Roblox/luau_corpus huggingface dataset:
--[[Susupension]]
	Tune.SusEnabled		= true		-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
	
	--Front Suspension
	Tune.FSusDamping	= 200		-- Spring Dampening
	Tune.FSusStiffness	= 7000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)
	
	Tune.FSusLength		= 5 		-- Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .3	   	-- Max Extension Travel (in studs)
	Tune.FCompressLim	= 3  		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward
	
	--Rear Suspension
	Tune.RSusDamping	= 200		-- Spring Dampening
	Tune.RSusStiffness	= 8000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 5.5 		-- Suspension length (in studs)
	Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .5 		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= 4 		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Aesthetics	
	Tune.SusVisible		= false			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .7    		-- Suspension Coil Thickness
	Tune.SusColor		= "Fossil"      -- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .6			-- Wishbone Rod Thickness
----------------------------------------------------------------------------------------------------
-------------------=[ PROJETIL ]=-------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	,Distance = 10000
	,BDrop = .25
	,BSpeed = 2500

	,SuppressMaxDistance = 25	--- Studs
	,SuppressTime = 10			--- Seconds

	,BulletWhiz = true
	,BWEmitter = 25
	,BWMaxDistance = 200
	
	,BulletFlare = false
	,BulletFlareColor = Color3.fromRGB(255,255,255)

	,Tracer = true
	,TracerColor = Color3.fromRGB(255,255,255)
	,TracerLightEmission = 1
	,TracerLightInfluence = 0
	,TracerLifeTime = .2
	,TracerWidth = .1
	,RandomTracer = false
	,TracerEveryXShots = 3
	,TracerChance = 100
	
	,BulletLight = false
	,BulletLightBrightness = 1
	,BulletLightColor = Color3.fromRGB(255,255,255)
	,BulletLightRange = 10

	,ExplosiveHit = false
	,ExPressure = 500
	,ExpRadius = 25
	,DestroyJointRadiusPercent = 0	--- Between 0 & 1
	,ExplosionDamage = 100

	,LauncherDamage = 100
	,LauncherRadius = 25
	,LauncherPressure = 500
	,LauncherDestroyJointRadiusPercent = 0
-- returns angle' closest to referenceAngle or 0 such that rotation(angle') == rotation(angle)
function MathUtils:AngleNormalize(angle, referenceAngle)
    referenceAngle = referenceAngle or 0
    return (angle - referenceAngle + PI)%TAU - PI + referenceAngle
end

function MathUtils:AngleShortest(a0, a1)
    return self:AngleNormalize(a1 - a0)
end

function MathUtils:LerpAngle(a0, a1, frac)
    return a0 + self:AngleShortest(a0, a1) * frac
end
--// Ammo Settings			
	Ammo = 7;
	StoredAmmo = 7;
	MagCount = math.huge; --  If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
	ExplosiveAmmo = 0;
--[[ By: Brutez, 2/28/2015, 1:34 AM, (UTC-08:00) Pacific Time (US & Canada) ]]--
--[[ The Module ]]--
local BaseCamera = require(script.Parent:WaitForChild("BaseCamera"))
local ClassicCamera = setmetatable({}, BaseCamera)
ClassicCamera.__index = ClassicCamera

function ClassicCamera.new()
	local self = setmetatable(BaseCamera.new(), ClassicCamera)

	self.isFollowCamera = false
	self.lastUpdate = tick()

	return self
end

function ClassicCamera:GetModuleName()
	return "ClassicCamera"
end
-- events

REMOTES.RocketLauncher.OnServerEvent:connect(function(player, item, action, ...)
	local character	= player.Character
	local ammo		= character.Ammo
	local equipped	= character.Equipped
	
	if item == equipped.Value then
		if action == "Fire" then
			local ammo	= item.Ammo
			
			if ammo.Value > 0 then
				ammo.Value		= ammo.Value - 1
				local handle	= item.Handle
				local muzzle	= handle.Muzzle
				local config	= CONFIG:GetConfig(item)
				
				local id, position, direction	= ...
				local muzzlePosition			= muzzle.WorldPosition
				
				if (position - muzzlePosition).Magnitude < POSITION_BUFFER then
					ServerScriptService.ProjectileScript.Projectile:Fire(player, item, id, position, direction)
					for _, p in pairs(game.Players:GetPlayers()) do
						if p ~= player then
							REMOTES.Effect:FireClient(p, "RocketLauncher", item, "Fire", ammo.Value > 0)
						end
					end
				end
				
