Roblox/luau_corpus huggingface dataset:
--now, load the zone & music data into the script

local zones = {}
local music = {}
local globali

if settings.UseMusicZones == true then
	for i,zone in pairs(zonesfolder:GetChildren()) do
		if zone:IsA("Model") and zone:FindFirstChild("Music") then
			music[i] = {}
			for _,sound in pairs(zone.Music:GetChildren()) do --save all of the music data for this zone
				if sound:IsA("Sound") then
					table.insert(music[i], {["SoundId"] = sound.SoundId, ["Volume"] = sound.Volume, ["Pitch"] = sound.Pitch})
				end
			end
			
			zones[i] = {
				["Priority"] = zone:FindFirstChild("Priority") and zone.Priority.Value or 1,
				["Parts"] = {},
				["Music"] = music[i]
			}
	
			for _,part in pairs(zone:GetChildren()) do
				if part:IsA("Part") then
					
					if IsCleanRotation({part.Rotation.X,part.Rotation.Y,part.Rotation.Z}) == true then --store the min and max X/Y/Z position coordinates of this part
						local lx,ly,lz = math.huge,math.huge,math.huge
						local mx,my,mz = -math.huge,-math.huge,-math.huge
						local function ApplyValues(p)
							if p.x < lx then lx = p.x end
							if p.x > mx then mx = p.x end
							if p.y < ly then ly = p.y end
							if p.y > my then my = p.y end
							if p.z < lz then lz = p.z end
							if p.z > mz then mz = p.z end
						end
						local points = {}
						--a bunch of sloppy math stuff to calculate the coordinates on each of the part's faces so we can figure out the min and max values. mathematicians, pls don't kill me if i'm doing this terribly
						local cf1 = part.CFrame
						local cf2 = (part.CFrame * CFrame.Angles(0,math.pi/2,0))
						local cf3 = (part.CFrame * CFrame.Angles(math.pi/2,0,0))
						local lvz = (cf1.lookVector * (part.Size.Z/2))
						local lvx = (cf2.lookVector * (part.Size.X/2))
						local lvy = (cf3.lookVector * (part.Size.Y/2))
						points[1] = cf1+lvz
						points[2] = cf1-lvz
						points[3] = cf2+lvx
						points[4] = cf2-lvx
						points[5] = cf3+lvy
						points[6] = cf3-lvy
						for _,p in pairs(points) do
							ApplyValues(p)
						end 
						table.insert(zones[i]["Parts"],{["Coordinates"] = {lx=lx,ly=ly,lz=lz, mx=mx,my=my,mz=mz}})
					else --save a reference to the part itself to be used for GetTouchingParts(), since it has a complex rotation that can't be solved with my own feeble calculations
						table.insert(zones[i]["Parts"],{["Part"] = part})
					end
					
				end
			end
		end
	end
end
	
if settings.UseGlobalBackgroundMusic == true then
	globali = #music + 1
	music[globali] = {}
	for _,sound in pairs(globalfolder:GetChildren()) do
		if sound:IsA("Sound") then
			table.insert(music[globali], {["SoundId"] = sound.SoundId, ["Volume"] = sound.Volume, ["Pitch"] = sound.Pitch})
		end
	end
end
-- @Description Basic linear interpolation
-- @Arg1 Time
-- @Arg2 StartingValue
-- @Arg3 EndingValue
function Interpolate.Linear(p0, p1, t)
	t = math.clamp(t, 0, 1)
	return (1-t)*p0 + t*p1
end

function Interpolate.QuadInOut(t)
	return t < 0.5 and 2 * t * t or 1 - math.pow(-2 * t + 2, 2) / 2
end

function Interpolate.Bezier(p0, p1, p2, t)
	return (1 - t)^2 * p0 + 2 * (1 - t) * t * p1 + t^2 * p2
end

return Interpolate
--Char.Humanoid.BreakJointsOnDeath = false

if configuracao.EnableRagdoll == true then
	Char.Humanoid.Died:Connect(function()
		Ragdoll(Char)
	end)
end


