Roblox/luau_corpus huggingface dataset:
--detect when player sits, tell player to press space to jump, detect when player presses space. Then remove the intructions
if IsNewPlayer and not UIS.TouchEnabled then 
	script.Parent.Changed:connect(function(prop)
		if prop == "Visible" and not UIS.TouchEnabled then
			if script.Parent.Visible then
				keyboardInput = UIS.InputBegan:connect(function(input,gameProcessed)
					if input.UserInputType == Enum.UserInputType.Keyboard and input.KeyCode == Enum.KeyCode.Space then
						script.Parent:Destroy()
					end
				end)
				wait(7)
				script.Parent.Visible = false
			else
				if keyboardInput then keyboardInput:disconnect() keyboardInput = nil  end
			end
		
		end
	end)
	
	local humanoid = game.Players.LocalPlayer.Character:WaitForChild("Humanoid",5)
	humanoid.Seated:connect(function(active,seat)
		if active and seat and seat.Parent then
			if not ShowedExitMessage and seat.Name == "Driver" then
				script.Parent.Frame.TextLabel.Text = "Exit Car"
				ShowedExitMessage = true
				wait(2)
				script.Parent.Visible = true
				
				
				
			elseif not ShowedStandMessage and seat.Name ~= "Driver" then
				script.Parent.Frame.TextLabel.Text = "Stand Up"
				ShowedStandMessage = true
				wait(.5)
				script.Parent.Visible = true
				
			end
		end
	end)
else
	script.Parent:Destroy()
	
end
--MOT is up and down while MOT2 is side to side

wt = 0.07


while wait(0.01) do
	
if values.Gear.Value == -1 then
	MOT2.DesiredAngle = -0.2
	wait(wt)
	MOT.DesiredAngle = 0.2
end

if values.Gear.Value == 0 then
	MOT.DesiredAngle = 0
	wait(wt)
	MOT2.DesiredAngle = 0
end



if values.Gear.Value == 1 then
	MOT2.DesiredAngle = 0.2
	wait(wt)
	MOT.DesiredAngle = -0.2
	end
if values.Gear.Value == 2 then
	MOT.DesiredAngle = 0.2
	wait(wt)
	MOT2.DesiredAngle = 0.2
	end





if values.Gear.Value == 3 then
	MOT.DesiredAngle = -0.2
	wait(wt)
	MOT2.DesiredAngle = 0
	end
if values.Gear.Value == 4 then
	MOT.DesiredAngle = 0.2
	wait(wt)
	MOT2.DesiredAngle = 0
end


if values.Gear.Value == 5 then
	MOT.DesiredAngle = -0.2
	wait(wt)
	MOT2.DesiredAngle = -0.2
end


if values.Gear.Value == 6 then
	MOT.DesiredAngle = 0.2
	wait(wt)
	MOT2.DesiredAngle = -0.2
end

end
--make blood disappear
while script.Parent.Mesh.Scale.X<1 do
game:GetService("RunService").Stepped:wait()
script.Parent.Mesh.Scale=Vector3.new(script.Parent.Mesh.Scale.X+0.05,0.1,script.Parent.Mesh.Scale.Z+0.05)

end
wait(math.random(5,20))
while script.Parent.Decal.Transparency<1 do
game:GetService("RunService").Stepped:wait()
script.Parent.Decal.Transparency=script.Parent.Decal.Transparency+.1
end
script.Parent:remove()
--		child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
		if child.Part1.Name == "HumanoidRootPart" then
			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
				if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over.
					GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly.
					GUI:Clone().Parent = player.PlayerGui --// Compact version
					script.Parent.Parent.Body.Lights.Runner.Material = "Neon"
					script.Parent.Parent.Body.Dash.Screen.SurfaceGui.Enabled = true
					script.Parent.Parent.Body.Dash.Screen2.SurfaceGui.Enabled = true
					script.Parent.Occupied.Value = true
				end
		end
	end
end)