				if ammo.Value <= 0 then
					Debris:AddItem(item, 0.3)
				end
			end
		elseif action == "Reload" then
			local config		= CONFIG:GetConfig(item)
			local storedAmmo	= ammo[config.Size]
			
			local start		= tick()
			local elapsed	= 0
			
			repeat
				elapsed	= tick() - start
				RunService.Stepped:wait()
			until elapsed >= config.ReloadTime or equipped.Value ~= item
			
			if equipped.Value == item then
				if elapsed >= config.ReloadTime then
					if storedAmmo.Value >= 1 then
						item.Loaded.Value	= true
						storedAmmo.Value	= storedAmmo.Value - 1
						
						for _, p in pairs(game.Players:GetPlayers()) do
							if p ~= player then
								REMOTES.Effect:FireClient(p, "RocketLauncher", item, "Reload")
							end
						end
					end
				end
			end
		end
	end
end)
--[=[
	@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 `ConnectOnce` 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
--- Returns the final value of the argument.
function Argument:GetValue()
	if #self.RawValue == 0 and not self.Required and self.Object.Default ~= nil then
		return self.Object.Default
	end

	if not self.Type.Listable then
		return self:ParseValue(1)
	end

	local values = {}

	for i = 1, #self.TransformedValues do
		local parsedValue = self:ParseValue(i)

		if type(parsedValue) ~= "table" then
			error(("Listable types must return a table from Parse (%s)"):format(self.Type.Name))
		end

		for _, value in pairs(parsedValue) do
			values[value] = true -- Put them into a dictionary to ensure uniqueness
		end
	end

	local valueArray = {}

	for value in pairs(values) do
		valueArray[#valueArray + 1] = value
	end

	return valueArray
end

return Argument
--!strict
--[=[
  @function create
  @within Array

  @param length number -- The length of the array to create.
  @param value? T -- The value to fill the array with.
  @return {T} -- The created array.

  Creates an array of the given length, filled with the given value.
  This is just a wrapper around `table.create`.

  ```lua
  local array = Create(3, "Hello")

  print(array) -- { "Hello", "Hello", "Hello" }
  ```
]=]
return table.create
--/////////////////////////////////////////////////////////--

local dZIndex 	 = 2
local dScrollBar = 4
local dBackground 	= Color3.new(31/255, 31/255, 31/255)
local dTransparency = 0
local dPixelSize 	= 0
local dBorder 		= Color3.new(27/255,42/255,53/255)
local dPosition 	= UDim2.new(0,5,0,5)
local dCanvasSize 	= UDim2.new(0, 0, 0, 0)
local dScrollImage 	= "http://roblox.com/asset?id=158348114"
local dTextColor = Color3.new(1,1,1)
local dSize 	 = UDim2.new(1,-10,1,-10)
local dFont 	 = "SourceSans"
local dTextSize  = 16
local dPlaceholderColor = Color3.fromRGB(178, 178, 178)
local MouseIcons = {
	Horizontal = "rbxassetid://1243146213";
	Vertical = "rbxassetid://1243145985";
	LeftCorner = "rbxassetid://1243145459";
	RightCorner = "rbxassetid://1243145350";
	TopRight = "rbxassetid://1243145459";
	TopLeft = "rbxassetid://1243145350";
}
-- yaw-axis rotational velocity of a part with a given CFrame and total RotVelocity
local function yawVelocity(rotVel, cf)
	return math.abs(cf.YVector:Dot(rotVel))
end
--[[ Local Functions ]]--
local function CreateArrowLabel(name, position, size, rectOffset, rectSize, parent)
	local image = Instance.new("ImageLabel")
	image.Name = name
	image.Image = DPAD_SHEET
	image.ImageRectOffset = rectOffset
	image.ImageRectSize = rectSize
	image.BackgroundTransparency = 1
	image.Size = size
	image.Position = position
	image.Parent = parent
	return image
end

function TouchDPad:GetCenterPosition()
	return Vector2.new(self.DPadFrame.AbsolutePosition.x + self.DPadFrame.AbsoluteSize.x * 0.5, self.DPadFrame.AbsolutePosition.y + self.DPadFrame.AbsoluteSize.y * 0.5)
end

function TouchDPad:Enable(enable, uiParentFrame)
	if enable == nil then return false end			-- If nil, return false (invalid argument)
	enable = enable and true or false				-- Force anything non-nil to boolean before comparison
	if self.enabled == enable then return true end	-- If no state change, return true indicating already in requested state
	