RS.Heartbeat:connect(function()
	if Sangrando.Value == true then
		if PastasStan.Tourniquet.Value == false then
			Sang.Value = (Sang.Value - (MLs.Value/120))
			UltimoSang = Sang.Value
			MLs.Value = MLs.Value + 0.025
		end
	end

	if PastasStan.Tourniquet.Value == true then
		Dor.Value = Dor.Value + 0.1
	end

	if (human.Health - ultimavida < 0) then
		Sang.Value = Sang.Value + (human.Health - ultimavida)*((configuracao.BloodMult)*(configuracao.BloodMult)*(configuracao.BloodMult))
		UltimoSang = Sang.Value
	end

	if (human.Health - ultimavida < 0) then
		Dor.Value = math.ceil(Dor.Value + (human.Health - ultimavida)*(-configuracao.PainMult))
		--Energia.Value = math.ceil(Energia.Value + (human.Health - ultimavida)*(5))
	end	

	if (human.Health - ultimavida < 0) --[[and (Sangrando.Value == true)]] then
		MLs.Value = MLs.Value + ((ultimavida - human.Health)* (configuracao.BloodMult))
	end

	if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.BleedDamage) then
			Sangrando.Value = true
		if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.InjuredDamage) then
			Ferido.Value = true
			if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.KODamage) then
				Caido.Value = true
			end
		end	
	end	
	
	if human.Health >= human.MaxHealth and Sangrando.Value == false then
		Sang.Value = Sang.Value + 0.5	
		Dor.Value = Dor.Value - 0.025
		MLs.Value = MLs.Value - 0.025		
			
	end
		
	if Sang.Value <= 0 then
		human.Health = 0
	end

	ultimavida = script.Parent.Parent.Humanoid.Health


	spawn(function(timer)
			if Sang.Value >= 3500 and Dor.Value < 200 and Caido.Value == true and debounce == false then
				debounce = true
				wait(60)
				Caido.Value = false
				debounce = false
			end	
		end)

end)




 -- Quero um pouco de credito,plox :P --
     --  FEITO 100% POR SCORPION --
		-- Oficial Release 1.5 --
-- Dropdowns
local dropdownContainer = Instance.new("Frame")
dropdownContainer.Name = "DropdownContainer"
dropdownContainer.BackgroundTransparency = 1
dropdownContainer.BorderSizePixel = 0
dropdownContainer.AnchorPoint = Vector2.new(0.5, 0)
dropdownContainer.ZIndex = -2
dropdownContainer.ClipsDescendants = true
dropdownContainer.Visible = true
dropdownContainer.Parent = iconContainer
dropdownContainer.Selectable = false
dropdownContainer.Active = false

local dropdownFrame = Instance.new("ScrollingFrame")
dropdownFrame.Name = "DropdownFrame"
dropdownFrame.BackgroundTransparency = 1
dropdownFrame.BorderSizePixel = 0
dropdownFrame.AnchorPoint = Vector2.new(0.5, 0)
dropdownFrame.Position = UDim2.new(0.5, 0, 0, 0)
dropdownFrame.Size = UDim2.new(0.5, 2, 1, 0)
dropdownFrame.ZIndex = -1
dropdownFrame.ClipsDescendants = false
dropdownFrame.Visible = true
dropdownFrame.TopImage = dropdownFrame.MidImage
dropdownFrame.BottomImage = dropdownFrame.MidImage
dropdownFrame.VerticalScrollBarInset = Enum.ScrollBarInset.Always
dropdownFrame.VerticalScrollBarPosition = Enum.VerticalScrollBarPosition.Right
dropdownFrame.Parent = dropdownContainer
dropdownFrame.Active = false
dropdownFrame.Selectable = false
dropdownFrame.ScrollingEnabled = false

local dropdownList = Instance.new("UIListLayout")
dropdownList.Name = "DropdownList"
dropdownList.FillDirection = Enum.FillDirection.Vertical
dropdownList.SortOrder = Enum.SortOrder.LayoutOrder
dropdownList.Parent = dropdownFrame

local dropdownPadding = Instance.new("UIPadding")
dropdownPadding.Name = "DropdownPadding"
dropdownPadding.PaddingRight = UDim.new(0, 2)
dropdownPadding.Parent = dropdownFrame
--wait(0.1)

checker = Instance.new("Model")
checker.Name = "PGSCH"
checker.Parent = game.Workspace

checkertb = Instance.new("Part")
checkertb.Name = "Test"
checkertb.Parent = checker
checkertb.CanCollide = false
checkertb.TopSurface = Enum.SurfaceType.SmoothNoOutlines
checkertb.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
checkertb.Transparency = 0.8

