Roblox/luau_corpus huggingface dataset:
--------------------------------------------------------------------------

local _WHEELTUNE = {
																		--[[	
			SS6 Presets
	[Eco]		
		WearSpeed = 1,
		TargetFriction = .7,
		MinFriction = .1,
	[Road]		
		WearSpeed = 2,
		TargetFriction = .7,
		MinFriction = .1,
	[Sport]		
		WearSpeed = 3,
		TargetFriction = .79,
		MinFriction = .1,											]]

	TireWearOn 		= true	,
	
	--Friction and Wear
	FWearSpeed		= .3	,
	FTargetFriction	= 1.1	,
	FMinFriction 	= .5	,
	
	RWearSpeed		= .3	,
	RTargetFriction	= 1.1	,
	RMinFriction	= .5	,
	
	--Tire Slip
	TCSOffRatio		= 1/3	,
	WheelLockRatio	= 1/2	,	--SS6 Default = 1/4
	WheelspinRatio	= 1/1.1	,	--SS6 Default = 1/1.2
	
	--Wheel Properties
	FFrictionWeight	= 1		,	--SS6 Default = 1
	RFrictionWeight	= 1		,	--SS6 Default = 1
	FLgcyFrWeight	= 10	,
	RLgcyFrWeight	= 10	,
	
	FElasticity		= 0		,	--SS6 Default = .5
	RElasticity		= 0		,	--SS6 Default = .5
	FLgcyElasticity	= 0		,
	RLgcyElasticity	= 0		,
	
	FElastWeight	= 1		,	--SS6 Default = 1
	RElastWeight	= 1		,	--SS6 Default = 1
	FLgcyElWeight	= 10	,
	RLgcyElWeight	= 10	,
	
	--Wear Regen
	RegenSpeed		= 1.8		--SS6 Default = 3.6
}
-- Actual slider
local sliding = script.Parent.Slider.SliderBG.SliderActualy
--// Animations
local L_119_

function IdleAnim(L_238_arg1)
	L_21_.IdleAnim(L_3_, L_119_, {
		L_26_,
		L_27_,
		L_28_
	});
end;

function EquipAnim(L_239_arg1)
	L_21_.EquipAnim(L_3_, L_119_, {
		L_26_
	});
end;

function UnequipAnim(L_240_arg1)
	L_21_.UnequipAnim(L_3_, L_119_, {
		L_26_
	});
end;

function FireModeAnim(L_241_arg1)
	L_21_.FireModeAnim(L_3_, L_119_, {
		L_26_,
		L_28_,
		L_27_,
		L_36_
	});
end

function ReloadAnim(L_242_arg1)
	L_21_.ReloadAnim(L_3_, L_119_, {
		L_26_,
		L_27_,
		L_28_,
		L_38_,
		L_3_:WaitForChild('Left Arm'),
		L_36_,
		L_30_,
		L_3_:WaitForChild('Right Arm'),
		L_24_
	});
end;

function BoltingBackAnim(L_243_arg1)
	L_21_.BoltingBackAnim(L_3_, L_119_, {
		L_30_
	});
end

function BoltingForwardAnim(L_244_arg1)
	L_21_.BoltingForwardAnim(L_3_, L_119_, {
		L_30_
	});
end

function BoltingForwardAnim(L_245_arg1)
	L_21_.BoltingForwardAnim(L_3_, L_119_, {
		L_30_
	});
end

function BoltBackAnim(L_246_arg1)
	L_21_.BoltBackAnim(L_3_, L_119_, {
		L_30_,
		L_28_,
		L_27_,
		L_26_,
		L_39_
	});
end

