN2.Material = "Neon"
		This.Display.ARW1.MID.BrickColor = BrickColor.new(ActiveColour)
		This.Display.ARW1.MID.Material = "Neon"
	else
		This.Display.ARW1.UP.BrickColor = BrickColor.new(InactiveColour)
		This.Display.ARW1.UP.Material = "SmoothPlastic"
		This.Display.ARW1.UP2.BrickColor = BrickColor.new(InactiveColour)
		This.Display.ARW1.UP2.Material = "SmoothPlastic"
		This.Display.ARW1.DOWN.BrickColor = BrickColor.new(InactiveColour)
		This.Display.ARW1.DOWN.Material = "SmoothPlastic"
		This.Display.ARW1.DOWN2.BrickColor = BrickColor.new(InactiveColour)
		This.Display.ARW1.DOWN2.Material = "SmoothPlastic"
		This.Display.ARW1.MID.BrickColor = BrickColor.new(InactiveColour)
		This.Display.ARW1.MID.Material = "SmoothPlastic"
	end
end)
--[[
	LegacyCamera - Implements legacy controller types: Attach, Fixed, Watch
	2018 Camera Update - AllYourBlox
--]]

local ZERO_VECTOR2 = Vector2.new()
local PITCH_LIMIT = math.rad(80)

local Util = require(script.Parent:WaitForChild("CameraUtils"))
local CameraInput = require(script.Parent:WaitForChild("CameraInput"))
-- Called when character is about to be removed
function BaseOcclusion:CharacterRemoving(char: Model, player: Player)
end

function BaseOcclusion:OnCameraSubjectChanged(newSubject)
end
--[=[
	Same as `Fire`, but uses `task.defer` internally & doesn't take advantage of thread reuse.

	@param ... any -- Arguments to pass to the connected functions
]=]
function Signal:FireDeferred(...)
	local item = self._handlerListHead
	while item do
		task.defer(item._fn, ...)
		item = item._next
	end
end
------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild("Left Hip")
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild("Left Leg")
itlh.C0=CFrame.new(-1, 0, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild("Right Hip")
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild("Right Leg")
itrh.C0=CFrame.new(1, 0, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild("Left Shoulder")
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild("Left Arm")

itrs=miked.Torso:findFirstChild("Right Shoulder")
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild("Right Arm")

miked.Head:makeJoints()
--[[Steering]]
	Tune.SteerInner		= 36		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 37		-- Outer wheel steering angle (in degrees)
	Tune.SteerSpeed		= .07		-- Steering increment per tick (in degrees)
	Tune.ReturnSpeed	= .14		-- Steering increment per tick (in degrees)
	Tune.SteerDecay		= 320		-- Speed of gradient cutoff (in SPS)
	Tune.MinSteer		= 10		-- Minimum steering at max steer decay (in percent)
	Tune.MSteerExp		= 1			-- Mouse steering exponential degree
	
	--Steer Gyro Tuning
	Tune.SteerD			= 1000		-- Steering Dampening
	Tune.SteerMaxTorque	= 50000		-- Steering Force
	Tune.SteerP			= 100000	-- Steering Aggressiveness
---- Create motors
local rightMotor = Instance.new("Motor")
rightMotor.Name = "rightMotor"
rightMotor.Parent = cabinet.RightWall
rightMotor.Part0 = cabinet.RightWall
rightMotor.Part1 = cabinet.RightDoor
rightMotor.C0 = CFrame.new(0,0,-cabinet.RightWall.Size.Z/2-cabinet.RightDoor.Size.Z/2) * CFrame.Angles(math.pi/2,0,0)
rightMotor.C1 = CFrame.new(cabinet.RightDoor.Size.X/2-cabinet.RightWall.Size.X/2,0,0) * CFrame.Angles(-3*math.pi/2,0,0)
rightMotor.MaxVelocity = .1

local leftMotor = Instance.new("Motor")
leftMotor.Name = "leftMotor"
leftMotor.Parent = cabinet.LeftWall
leftMotor.Part0 = cabinet.LeftWall
leftMotor.Part1 = cabinet.LeftDoor
leftMotor.C0 = CFrame.new(0,0,-cabinet.LeftWall.Size.Z/2-cabinet.LeftDoor.Size.Z/2) * CFrame.Angles(-math.pi/2,0,0)
leftMotor.C1 = CFrame.new(-cabinet.LeftDoor.Size.X/2+cabinet.LeftWall.Size.X/2,0,0) * CFrame.Angles(3*math.pi/2,0,0)
leftMotor.MaxVelocity = .1
-- Hide the actual Topbar
playerGui:SetTopbarTransparency(TOPBAR_TRANSPARENCY)
-- ROBLOX FIXME: these *should* return a function, but they don't. we're misaligned on types and implementation here
local function getSnapshotColorForChalkInstance(chalkInstance: Chalk): any --: DiffOptionsColor
	-- return function(_: string): string
	local level = chalkInstance.level