StiffnessFront = StiffnessFront/0.5
StiffnessRear = StiffnessRear/0.5
AntiRollFront = AntiRollFront/0.5
AntiRollRear = AntiRollRear/0.5

checkertop = Instance.new("Part")
checkertop.Name = "Top"
checkertop.Parent = checker
checkertop.Anchored = true
checkertop.CanCollide = false
checkertop.TopSurface = Enum.SurfaceType.SmoothNoOutlines
checkertop.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
checkertop.Transparency = 0.8

checker1 = Instance.new("Attachment", checkertb)
checker2 = Instance.new("Attachment", checkertop)

checkerrope = Instance.new("RopeConstraint", checkertb)
checkerrope.Attachment0 = checker1
checkerrope.Attachment1 = checker2

checkerbf = Instance.new("BodyForce", checkertb)
checkerbf.Force = Vector3.new(0, -1000000, 0)

alertbbg = Instance.new("BillboardGui", script.Parent)
alertbbg.Size = UDim2.new(0, 500, 0, 100)
alertbbg.StudsOffset = Vector3.new(0,8,0)
alertbbg.AlwaysOnTop = true
alertbbg.Enabled = false

alerttext = Instance.new("TextLabel", alertbbg)
alerttext.BackgroundColor3 = Color3.new(97/255, 255/255, 176/255)
alerttext.BackgroundTransparency = 0.5
alerttext.TextSize = 24
alerttext.TextStrokeTransparency = 0.8
alerttext.Size = UDim2.new(1,0,1,0)
alerttext.BorderSizePixel = 0
alerttext.TextColor3 = Color3.new(1,1,1)
alerttext.TextWrapped = true
alerttext.Font = "SourceSans"
alerttext.Text = "PGSPhysicsSolver must be enabled to use this chassis!                                                                                             Enable this feature in the Workspace."
finesse = true
vr = 0  
checker.ChildRemoved:connect(function(instance)
 if finesse == true then
    alertbbg.Enabled = true
vr = 1
end
end)

wait(0.8) 
if vr == 0 then
finesse = false
checker:remove()

local PreS = script.Assets.PreSet:Clone()
PreS.Parent = script.Parent
PreS.Disabled = false
script.Parent:WaitForChild("PreSet")
script.Parent.CFrame = script.Parent.CFrame * CFrame.Angles(math.rad(0.59), math.rad(0), math.rad(0))

if BRAKES_VISIBLE == true then
	bv = 0 
else
	bv = 1
end
-- Detect input ended
UIS.InputEnded:Connect(function(keycode)
    -- Check if input lost was the U key.
    if(keycode.KeyCode==Enum.KeyCode.E)then
        -- make variable false
        holdingUKey = false
Part.Gui.Label.ImageColor3 = Color3.fromRGB(255,255,255)
    end
end)
--- Validates that the argument will work without any type errors.
function Argument:Validate(isFinal)
	if self.RawValue == nil or #self.RawValue == 0 and self.Required == false then
		return true
	end

	if self.Required and (self.RawSegments[1] == nil or #self.RawSegments[1] == 0) then
		return false, "This argument is required."
	end

	if self.Type.Validate or self.Type.ValidateOnce then
		for i = 1, #self.TransformedValues do
			if self.Type.Validate then
				local valid, errorText = self.Type.Validate(self:GetTransformedValue(i))

				if not valid then
					return valid, errorText or "Invalid value"
				end
			end

			if isFinal and self.Type.ValidateOnce then
				local validOnce, errorTextOnce = self.Type.ValidateOnce(self:GetTransformedValue(i))

				if not validOnce then
					return validOnce, errorTextOnce
				end
			end
		end

		return true
	else
		return true
	end
end
-- ================================================================================
-- GUI BUTTON FUNCTIONS
-- ================================================================================
local function EnterFreeFlight()
	-- Hide current window
	hide()
	
	-- Set selected game mode
	SelectedMode.Value = "FreeFlight"
	
	-- Show selection window
	SelectionFrame.Visible = true
end

local function EnterRace()
	-- Hide current window
	hide()
	
	-- Set selected game mode
	SelectedMode.Value = "Racing"
	
	-- Show selections window
	SelectionFrame.Visible = true
end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 20 -- cooldown for use of the tool again

ZoneModelName = "Dust star" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Hook events
Entry.TextBox.FocusLost:Connect(
	function(submit)
		return Window:LoseFocus(submit)
	end
)

UserInputService.InputBegan:Connect(
	function(input, gameProcessed)
		return Window:BeginInput(input, gameProcessed)
	end
)