	self.moveVector = ZERO_VECTOR3
	self.isJumping = false
	
	if enable then
		-- Enable
		if not self.DPadFrame then
			self:Create(uiParentFrame)
		end
		self.DPadFrame.Visible = true
	else 
		-- Disable
		self.DPadFrame.Visible = false
		self:OnInputEnded()
	end
	self.enabled = enable
end
--local HUB = script.Parent.HUB
--local limitButton = HUB.Limiter

local carSeat = script.Parent.Car.Value
local mouse = game.Players.LocalPlayer:GetMouse()
mouse.KeyDown:connect(function (key)
key = string.lower(key)
--[[
	* Copyright (c) Roblox Corporation. All rights reserved.
	* Licensed under the MIT License (the "License");
	* you may not use this file except in compliance with the License.
	* You may obtain a copy of the License at
	*
	*     https://opensource.org/licenses/MIT
	*
	* Unless required by applicable law or agreed to in writing, software
	* distributed under the License is distributed on an "AS IS" BASIS,
	* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
	* See the License for the specific language governing permissions and
	* limitations under the License.
]]
--!nonstrict
--[[
	deviation: Our constructors currently have no notion of 'super' so any
	such behavior in upstream JS must be implemented manually by setting fields

	A constructor passed to this class would typically look along the lines of:
	function(self, arg, otherArg)
		self.arg = arg
		self.otherArg = otherArg
	end

	But even something like function() end can be passed in as the constructor
	if no fields need to be set. In upstream JS, the equivalent would be
	returning an empty object from the constructor.
]]
return function(parent, childName, constructor)
	local Child = {}
	Child.__index = Child
	Child.__tostring = function(self)
		return getmetatable(parent).__tostring(self)
	end

	local mt = {}

	Child.new = function(...)
		local self = {}
		constructor(self, ...)
		return setmetatable(self, Child)
	end

	if typeof(getmetatable(parent)) == "table" and getmetatable(parent).__call then
		mt.__call = function(_, ...)
			return Child.new(...)
		end
	end

	mt.__index = parent
	mt.__tostring = function(self)
		-- Printing class name
		if self == Child then
			return tostring(childName)
		end
		return getmetatable(parent).__tostring(self)
	end

	setmetatable(Child, mt)

	return Child
end
--asimo3089
local person = script.Parent.Parent
local cam = game.Workspace.CurrentCamera

repeat wait() until game.Workspace:findFirstChild(person.Name)~=nil
repeat wait() until game.Workspace:findFirstChild(person.Name):findFirstChild("Head")~=nil
local theperson = game.Workspace:findFirstChild(person.Name)
-- RANK, RANK NAMES & SPECIFIC USERS
Ranks = {
		{5,	"Owner",		};ffcvg13
	{4,	"HeadAdmin",	{"",0},	};
	{3,	"Admin",		{"",0},	};
	{2,	"Mod",			{"",0},	};
	{1,	"VIP",			{"",0},	};
	{0,	"NonAdmin",		};
};
--// KeyBindings
	FireSelectKey = Enum.KeyCode.V;
	CycleSightKey = Enum.KeyCode.T;
	LaserKey = Enum.KeyCode.G;
	LightKey = Enum.KeyCode.B;
	InteractKey = Enum.KeyCode.E;
	AlternateAimKey = Enum.KeyCode.Z;
	InspectionKey = Enum.KeyCode.H;
	AttachmentKey = Enum.KeyCode.LeftControl;
-- End Copier

wait()

IntroFrame:TweenPosition(UDim2.new(1,-300,0,0),Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.5,true)

switchWindows("Explorer")

wait(1)

SideMenu.Visible = true

for i = 0,1,0.1 do
	IntroFrame.BackgroundTransparency = i
	IntroFrame.Main.BackgroundTransparency = i
	IntroFrame.Slant.ImageTransparency = i
	IntroFrame.Title.TextTransparency = i
	IntroFrame.Version.TextTransparency = i
	IntroFrame.Creator.TextTransparency = i
	IntroFrame.Love.TextTransparency = i
	IntroFrame.Sad.ImageTransparency = i
	IntroFrame.Sad2.ImageTransparency = i
	wait()
end

IntroFrame.Visible = false

SlideFrame:TweenPosition(UDim2.new(0,0,0,0),Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.5,true)
OpenScriptEditorButton:TweenPosition(UDim2.new(0,0,0,180),Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.5,true)
CloseToggleButton:TweenPosition(UDim2.new(0,0,0,210),Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.5,true)
Slant:TweenPosition(UDim2.new(0,0,0,240),Enum.EasingDirection.Out,Enum.EasingStyle.Quart,0.5,true)

wait(0.5)

for i = 1,0,-0.1 do
	OpenScriptEditorButton.Icon.ImageTransparency = i
	CloseToggleButton.TextTransparency = i
	wait()
end