script.Parent.ChildRemoved:connect(function(child)
	if child:IsA("Weld") then
		if child.Part1.Name == "HumanoidRootPart" then
			game.Workspace.CurrentCamera.FieldOfView = 70
			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			if player and player.PlayerGui:FindFirstChild("SS3") then
				player.PlayerGui:FindFirstChild("SS3"):Destroy()
				script.Parent.Parent.Body.Lights.Runner.Material = "SmoothPlastic"
				script.Parent.Parent.Body.Dash.Screen.SurfaceGui.Enabled = false
				script.Parent.Parent.Body.Dash.Screen2.SurfaceGui.Enabled = false
				script.Parent.Occupied.Value = false
			end
		end
	end	
end)
-- Right Arms
character.RagdollRig.ConstraintRightUpperArm.Attachment0 = RUA
character.RagdollRig.ConstraintRightUpperArm.Attachment1 = RUARig
character.RagdollRig.ConstraintRightLowerArm.Attachment0 = RLA
character.RagdollRig.ConstraintRightLowerArm.Attachment1 = RLARig
character.RagdollRig.ConstraintRightHand.Attachment0 = RH
character.RagdollRig.ConstraintRightHand.Attachment1 = RHRig
-- Roact
local new = Roact.createElement
local NotificationDialog = require(script:WaitForChild('NotificationDialog'))
--[=[
	Returns if the pane is visible
	@return boolean
]=]
function BasicPane:IsVisible()
	return self._visible
end
---------------------------
--[[
	--Main anchor point is the DriveSeat <car.DriveSeat>	
	
	Usage:
		MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld"  **Applies to Motor welds only
		ModelWeld(Model,MainPart)
	Example:
		MakeWeld(car.DriveSeat,misc.PassengerSeat)
		MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2)
		ModelWeld(car.DriveSeat,misc.Door)
]]
--Weld stuff here
MakeWeld(car.DriveSeat,misc:WaitForChild('Aero'))

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)

ModelWeld(misc.UI.Model,misc.UI.Shrowd)
MakeWeld(misc.UI.Motor,misc.UI.Shrowd)
MakeWeld(misc.UI.Motor2,misc.UI.Shrowd)
MakeWeld(car.DriveSeat,misc.UI.Shrowd)
MakeWeld(misc.UI.Motor,misc.UI.Needle).Name="W1"
MakeWeld(misc.UI.Motor2,misc.UI.RPM).Name="W2"
MakeWeld(misc.UI.Motor2,misc.UI.Redline,"Motor",.03).Name="W3"
-- Create the enemy death event handler
game.Workspace.OnCharacterAdded:Connect(function(character)
	-- Check if the character is an enemy
	if character:FindFirstChild("Humanoid") and character:FindFirstChild("Enemy") then
		-- Remove the enemy from the game state
		for i, enemy in pairs(gameState.enemies) do
			if enemy == character then
				table.remove(gameState.enemies, i)
				break
			end
		end

		-- Check if the level is complete
		if #gameState.enemies == 0 then
			-- Load the next level
			loadLevel(gameState.level + 1)
		end
	end
end)
-- Decompiled with the Synapse X Luau decompiler.

function Click()
	script.Parent.Parent.ScrollingFrame.Visible = false;
	script.Parent.Visible = false;
end;
script.Parent.MouseButton1Down:connect(Click);
--[=[
	Converts an arbitrary value to a LinearValue if Roblox has not defined this value
	for multiplication and addition.

	@param value T
	@return LinearValue<T> | T
]=]
function SpringUtils.toLinearIfNeeded(value)
	if typeof(value) == "Color3" then
		return LinearValue.new(Color3.new, {value.r, value.g, value.b})
	elseif typeof(value) == "UDim2" then
		return LinearValue.new(UDim2.new, {value.x.scale, value.x.offset, value.y.scale, value.y.offset})
	elseif typeof(value) == "UDim" then
		return LinearValue.new(UDim.new, {value.scale, value.offset})
	else
		return value
	end
end
--> FUNCTIONS
Flare.Activated:Connect(function()
	if not Reloading then
		Reloading = true
		Player.Character.Humanoid:LoadAnimation(FireAnim):Play(.1, 1, FireAnimationSpeed)
		local Mouse = Player:GetMouse()
		ClickedEvent:FireServer(Mouse.Hit.Position)
		wait(.5)
		Player.Character.Humanoid:LoadAnimation(ReloadAnim):Play(.1, 1, ReloadAnimationSpeed)
		wait(ReloadTime)
		Reloading = false
	end
end)
--- VARIABLES/CONSTANTS ---