Entry.TextBox:GetPropertyChangedSignal("Text"):Connect(
	function()
		if Entry.TextBox.Text:match("\t") then -- Eat \t
			Entry.TextBox.Text = Entry.TextBox.Text:gsub("\t", "")
			return
		end
		if Window.OnTextChanged then
			Gui.CanvasPosition = Vector2.new(0, math.clamp(Gui.CanvasSize.Height.Offset - 300, 0, math.huge))
			return Window.OnTextChanged(Entry.TextBox.Text)
		end
	end
)

Gui.ChildAdded:Connect(Window.UpdateWindowHeight)

return Window
-- Constants for SHA3
do
	local sh_reg = 29
	local function next_bit()
		local r = sh_reg % 2
		sh_reg = bit32_bxor((sh_reg - r) / 2, 142 * r)
		return r
	end

	for idx = 1, 24 do
		local lo, m = 0, nil
		for _ = 1, 6 do
			m = m and m * m * 2 or 1
			lo = lo + next_bit() * m
		end

		local hi = next_bit() * m
		sha3_RC_hi[idx], sha3_RC_lo[idx] = hi, lo + hi * hi_factor_keccak
	end
end
-- Tween variables
local tweenInfo = TweenInfo.new(
	TWEEN_TIME,  -- Time
	Enum.EasingStyle.Quad,  -- EasingStyle
	Enum.EasingDirection.InOut,  -- EasingDirection
	-1,  -- RepeatCount (when less than zero the tween will loop indefinitely)
	true  -- Reverses (tween will reverse once reaching its goal)
)
local function startTween()
	-- If the part is already tweening, prevent it from starting a new tween
	if inTween == true then
		return
	end
	-- Calculate new CFrame for part position
	local offsetCFrame = CFrame.new(0, TWEEN_MOVE_DISTANCE, 0)
	local newCFrame = partToTween.CFrame:ToWorldSpace(offsetCFrame)
	-- Create a tween and play it
	local tweenPart = TweenService:Create(partToTween, tweenInfo, {CFrame = newCFrame})
	tweenPart:Play()
	inTween = true
	-- On tween completion, make part ready for another tween
	tweenPart.Completed:Connect(function()
		inTween = false
	end)
end

startTween()  -- Start the animation
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

function onSwimming(speed)
	if speed > 1.00 then
		local scale = 10.0
		playAnimation("swim", 0.4, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Swimming"
	else
		playAnimation("swimidle", 0.4, Humanoid)
		pose = "Standing"
	end
end

function animateTool()
	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

local lastTick = 0

function stepAnimate(currentTime)
	local amplitude = 1
	local frequency = 1
  	local deltaTime = currentTime - lastTick
  	lastTick = currentTime

	local climbFudge = 0
	local setAngles = false

  	if (jumpAnimTime > 0) then
  		jumpAnimTime = jumpAnimTime - deltaTime
  	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.2, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
		stopAllAnimations()
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end

	-- Tool Animation handling
	local tool = Character:FindFirstChildOfClass("Tool")
end
--[[
	Loadin'
		Dem
			Stats
--]]
game.Players.PlayerAdded:connect(function(player)
		local datastore = game:GetService("DataStoreService"):GetDataStore(player.Name.."Stats")
	
	player:WaitForChild("leaderstats")
	wait(1)
	local stats = player:FindFirstChild("leaderstats"):GetChildren()
	for i = 1, #stats do			
	stats[i].Value = datastore:GetAsync(stats[i].Name)
	print("stat numba "..i.." has been found")
		end
end)
--[[**
	Links several instances to a janitor, which is then returned.
	@param [t:...Instance] ... All the instances you want linked.
	@returns [t:Janitor] A janitor that can be used to manually disconnect all LinkToInstances.
**--]]
function Janitor.__index:LinkToInstances(...)
	local ManualCleanup = Janitor.new()
	for _, Object in ipairs({...}) do
		ManualCleanup:Add(self:LinkToInstance(Object, true), "Disconnect")
	end

	return ManualCleanup
end

return Janitor
--M4 Variables
local m4 = script.Parent:WaitForChild("M4")
local m4Weld = m4:WaitForChild("M4 Weld")
local barrel = script.Parent:WaitForChild("Barrel")
local aimer = script.Parent:WaitForChild("Aimer")
local aimerWeld = aimer:WaitForChild("Aimer Weld")
--[[**
	<description>
	Saves the data to the data store. Called when a player leaves.
	</description>
**--]]
function DataStore:Save()
	local success, result = self:SaveAsync():await()

	if success then
		print("saved " .. self.Name)
	else
		error(result)
	end
end
-- Function to play an audio asset
AudioPlayer.playAudio = function(asset)
	if not asset then
		warn("Could not find audio asset: " .. asset)
		return
	end
	if not asset.IsLoaded then
		asset.Loaded:wait()
	end
	asset:Play()
end