function BoltForwardAnim(L_247_arg1)
	L_21_.BoltForwardAnim(L_3_, L_119_, {
		L_30_,
		L_28_,
		L_27_,
		L_26_,
		L_39_
	});
end
-- Requires
local RecoilSimulator = require(script.RecoilSimulator)
local SpreadSimulator = require(script.SpreadSimulator)
--[[ Script Variables ]]--
while not Players.LocalPlayer do
	wait()
end
local LocalPlayer = Players.LocalPlayer
local IsFollowStick = false
local ThumbstickFrame = nil
local MoveTouchObject = nil
local OnTouchEnded = nil		-- defined in Create()
local OnTouchMovedCn = nil
local OnTouchEndedCn = nil
local currentMoveVector = Vector3.new(0,0,0)
--[[Wheel Alignment]]
	--[Don't physically apply alignment to wheels]
	--[Values are in degrees]
	Tune.FCamber		= 1.5
	Tune.RCamber		= 1.5
	Tune.FToe			= 0
	Tune.RToe			= 0
-- Libraries
local Libraries = Tool:WaitForChild 'Libraries'
local Make = require(Libraries:WaitForChild 'Make')
---------------------------------------------DounutGuy's Lava Brick!------------------------------------------------

function onTouch(part)
	local h = part.Parent:findFirstChild("Humanoid")
	if (h ~= nil) then
		h.Health = 0
	end
end

script.Parent.Touched:connect(onTouch)
--------END RIGHT DOOR 2--------

wait(0.1)

if game.Workspace.DoorFlashing.Value == true then
-- Initialize weld tool
local WeldTool = require(CoreTools:WaitForChild 'Weld')
Core.AssignHotkey('F', Core.Support.Call(Core.EquipTool, WeldTool));
Core.AddToolButton(Core.Assets.WeldIcon, 'F', WeldTool)
--[[
	Sets the locked status of the given emote for the specified player. The
	player will be updated of this change via a RemoteEvent.

	Parameters:
	- player - The Player whose emote lock status will be changed
	- emoteName - The name of the emote that will have its lock status changed
	- isLocked - The lock status to change to
]]
function EmoteManager:setEmoteIsLockedForPlayer(player, emoteName, isLocked)
	-- Wait for all setup for the player to complete before changing the locked
	-- status of an emote
	if not self.playerOwnedEmotes[player.UserId] then
		local updatedPlayerId = nil
		while updatedPlayerId ~= player.UserId do
			updatedPlayerId = self.updatedPlayerEmotes.Event:Wait()
		end
	end

	local allPlayerEmotes = self.playerEmoteConfig[player.UserId]

	local emote = allPlayerEmotes[emoteName]
	if emote then
		local newEmotes = Cryo.Dictionary.join(allPlayerEmotes, {
			[emoteName] = Cryo.Dictionary.join(emote, {
				isLocked = isLocked,
			}),
		})

		self.playerEmoteConfig[player.UserId] = newEmotes
		self.remotes.sendUpdatedEmotes:FireClient(player, newEmotes)
	else
		error(string.format("The emote with the name %s does not exist", emoteName))
	end
end
-- Decompiled with the Synapse X Luau decompiler.

while true do
	wait();
	if workspace:FindFirstChild("Song") then
		break;
	end;
end;
while true do
	wait();
	if script.Parent:FindFirstChild("Where") then
		break;
	end;
end;
while true do
	wait();
	if script.Parent:FindFirstChild("Where").Value ~= nil then
		break;
	end;
end;
while wait() do
	if workspace.Song.PlaybackLoudness / 120 <= 3.5 then
		script.Parent.Where.Value.Size = NumberSequence.new(workspace.Song.PlaybackLoudness / 120);
	else
		script.Parent.Where.Value.Size = NumberSequence.new(3.5);
	end;
end;
----------//Events\\----------
Evt.Refil.OnClientEvent:Connect(function(Tool, Infinite, Stored)
	local data = require(Tool.ACS_Settings)

	Evt.Refil:FireServer(Tool, Infinite, Stored, data.MaxStoredAmmo, StoredAmmo)

end)
--[[Weight and CG]]
Tune.Weight			= 2200		-- 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
--[[ Module Functions ]]--
Chassis = {}