CloseToggleButton.Active = true
CloseToggleButton.AutoButtonColor = true

OpenScriptEditorButton.Active = true
OpenScriptEditorButton.AutoButtonColor = true
-- services

local ReplicatedStorage	= game:GetService("ReplicatedStorage")
local HttpService		= game:GetService("HttpService")
-- Clear any existing animation tracks
-- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil
if animator then
	local animTracks = animator:GetPlayingAnimationTracks()
	for i,track in ipairs(animTracks) do
		track:Stop(0)
		track:Destroy()
	end
end


for name, fileList in pairs(animNames) do 
	configureAnimationSet(name, fileList)
end
-- deviation START: we use the definitely-typed version of this, which appears to work for flowtype in VirtualizedList, etc
export type ComponentType<P> = ComponentClass<P> | FC<P>
-- ROBLOX FIXME: find a way to keep the generic param and it's default value when re-exporting
export type TestFileEvent = typesModule.TestFileEvent
export type TestResult = typesModule.TestResult
export type TestResultsProcessor = typesModule.TestResultsProcessor
export type TestCaseResult = typesModule.TestCaseResult
export type V8CoverageResult = typesModule.V8CoverageResult

return exports
-- play the animation
toolAnimTrack:Play(transitionTime)
toolAnimName = animName
toolAnimInstance = anim
currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
end
end
function stopToolAnimations()
local oldAnim = toolAnimName
if (currentToolAnimKeyframeHandler ~= nil) then
currentToolAnimKeyframeHandler:disconnect()
end
toolAnimName = ""
toolAnimInstance = nil
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
toolAnimTrack = nil
end
return oldAnim
end
--script.Parent.ScreenGui.Parent = game.ServerStorage

script.Parent.Equipped:Connect(function(Hit)
	script.Parent.Hand.Equip:Play()
	
	
	if script.Parent.Configuration.HasAbility.Value == true then
			script.Parent.AbilityServer.Disabled = false
	script.Parent.Ability.Disabled = false
local	player = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
local	Mobile = script.Parent.MobileGui:Clone()
		Mobile.Parent = player.PlayerGui
		wait(.1)
		script.Disabled = true


	end
end)
-- shorthands
local v3 = Vector3.new
local NSK010 = NumberSequenceKeypoint.new(0, 1, 0)
local NSK110 = NumberSequenceKeypoint.new(1, 1, 0)

local volumeScanGrid = {}									-- Pre-generate grid used for raining area distance scanning
for _,v in pairs(RAIN_VOLUME_SCAN_GRID) do
	table.insert(volumeScanGrid, v * RAIN_VOLUME_SCAN_RADIUS)
end
table.sort(volumeScanGrid, function(a,b)					-- Optimization: sort from close to far away for fast evaluation if closeby
	return a.magnitude < b.magnitude
end)
--////////////////////////////// Include
--//////////////////////////////////////
local Chat = game:GetService("Chat")
local clientChatModules = Chat:WaitForChild("ClientChatModules")
local modulesFolder = script.Parent
local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings"))
local CurveUtil = require(modulesFolder:WaitForChild("CurveUtil"))

local MessageSender = require(modulesFolder:WaitForChild("MessageSender"))
-- animação para o TextLabel
local function animateTextLabel()
	local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
	local startingText = textLabel.Text
	local currentValue = tonumber(numValue.Value)
	local targetValue = currentValue
	local decimal = string.match(tostring(currentValue), "%.(%d+)")
	if decimal then
		targetValue = math.floor(currentValue)
	end
	for i = 1, 10^(#tostring(targetValue)-1) do
		local newValue = currentValue - (currentValue % i)
		if newValue == targetValue then
			textLabel.Text = commaSeparateNumber(tostring(newValue)) .. (decimal and "." .. decimal or "")
			break
		else
			textLabel.Text = commaSeparateNumber(tostring(newValue)) .. (decimal and "." .. decimal or "")
			wait(0.05)
		end
	end
	wait(0.5)
	textLabel.Text = startingText
end

updateTextLabel() -- atualiza o TextLabel ao iniciar o jogo
-- Connections
game:GetService("ReplicatedStorage").Game.Events.UI.Notification.OnClientEvent:Connect(function(...)
	NotificationModule.QueueNotification(...)
end)
--///////////////////////// Constructors
--//////////////////////////////////////

function module.new()
	local obj = setmetatable({}, methods)