AudioPlayer.pauseAudio = function(asset) 
	if asset.IsPlaying then
		AudioPlayer.reduceVolume(asset, 0)
		asset:Pause()
	end
end

AudioPlayer.resumeAudio = function(asset) 
	if asset.IsPaused then
		asset:Resume()
		AudioPlayer.increaseVolume(asset, 0.5)
	end
end

AudioPlayer.reduceVolume = function(asset, goalVolume) 
	for i = asset.Volume, goalVolume, -0.02 do
		asset.Volume = i
		wait()
	end 
end

AudioPlayer.increaseVolume = function(asset, goalVolume) 
	for i = 0, goalVolume, 0.02 do
		asset.Volume = i
		wait()
	end 
end

AudioPlayer.getCurrentlyPlaying = function(assets)
	for _, asset in ipairs(assets) do
		if asset.IsPlaying then
			return asset
		end
	end
end

AudioPlayer.getCurrentlyPaused = function(assets)
	for _, asset in ipairs(assets) do
		if asset.IsPaused and asset.TimePosition > 0 then
			return asset
		end
	end
end

return AudioPlayer
--------END RIGHT DOOR --------

game.Workspace.post1.Light.BrickColor = BrickColor.new(133)
game.Workspace.post2.Light.BrickColor = BrickColor.new(133)
end
wait(0.15)
if game.Workspace.DoorFlashing.Value == true then
--------------------------CHARACTER CONTROL-------------------------------
local CurrentIgnoreList
local CurrentIgnoreTag = nil

local TaggedInstanceAddedConnection = nil
local TaggedInstanceRemovedConnection = nil

local function GetCharacter()
	return Player and Player.Character
end

local function UpdateIgnoreTag(newIgnoreTag)
	if newIgnoreTag == CurrentIgnoreTag then
		return
	end
	if TaggedInstanceAddedConnection then
		TaggedInstanceAddedConnection:Disconnect()
		TaggedInstanceAddedConnection = nil
	end
	if TaggedInstanceRemovedConnection then
		TaggedInstanceRemovedConnection:Disconnect()
		TaggedInstanceRemovedConnection = nil
	end
	CurrentIgnoreTag = newIgnoreTag
	CurrentIgnoreList = {GetCharacter()}
	if CurrentIgnoreTag ~= nil then
		local ignoreParts = CollectionService:GetTagged(CurrentIgnoreTag)
		for _, ignorePart in ipairs(ignoreParts) do
			table.insert(CurrentIgnoreList, ignorePart)
		end
		TaggedInstanceAddedConnection = CollectionService:GetInstanceAddedSignal(
			CurrentIgnoreTag):Connect(function(ignorePart)
			table.insert(CurrentIgnoreList, ignorePart)
		end)
		TaggedInstanceRemovedConnection = CollectionService:GetInstanceRemovedSignal(
			CurrentIgnoreTag):Connect(function(ignorePart)
			for i = 1, #CurrentIgnoreList do
				if CurrentIgnoreList[i] == ignorePart then
					CurrentIgnoreList[i] = CurrentIgnoreList[#CurrentIgnoreList]
					table.remove(CurrentIgnoreList)
					break
				end
			end
		end)
	end
end

local function getIgnoreList()
	if CurrentIgnoreList then
		return CurrentIgnoreList
	end
	CurrentIgnoreList = {}
	table.insert(CurrentIgnoreList, GetCharacter())
	return CurrentIgnoreList
end
--//Script

Plaka()
print(Stats.Plate.Value)
CarColor()

Stats.Locked.Changed:Connect(function()
ToogleLock(Stats.Locked.Value)
end)
Stats.Color.Changed:Connect(function()
CarColor()
end)