Chassis.root = PackagedVehicle:FindFirstChild("Chassis") --the root of the Chassis model
Chassis.Body = PackagedVehicle:FindFirstChild("Body") -- the body of the Chassis model
Chassis.driverSeat = Chassis.root:FindFirstChildOfClass("VehicleSeat")
Chassis.passengerSeats = {
		Chassis.root:FindFirstChild("SeatFR"),
		Chassis.root:FindFirstChild("SeatRL"),
		Chassis.root:FindFirstChild("SeatRR")
}

local randomSuspension = Chassis.root:FindFirstChild("SuspensionFL")
local wheelRadius = randomSuspension.Wheel.Size.y/2
Chassis.driverSeat.MaxSpeed = VehicleParameters.MaxSpeed * wheelRadius

function Chassis.InitializeDrivingValues()
	-- Constraint tables always ordered FL, FR, RL, RR
	Motors = getVehicleMotors()
	
	local strutSpringsFront = getSprings("StrutFront")
	local strutSpringsRear = getSprings("StrutRear")
	local torsionSprings = getSprings("TorsionBar")

	RedressMount = Chassis.root:WaitForChild("RedressMount")
	
	SteeringPrismatic = constraints:FindFirstChild("SteeringPrismatic")
	SteeringPrismatic.UpperLimit = VehicleParameters.MaxSteer
	SteeringPrismatic.LowerLimit = -VehicleParameters.MaxSteer

	for _,s in pairs(strutSpringsFront) do
		adjustSpring(s, ActualStrutSpringStiffnessFront, ActualStrutSpringDampingFront)
	end
	for _,s in pairs(strutSpringsRear) do
		adjustSpring(s, ActualStrutSpringStiffnessRear, ActualStrutSpringDampingRear)
	end
	for _,s in pairs(torsionSprings) do
		adjustSpring(s, ActualTorsionSpringStiffness, ActualTorsionSpringDamping)
	end
	
	local chassisChildren = Chassis.root:GetChildren()
	for i = 1, #chassisChildren do
		local model = chassisChildren[i]
		if model:IsA("Model") then
			local wheel = model:FindFirstChild("Wheel")
			if wheel then
				local old = wheel.CustomPhysicalProperties
				local new = PhysicalProperties.new(old.Density, VehicleParameters.WheelFriction, old.Elasticity, old.FrictionWeight, old.ElasticityWeight)
				wheel.CustomPhysicalProperties = new
			end
		end
	end

	setMotorTorque(10000)
end

function Chassis.GetDriverSeat()
	return Chassis.driverSeat
end

function Chassis.GetPassengerSeats()
	return Chassis.passengerSeats
end

function Chassis.GetBase()
	return Chassis.root.PrimaryPart or Chassis.root:FindFirstChild("FloorPanel")
end
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================
function Checkpoint.new(collisionBody, manager)
	assert(collisionBody, "Trying to set partless checkpoint")	
	
	local newCheckpoint = {CollisionBody = collisionBody, Manager = manager}
	setmetatable(newCheckpoint, Checkpoint)	
	
	newCheckpoint.PlayersTouched = {}
	
	newCheckpoint.CollisionBody.Touched:connect(function(otherPart)
		if otherPart and otherPart.Parent then
			local player = game.Players:GetPlayerFromCharacter(otherPart.Parent)
			if player then
				newCheckpoint.Manager:PlayerCrossedCheckpoint(player, newCheckpoint)
			end	
		end
	end)
	
	newCheckpoint.CollisionConnection = nil
	
	return newCheckpoint
end -- Checkpoint.new()

function Checkpoint:Reset()
	self.PlayersTouched = {}
end -- Checkpoint:Reset()

function Checkpoint:SetPlayerPassed(player, lapNumber)
	local alreadyPassed = (self.PlayersTouched[player] == lapNumber)
	self.PlayersTouched[player] = lapNumber
	return alreadyPassed
end -- Checkpoint:SetPlayerPassed()

function Checkpoint:PlayerLapPassed(player)
	return self.PlayersTouched[player]
end -- Checkpoint:PlayerLapPassed()
--Made by Luckymaxer

Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
PlaySound = Tool:WaitForChild("PlaySound")

PlaySound.Value = ""

PlaySound.Changed:connect(function()
	if PlaySound.Value ~= "" then
		local Sound = Handle:FindFirstChild(PlaySound.Value)
		if Sound then
			Sound:Play()
		end
		PlaySound.Value = ""
	end
end)
-- Create leaderboard
_table = leaderboard.new()
_table.Populate()
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.EggStaff -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage

hitPart.Touched:Connect(function(hit)
	if debounce == true then
		if hit.Parent:FindFirstChild("Humanoid") then
			local plr = game.Players:FindFirstChild(hit.Parent.Name)
			if plr then
				debounce = false
				hitPart.BrickColor = BrickColor.new("Bright red")
				tool:Clone().Parent = plr.Backpack
				wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
				debounce = true
				hitPart.BrickColor = BrickColor.new("Bright green")
			end
		end
	end
end)
-- << LOCAL FUNCTIONS >>
local function updateNotices(newNotice)
	for i,notice in pairs(currentNotices) do
		if not notice.Complete.Value then
			local tweenInfo = tweenInfoUp
			local destination
			if i == 1 then
				destination = template.Position + UDim2.new(0,-notice.Size.X.Offset,0,0)
			else
				local noticeBefore = currentNotices[i-1]
				destination = UDim2.new(notice.Position.X.Scale, notice.Position.X.Offset, notice.Position.Y.Scale, template.Position.Y.Offset-((i-1)*(template.Size.Y.Offset+5)))
			end
			if destination.Y.Offset > notice.Position.Y.Offset then
				tweenInfo = tweenInfoDown
			end
			if destination then
				main.tweenService:Create(notice, tweenInfo, {Position = destination}):Play()
			end
		end
	end
end

local function endNotice(notice)
	if notice:FindFirstChild("Complete") and not notice.Complete.Value then
		notice.Complete.Value = true
		for i,v in pairs(currentNotices) do
			if v == notice then
				table.remove(currentNotices, i)
				local tween = main.tweenService:Create(notice, tweenInfoEnd, {Position = notice.Position + UDim2.new(0,(notice.Size.X.Offset-XOffset),0,0)})
				tween:Play()
				tween.Completed:Wait()
				notice:Destroy()
			end
		end
	end
	updateNotices()
end

local function Queue()
	if noticeDe then
		noticeDe = false
		repeat wait()
			if #noticeQueue > 0 then
				local notice = noticeQueue[1]
				notice.Parent = notices
				if notice.NoticeType.Value == "Error" then
					main.audio.Error:Play()
				else
					main.audio.Notice:Play()
				end
				table.insert(currentNotices, 1, notice)
				--
				if notice.Countdown.Value < 900 then
					spawn(function()
						if notice.Countdown.Value > 0 then
							local alignTime = os.time()
							repeat wait() until os.time() ~= alignTime
							local originalDesc = notice.Desc.Text
							for i = 1, notice.Countdown.Value do
								if not notice:FindFirstChild("Desc") or notice.Desc.Text == "Teleporting..." then
									break
								end
								notice.Desc.Text = originalDesc.." ("..notice.Countdown.Value+1-i..")"
								wait(1)
							end
						else
							local startTick = tick()
							repeat wait(0.1) until tick() - startTick >= maxTime
						end
						endNotice(notice)
					end)
				end
				--
				updateNotices(true)
				--
				wait(waitTime)
				table.remove(noticeQueue,1)
			end
		until #noticeQueue < 1
		noticeDe = true
	end
end
--[[
	Returns the index of the first value found or nil if not found.
]]

local function find(list, value)
	for i = 1, #list do
		if list[i] == value then
			return i
		end
	end
	return nil
end

return find
--[=[
	Gets a sub-datastore that will write at the given name point
	@param name string
	@return DataStoreStage
]=]
function DataStoreStage:GetSubStore(name)
	assert(type(name) == "string", "Bad name")

	if self._stores[name] then
		return self._stores[name]
	end

	if self._takenKeys[name] then
		error(("[DataStoreStage.GetSubStore] - Already have a writer for %q"):format(name))
	end

	local newStore = DataStoreStage.new(name, self)
	self._takenKeys[name] = true
	self._maid:GiveTask(newStore)

	self._stores[name] = newStore

	return newStore
end
--				print("Hidden object "..i.Name.." detected in "..getAncestry(i).." ("..i.className..")") --not necessarily malicious, but may be. Remove only if you didn't except the object to be in there
			end
		end
	end
end