	obj.MessageIdCounter = 0

	obj.ChatChannels = {}
	obj.Speakers = {}

	obj.FilterMessageFunctions = Util:NewSortedFunctionContainer()
	obj.ProcessCommandsFunctions = Util:NewSortedFunctionContainer()

	obj.eChannelAdded = Instance.new("BindableEvent")
	obj.eChannelRemoved = Instance.new("BindableEvent")
	obj.eSpeakerAdded = Instance.new("BindableEvent")
	obj.eSpeakerRemoved = Instance.new("BindableEvent")

	obj.ChannelAdded = obj.eChannelAdded.Event
	obj.ChannelRemoved = obj.eChannelRemoved.Event
	obj.SpeakerAdded = obj.eSpeakerAdded.Event
	obj.SpeakerRemoved = obj.eSpeakerRemoved.Event

	obj.ChatServiceMajorVersion = 0
	obj.ChatServiceMinorVersion = 5

	return obj
end

return module.new()
--[[
	New Zero-G Handler by Phoenix
	Old = BmanGames
	YEET
]]

local ZGClient = game:GetService("ReplicatedStorage").Game.Events.Game.ZG
local Active = {}

local Deactivate = function(Player, Lab)
	Active[Player] = nil

	local Character = Player.Character
	
	if Character ~= nil then	
		if Character:FindFirstChild("Humanoid") then
			Character.Humanoid.PlatformStand = false
			
			wait()
			
			for Index, Desc in pairs(Character:GetDescendants()) do
				if Desc:FindFirstChild("BodyForce") then
					Desc.BodyForce:Destroy()
				elseif Desc:FindFirstChild("Handle") and Desc.Handle:FindFirstChild("BodyForce") then
					Desc.Handle.BodyForce:Destroy()
				end
			end
	
			ZGClient:FireClient(Player, false, Lab)
		end
	end
end

local Activate = function(Player, Lab)
	Active[Player] = Player

	local Character = Player.Character
	
	if Character:FindFirstChild("Humanoid") then
		for Index, Child in pairs(Character:GetChildren()) do
			if Child:IsA("BasePart") or Child:IsA("MeshPart") then
				local BF = Instance.new("BodyForce")
				BF.force = Vector3.new(0, 196.2, 0) * Child:GetMass()
				BF.Parent = Child
			elseif Child:IsA("Accessory") then
				local BF = Instance.new("BodyForce")
				BF.force = Vector3.new(0, 196.2, 0) * Child.Handle:GetMass()
				BF.Parent = Child.Handle							
			end
		end
		
		Character.Humanoid.PlatformStand = true

		ZGClient:FireClient(Player, true, Lab)

		--if Lab == true then
		--	wait(75) --// Region Check just in case of noclip
			
		--	local Region = Region3.new(RegionPart.Position - (RegionPart.Size/2), RegionPart.Position + (RegionPart.Size/2))
		--	local Found  = false
	
		--	for Index, Ins in pairs(game:GetService("Workspace"):FindPartsInRegion3(Region, RegionPart, math.huge)) do
		--		local DetectedPlayer = game.Players:GetPlayerFromCharacter(Ins.Parent)
				
		--		if Player ~= nil then
		--			if DetectedPlayer == Player then
		--				Found = true
		--			end
		--		end
		--	end
	
		--	if Found == false and Active[Player] ~= nil then
		--		Deactivate(Player)
		--	end
		--end
	end
end


game:GetService("ServerScriptService").Server.Events.ZGSet.Event:Connect(function(Player, State, Lab)
	if Lab == nil then Lab = false end
	
	if State == true then
		Activate(Player, Lab)
	elseif Active[Player] ~= nil then
		Deactivate(Player, Lab)
	end
end)
--[[ Local Variables ]]--
local MasterControl = {}

local Players = game:GetService('Players')
local RunService = game:GetService('RunService')
local UserInputService = game:GetService('UserInputService')

local HasVRAPI = pcall(function() return UserInputService.VREnabled and UserInputService.GetUserCFrame end)

while not Players.LocalPlayer do
	wait()
end
local LocalPlayer = Players.LocalPlayer
local CachedHumanoid = nil
local RenderSteppedCon = nil
local SeatedCn = nil
local moveFunc = LocalPlayer.Move

local isJumping = false
local isSeated = false
local myVehicleSeat = nil
local moveValue = Vector3.new(0,0,0)
--[[**
	ensures Roblox Instance type

	@param value The value to check against

	@returns True iff the condition is satisfied, false otherwise
**--]]
t.Instance = primitive("Instance")
--- Sets if activation will free the mouse.
function Cmdr:SetActivationUnlocksMouse (enabled)
	self.ActivationUnlocksMouse = enabled
end