Fuel = script.Parent.Parent.Stats.Fuel
MainPart = script.Parent.Parent.Body.Main
while wait(.5) do
if oldpos == nil then
oldpos = MainPart.Position
else
newpos = MainPart.Position
Fuel.Value = Fuel.Value - (oldpos - newpos).Magnitude/150
oldpos = newpos
end
end
--[=[
	http://reactivex.io/documentation/operators/just.html

	```lua
	Rx.of(1, 2, 3):Subscribe(print, function()
		print("Complete")
	end)) --> 1, 2, 3, "Complete"
	```

	@param ... any -- Arguments to emit
	@return Observable
]=]
function Rx.of(...)
	local args = table.pack(...)

	return Observable.new(function(sub)
		for i=1, args.n do
			sub:Fire(args[i])
		end

		sub:Complete()
	end)
end
-- Print version
print(gameRules.Version)
print("Ina's Ro-Combat Mod: Patch v1.2.3")
-- Place this script in a LocalScript

local toolName = "Him" -- The name of the tool to give
local tool = game.Workspace:FindFirstChild('Him')
--[[**
	ensures value is NaN

	@param value The value to check against

	@returns True iff the condition is satisfied, false otherwise
**--]]
function t.nan(value)
	local valueType = typeof(value)
	if valueType == "number" then
		if value ~= value then
			return true
		else
			return false, "unexpected non-NaN value"
		end
	else
		return false, string.format("number expected, got %s", valueType)
	end
end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 5 -- cooldown for use of the tool again

ZoneModelName = "String broke reality" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- << FUNCTIONS >>
function module:InsertStat(key, statName, value, specificData)
	if updating and not specificData then repeat wait(0.1) until not updating end
	key = tostring(key)
	if specificData then
		table.insert(specificData[statName], value)
		specificData.DataToUpdate = true
	else
		table.insert(main.sd[key][statName], value)
		main.sd[key].DataToUpdate = true
	end
end

function module:ChangeStat(key, statName, newValue)
	if updating then repeat wait(0.1) until not updating end
	main.sd[key][statName] = newValue
	main.sd[key].DataToUpdate = true
end
-- This function actually creates the weld.
function CreateWeld(x, y)
	local weld = Instance.new("Weld") 
	weld.Part0 = x
	weld.Part1 = y
	weld.C0 = x.CFrame:inverse() * x.CFrame  
	weld.C1 = y.CFrame:inverse() * x.CFrame  
	weld.Parent = x
	return weld
end
--Enter the name of the model you want to go to here.
------------------------------------
modelname="Head"
--------[LOCAL FUNCTIONS]--------
----[UPDATE SLIDER POSITIONS]----
local function RGBSliderMovement(MouseX, z, i) --z = ColorPicker, i = RGBSlider
	if MouseX > (RGBSliderHitboxes[z][i].AbsolutePosition.X) and MouseX < (RGBSliderHitboxes[z][i].AbsolutePosition.X + RGBSliderHitboxes[z][i].AbsoluteSize.X) then
		RGBSliders[z][i].Position = UDim2.new(0, MouseX - RGBSliderHitboxes[z][i].AbsolutePosition.X, RGBSliders[z][i].Position.Y.Scale, 0)
	elseif MouseX < (RGBSliderHitboxes[z][i].AbsolutePosition.X) then
		RGBSliders[z][i].Position = UDim2.new(0, 0, RGBSliders[z][i].Position.Y.Scale, 0)
	elseif MouseX > (RGBSliderHitboxes[z][i].AbsolutePosition.X + RGBSliderHitboxes[z][i].AbsoluteSize.X) then
		RGBSliders[z][i].Position = UDim2.new(0, RGBSliderHitboxes[z][i].AbsoluteSize.X + 1, RGBSliders[z][i].Position.Y.Scale, 0)
	end
		
	RGBInputs[z][i].Text = math.floor(((RGBSliders[z][i].Position.X.Offset / RGBSliderHitboxes[z][i].AbsoluteSize.X) * 255))
	PreviewColor[z].BackgroundColor3 = Color3.fromRGB(tonumber(RGBInputs[z][1].Text), tonumber(RGBInputs[z][2].Text), tonumber(RGBInputs[z][3].Text))
end
--gyro.cframe = CFrame.new(char.Position,pos) 
bpos.position = char.Position + (pos-char.Position).unit * power 
wait() 
end 
end 

function onMove(mouse) 
pos = mouse.Hit.p 
gyro.cframe = CFrame.new(char.Position,pos) * CFrame.fromEulerAnglesXYZ(-3.14/2+1.2,0,0)