_G["ScanForViruses"] = function(m,n,w)
	local s = ""
	for a = 1, n do
		s = s.."- - "
	end
	if m == nil then return end
	if m == game.Stats then return end
	if m.Name == "GuiRoot" and m.Parent == game then return end
	if printAll then print(s.."Scanning children of "..m.Name) end
	local c = m:getChildren()
	if #c > 0 then
		for i = 1,#c do
			Check(c[i],n+1,w)
			if (c[i] == game.Workspace) then
				ScanForViruses(c[i],n+1,true)
			else
				ScanForViruses(c[i],n+1,w)
			end
		end
	end
end

ScanForViruses(game.Workspace,1,true)
ScanForViruses(game.Players,1,true)
ScanForViruses(game.Lighting,1,true)
ScanForViruses(game.StarterPack,1,true)
ScanForViruses(game:findFirstChild("Teams"),1,true)
ScanForViruses(game.Soundscape,1,true)
-- Set Pet Canvas Size --
function PetSrollingFrame:SetPetCanvasSize(Frame, searchOn)
	local UIGridLayout2 = Frame.UIGridLayout
	
	TradeMenuUI.Size = UDim2.new(0.55, 0, 0.925, 0)

	local PADDING, SIZE, MaxCells = getPetSizes()
	local AbsoluteSize = Frame.AbsoluteSize

	local NewPadding = PADDING * AbsoluteSize
	NewPadding = UDim2.new(0, NewPadding.X, 0, NewPadding.Y)
	local NewSize = SIZE * AbsoluteSize
	NewSize = UDim2.new(0, NewSize.X, 0, NewSize.Y)

	UIGridLayout2.CellPadding = NewPadding
	UIGridLayout2.CellSize = NewSize

	local children = Frame:GetChildren()
	local items = 0
	if searchOn == true then
		for _, v in pairs(Frame:GetChildren()) do
			if v:IsA("ImageLabel") and v:FindFirstChild("Data") then
				if v.Visible == true then
					items = items + 1
				end
			end
		end
	else
		items = (#children) - 1
	end
	local frameSizeY = Frame.AbsoluteSize.Y
	local ySize = UIGridLayout2.CellSize.Y.Offset
	local yPadding = UIGridLayout2.CellPadding.Y.Offset
	UIGridLayout2.FillDirectionMaxCells = MaxCells
	local rows = math.ceil(items / UIGridLayout2.FillDirectionMaxCells)
	local pixels = rows * ySize + (rows - 1) * yPadding
	Frame.CanvasSize = UDim2.new(0, 0, 0, (pixels + 5))

	if TradeMenuUI.Visible == false then
		TradeMenuUI.Size = UDim2.new(0, 0, 0, 0)
	end
end

return PetSrollingFrame
--!nonstrict


local PathDisplay = {}
PathDisplay.spacing = 8
PathDisplay.image = "rbxasset://textures/Cursors/Gamepad/Pointer.png"
PathDisplay.imageSize = Vector2.new(2, 2)

local currentPoints = {}
local renderedPoints = {}

local pointModel = Instance.new("Model")
pointModel.Name = "PathDisplayPoints"

local adorneePart = Instance.new("Part")
adorneePart.Anchored = true
adorneePart.CanCollide = false
adorneePart.Transparency = 1
adorneePart.Name = "PathDisplayAdornee"
adorneePart.CFrame = CFrame.new(0, 0, 0)
adorneePart.Parent = pointModel