	if level == 3 then
		return chalkInstance.rgb(aForeground3[1], aForeground3[2], aForeground3[3])
			.. chalkInstance.bgRgb(aBackground3[1], aBackground3[2], aBackground3[3])
	end

	if level == 2 then
		return chalkInstance.ansi256(aForeground2) .. chalkInstance.bgAnsi256(aBackground2)
	end

	return chalkInstance.magenta .. chalk.bgYellowBright
	-- end
end
-- helpers
local Util = script.Parent.Parent.Util
local Http = script.Parent
local HttpResponse = require(Http.HttpResponse)
local HttpError = require(Http.HttpError)
local Promise = require(Util.Promise)
local recursiveToString = require(Util.recursiveToString)
-- Variables for Module Scripts
local screenSpace = require(Tool:WaitForChild("ScreenSpace"))

local connection
--// Modules
local L_117_ = require(L_22_:WaitForChild("Utilities"))
local L_118_ = require(L_22_:WaitForChild("Spring"))
local L_119_ = require(L_22_:WaitForChild("Plugins"))
local L_120_ = require(L_22_:WaitForChild("easing"))

local L_121_ = L_117_.Fade
local L_122_ = L_117_.SpawnCam
local L_123_ = L_117_.FixCam
local L_124_ = L_117_.tweenFoV
local L_125_ = L_117_.tweenCam
local L_126_ = L_117_.tweenRoll
local L_127_ = L_117_.TweenJoint

local L_128_ = L_117_.Weld
--------------------

local function ChangeSpeed(spd)
	local char = plr.Character
	local humanoid
	if char then
		humanoid = char:FindFirstChildWhichIsA("Humanoid")
	end
	if humanoid.WalkSpeed ~= spd then -- Preventing remote spam.
		event:FireServer(1055299,spd)
	end
end

game:GetService("UserInputService").InputBegan:Connect(function(key)
	if key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then
		running = true
	end
end)
game:GetService("UserInputService").InputEnded:Connect(function(key)
	if key.KeyCode == Enum.KeyCode.LeftShift or key.KeyCode == Enum.KeyCode.RightShift then
		running = false
	end
end)

while wait() do
	if enabled.Value == true then
		if humanoid then
			if humanoid.MoveDirection == Vector3.new(0,0,0) then moving = false else moving = true end
			if tired then 
				ChangeSpeed(exhaust.Value) -- Rest
				Frame.Rest1.Visible = true
				Frame.Rest2.Visible = true
				if not moving then
					stamina = stamina + 1
				end
				if stamina > 0 then
					tired = false
					Frame.Rest1.Visible = false
					Frame.Rest2.Visible = false
					Frame.GreenBar:TweenSize(UDim2.new(3.5*stamina/875,0, 0,25), "Out", "Quad", 0.1, true)
				end
			elseif running == true then
				if moving then
					ChangeSpeed(run.Value) -- Sprint
					stamina = stamina - 1
					Frame.GreenBar:TweenSize(UDim2.new(3.5*stamina/875,0, 0,25), "Out", "Quad", 0.1, true)
					if stamina == 0 then tired = true stamina = -10 end
				elseif stamina < 250 then
					stamina = stamina + 1
					Frame.GreenBar:TweenSize(UDim2.new(3.5*stamina/875,0, 0,25), "Out", "Quad", 0.1, true)
				end
			else ChangeSpeed(walk.Value) -- Walk
				if not moving and stamina < 250 then
					stamina = stamina + 1
					Frame.GreenBar:TweenSize(UDim2.new(3.5*stamina/875,0, 0,25), "Out", "Quad", 0.1, true)
				end
			end
		end
	end
end
--[=[
	@within TableUtil
	@function Truncate
	@param tbl table
	@param length number
	@return table

	Returns a new table truncated to the length of `length`. Any length
	equal or greater than the current length will simply return a
	shallow copy of the table.

	```lua
	local t = {10, 20, 30, 40, 50, 60, 70, 80}
	local tTruncated = TableUtil.Truncate(t, 3)
	print(tTruncated) --> {10, 20, 30}
	```
]=]
local function Truncate<T>(tbl: { T }, len: number): { T }
	local n = #tbl
	len = math.clamp(len, 1, n)
	return if len == n then table.clone(tbl) else table.move(tbl, 1, len, 1, table.create(len))
end
-- Sets the parent of all cached parts.
function PartCacheStatic:SetCacheParent(newParent: Instance)
	assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("SetCacheParent", "PartCache.new"))
	assert(newParent:IsDescendantOf(workspace) or newParent == workspace, "Cache parent is not a descendant of Workspace! Parts should be kept where they will remain in the visible world.")
	