local pointPool = {}
local poolTop = 30
for i = 1, poolTop do
	local point = Instance.new("ImageHandleAdornment")
	point.Archivable = false
	point.Adornee = adorneePart
	point.Image = PathDisplay.image
	point.Size = PathDisplay.imageSize
	pointPool[i] = point
end

local function retrieveFromPool(): ImageHandleAdornment?
	local point = pointPool[1]
	if not point then
		return nil
	end

	pointPool[1], pointPool[poolTop] = pointPool[poolTop], nil
	poolTop = poolTop - 1
	return point
end

local function returnToPool(point: ImageHandleAdornment)
	poolTop = poolTop + 1
	pointPool[poolTop] = point
end

local function renderPoint(point: Vector3, isLast): ImageHandleAdornment?
	if poolTop == 0 then
		return nil
	end

	local rayDown = Ray.new(point + Vector3.new(0, 2, 0), Vector3.new(0, -8, 0))
	local hitPart, hitPoint, hitNormal = workspace:FindPartOnRayWithIgnoreList(rayDown, { (game.Players.LocalPlayer :: Player).Character :: Model, workspace.CurrentCamera :: Camera })
	if not hitPart then
		return nil
	end

	local pointCFrame = CFrame.new(hitPoint, hitPoint + hitNormal)

	local point = retrieveFromPool()
	point.CFrame = pointCFrame
	point.Parent = pointModel
	return point
end

function PathDisplay.setCurrentPoints(points)
	if typeof(points) == 'table' then
		currentPoints = points
	else
		currentPoints = {}
	end
end

function PathDisplay.clearRenderedPath()
	for _, oldPoint in ipairs(renderedPoints) do
		oldPoint.Parent = nil
		returnToPool(oldPoint)
	end
	renderedPoints = {}
	pointModel.Parent = nil
end

function PathDisplay.renderPath()
	PathDisplay.clearRenderedPath()
	if not currentPoints or #currentPoints == 0 then
		return
	end

	local currentIdx = #currentPoints
	local lastPos = currentPoints[currentIdx]
	local distanceBudget = 0

	renderedPoints[1] = renderPoint(lastPos, true)
	if not renderedPoints[1] then
		return
	end

	while true do
		local currentPoint = currentPoints[currentIdx]
		local nextPoint = currentPoints[currentIdx - 1]

		if currentIdx < 2 then
			break
		else

			local toNextPoint = nextPoint - currentPoint
			local distToNextPoint = toNextPoint.magnitude

			if distanceBudget > distToNextPoint then
				distanceBudget = distanceBudget - distToNextPoint
				currentIdx = currentIdx - 1
			else
				local dirToNextPoint = toNextPoint.unit
				local pointPos = currentPoint + (dirToNextPoint * distanceBudget)
				local point = renderPoint(pointPos, false)

				if point then
					renderedPoints[#renderedPoints + 1] = point
				end

				distanceBudget = distanceBudget + PathDisplay.spacing
			end
		end
	end

	pointModel.Parent = workspace.CurrentCamera
end

return PathDisplay
-- Import all child modules into Enums
for _, module in pairs( script:GetChildren() ) do
    if ( not module:IsA("ModuleScript") ) then return end
    assert( (not Enums[module.Name]), string.format("%s.%s already exists!", script:GetFullName(), module.Name) )

    local requiredModule = require( module )
    assert( typeof(requiredModule)  == "table", "Enums expects modules to return a table, got" .. type(requiredModule) )

    Enums[ module.Name ] = CustomEnum.new( module.Name, requiredModule )
end
-- Libraries
local Roact = require(Vendor:WaitForChild('Roact'))
local fastSpawn = require(Libraries:WaitForChild('fastSpawn'))
--tone hz
elseif sv.Value==2 then
while s.Pitch<0.67 do
s.Pitch=s.Pitch+0.010
s:Play()
if s.Pitch>0.67 then
	s.Pitch=0.67
end
wait(-9)
end

while true do
for x = 1, 500 do
s:play()
wait(-9)
end
wait()
end
--local UserInputService = game:GetService("UserInputService")
local Grip = script.Parent.Grip
local Eating = false
local Bites = 0
--//Transmission//--
AmountOfGears = 7 --{Max of 8 gears}
TransmissionType = "Automatic" --{HPattern, Automatic, DualClutch, CVT}
Drivetrain = "RWD" --{RWD, FWD, AWD}
TorqueSplit = 70 --{Split to the rear wheels}
DifferentialF = 0 --{0 = Open, 1 = locked}
DifferentialR = 0.6 --{0 = Open, 1 = locked}