	self.CurrentCacheParent = newParent
	for i = 1, #self.Open do
		self.Open[i].Parent = newParent
	end
	for i = 1, #self.InUse do
		self.InUse[i].Parent = newParent
	end
end
---[[ Fade Out and In Settings ]]
module.ChatWindowBackgroundFadeOutTime = 3.5 --Chat background will fade out after this many seconds.
module.ChatWindowTextFadeOutTime = 30 --Chat text will fade out after this many seconds.
module.ChatDefaultFadeDuration = 0.8
module.ChatShouldFadeInFromNewInformation = false
module.ChatAnimationFPS = 20.0
--[[
	If an error string was generated from an Error object via the errorToString
	function above, it can be easily split back out into an informative error
	object.
]]
local function parseReactError(error_: string): (Error, string)
	local split = string.split(error_, DIVIDER)

	if #split == 3 then
		local rethrow, message, stack = table.unpack(split)

		local newError = Error.new(message)
		newError.stack = stack

		return newError, rethrow
	else
		-- This error was not in the expected format, so we use the whole string
		-- as the 'message' value and nil out the stack (it would be misleading
		-- if we included the one generated here)
		local newError = Error.new(error_)
		newError.stack = nil

		return newError, ""
	end
end

return {
	describeError = describeError,
	errorToString = errorToString,
	parseReactError = parseReactError,
	-- Used only by tests
	__ERROR_DIVIDER = DIVIDER,
}
--// bolekinds

script.Parent.Text = "Hunger:"..game.ServerStorage.ServerData.Hunger.Value
local sleeping = false
local debris = game:GetService("Debris")

game.ServerStorage.ServerData.Hunger.Changed:Connect(function()
	if game.ServerStorage.ServerData.Hunger.Value <= 40 then
		script.Parent.TextColor3 = Color3.fromRGB(255,0,0)
	else
		script.Parent.TextColor3 = Color3.fromRGB(255,255,255)
	end
	if game.ServerStorage.ServerData.Hunger.Value < 1 then
		workspace["Floppa NPC"]["Floppa cube"].Death:Play()
		for i = 25,0,-1 do
			local explosion = Instance.new("Explosion")
			explosion.Position = workspace["Floppa NPC"]["Floppa cube"].Position
			explosion.BlastRadius = 100
			explosion.BlastPressure = 60
			explosion.Parent = workspace
		end
		for i, v in ipairs(game.Players:GetPlayers()) do
			v:Kick("your floppa died")
		end
	end
	script.Parent.Text = "Hunger:"..game.ServerStorage.ServerData.Hunger.Value
end)

game.Lighting:GetPropertyChangedSignal("ClockTime"):Connect(function()
	if game.ServerStorage.ServerData.CatBed.Value == true then
		if game.Lighting.ClockTime == 3 then
			if workspace["Floppa NPC"].GoingTo.Value ~= nil then
				repeat wait() until workspace["Floppa NPC"].GoingTo.Reached.Value == true
			end
			workspace["Floppa NPC"].GoingTo.Value = workspace["Cat Bed"].Primary
			repeat wait() until workspace["Floppa NPC"].GoingTo.Reached.Value == true
			workspace["Floppa NPC"].Humanoid.WalkSpeed = 0
			workspace["Floppa NPC"]["Floppa cube"].zzz:Play()
			sleeping = true
		end
		if game.Lighting.ClockTime == 7 then
			sleeping = false
			workspace["Floppa NPC"].Humanoid.WalkSpeed = 9
			workspace["Floppa NPC"]["Floppa cube"].zzz:Stop()
			local ccc = game.ServerStorage["Money Bag2"]:Clone()
			ccc.CFrame = workspace["Floppa NPC"]["Floppa cube"].CFrame
			for i, v in ipairs(workspace["Floppa NPC"]:GetChildren()) do 
				if v:IsA("BasePart") then
					local NoCollision = Instance.new("NoCollisionConstraint")
					NoCollision.Part0 = v
					NoCollision.Part1 = ccc
					NoCollision.Parent = ccc
				end
			end
			ccc.Parent = workspace
			debris:AddItem(ccc, 30)
		end
	end
end)

task.spawn(function()
	while task.wait(0.5) do
		if game.ServerStorage.ServerData.Hunger.Value <= 40 then
			if workspace["Floppa NPC"].GoingTo.Value ~= nil then
				repeat wait() until workspace["Floppa NPC"].GoingTo.Reached.Value == true
			end
			workspace["Floppa NPC"].GoingTo.Value = workspace.foodplace
		end
	end
end)

workspace["Floppa NPC"].GoingTo.Changed:Connect(function()
	workspace["Floppa NPC"].GoingTo.Reached.Value = false
	local con
	con = workspace["Floppa NPC"].GoingTo.Value.Touched:Connect(function()
		workspace["Floppa NPC"].GoingTo.Reached.Value = true
		con:Disconnect()
	end)
	repeat wait() workspace['Floppa NPC'].Humanoid:MoveTo(workspace["Floppa NPC"].GoingTo.Value.Position) until workspace["Floppa NPC"].GoingTo.Reached.Value == true
end)

while task.wait(1.25) do
	if sleeping == false then
		game.ServerStorage.ServerData.Hunger.Value -= 1
	end
end