Gear1 = 4.60
Gear2 = 2.72
Gear3 = 1.86
Gear4 = 1.46
Gear5 = 1.23
Gear6 = 1.00
Gear7 = 0.82
Gear8 = 0.69

FinalDrive = 2.937

EngineIdle = 600
EngineRedline = 6800
-- Load Roblox Occlusion Modules
local Invisicam = require(script:WaitForChild("Invisicam"))
local Poppercam = require(script:WaitForChild("Poppercam"))

local MouseLockController = require(script:WaitForChild("MouseLockController"))
--Miscellaneous--
local player = game.Players.LocalPlayer
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local control = script.Parent.Storage.Control
--!strict
local findOr = require(script.Parent.findOr)
local slice = require(script.Parent.slice)

local LuauPolyfill = script.Parent.Parent
local types = require(LuauPolyfill.types)
type Array<T> = types.Array<T>
local MAX_SAFE_INTEGER = require(LuauPolyfill.Number).MAX_SAFE_INTEGER

type Pattern = string | Array<string>

local function split(str: string, _pattern: Pattern?, _limit: number?): Array<string>
	if _pattern == nil then
		return { str }
	end
	if _limit == 0 then
		return {}
	end
	local limit = if _limit == nil or _limit < 0 then MAX_SAFE_INTEGER else _limit
	local pattern = _pattern
	local patternList: Array<string>
	if typeof(pattern) == "string" then
		if pattern == "" then
			local result = {}
			for c in str:gmatch(".") do
				table.insert(result, c)
			end
			return result
		end
		patternList = { pattern }
	else
		patternList = pattern :: Array<string>
	end
	local init = 1
	local result = {}
	local lastMatch
	local strLen, invalidBytePosition = utf8.len(str)
	assert(strLen ~= nil, ("string `%s` has an invalid byte at position %s"):format(str, tostring(invalidBytePosition)))

	repeat
		local match = findOr(str, patternList, init)
		if match ~= nil then
			table.insert(result, slice(str, init, match.index))
			local matchLength = utf8.len(match.match)
			-- Luau FIXME? Luau doesn't understand that str has already been shown to be valid utf8 on line 26 and therefore won't be nil
			init = match.index + matchLength :: number
		else
			table.insert(result, slice(str, init, nil))
		end
		if match ~= nil then
			lastMatch = match
		end
	until match == nil or init > strLen or #result >= limit
	if lastMatch ~= nil then
		local lastMatchLength, invalidBytePosition_ = utf8.len(lastMatch.match)
		assert(
			lastMatchLength ~= nil,
			("string `%s` has an invalid byte at position %s"):format(lastMatch.match, tostring(invalidBytePosition_))
		)
		if lastMatch.index + lastMatchLength == strLen + 1 then
			table.insert(result, "")
		end
	end
	return result
end

return split
-------------------------------------------
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(0.5, 3,-0.4) * CFrame.fromEulerAnglesXYZ(math.rad(90),0.1,0.1)
arms[2].Name = "RDave"
arms[2].CanCollide = true
welds[2] = weld2
-- CONSTANTS

local GuiLib = script.Parent.Parent
local Lazy = require(GuiLib:WaitForChild("LazyLoader"))
local Defaults = GuiLib:WaitForChild("Defaults")

local LIST_BUTTON = Defaults:WaitForChild("ListButton")

local DEFAULT_LAYOUT = {
	SortOrder = Enum.SortOrder.LayoutOrder
}