Player = Players.LocalPlayer
Camera = workspace.CurrentCamera

isMobile =  UserInputService.TouchEnabled

DirectionalKeys = {Enum.KeyCode.W, Enum.KeyCode.S, Enum.KeyCode.A, Enum.KeyCode.D}
LastDirectional = tick()

Locked = false

local Mobile
local LastKeyDown
-- Définir les objets MovingPart et Projection
local Model = pp.Parent.Parent
local movingPart = Model.Slide
local projection = Model.Projection
local projection2 = Model.Projection2
-- Door Open/Close --
function Functions.Move(Status)
	DoorLogo.Moving:Play()
	Functions.CreateModelTween(Model.Door, TweenInfo.new(1.25), {Value = DoorSegment.CFrame * CFrame.new(Status and 6 or -6, 0, 0)})
	if Status == false then
		Model.Door:SetPrimaryPartCFrame(PositionSave)
	end
	DoorLogo.Moving:Stop()
	DoorLogo.Closed:Play()
end
-- скрипт для приобретения GamePass
local Players = game:GetService("Players")
localPlayer = Players.LocalPlayer
plr = Players:FindFirstChild(localPlayer.Name)

wait(10)
id = script.id.Value
--[=[
	Promises a property value
	@class promisePropertyValue
]=]

local require = require(script.Parent.loader).load(script)

local Promise = require("Promise")
--tune
local PSI = 22
local Turbos = "Single" -- "Twin","Single" 
local TurboSize = "Medium" -- "Small","Medium","Large"
local TwoStep = false
local Valve = "BOV" -- "BOV","Bleed"
-------------------------------------
equiped=false
sp=script.Parent
RayLength=100000
Spread=0
enabled=true
reloading=false
down=false
r=game:service("RunService")
last=0
last2=0
last3=0
last4=0
last5=0
last6=0

Bullet=Instance.new("Part")
Bullet.Name="Bullet"
Bullet.BrickColor=BrickColor.new("Bright blue")
Bullet.Anchored=true
Bullet.CanCollide=false
Bullet.Locked=true
Bullet.Size=Vector3.new(1,1,1)
-- ROBLOX deviation: we don't escape any characters since multiline literals don't
-- consume escape sequences
local function escapeBacktickString(str: string): string
	return str
end
-- ROBLOX deviation END

exports.default = function(snapshot: Snapshot, afterUpdate: boolean): Array<string>
	local statuses = {}

	if Boolean.toJSBoolean(snapshot.added) then
		table.insert(statuses, SNAPSHOT_ADDED(ARROW .. pluralize("snapshot", snapshot.added) .. " written."))
	end

	if Boolean.toJSBoolean(snapshot.updated) then
		table.insert(statuses, SNAPSHOT_UPDATED(ARROW .. pluralize("snapshot", snapshot.updated) .. " updated."))
	end

	if Boolean.toJSBoolean(snapshot.unmatched) then
		table.insert(statuses, FAIL_COLOR(ARROW .. pluralize("snapshot", snapshot.unmatched) .. " failed."))
	end

	if Boolean.toJSBoolean(snapshot.unchecked) then
		if afterUpdate then
			table.insert(statuses, SNAPSHOT_UPDATED(ARROW .. pluralize("snapshot", snapshot.unchecked) .. " removed."))
		else
			table.insert(
				statuses,
				SNAPSHOT_OUTDATED(ARROW .. pluralize("snapshot", snapshot.unchecked) .. " obsolete.")
			)
		end

		Array.forEach(snapshot.uncheckedKeys, function(key: string)
			table.insert(statuses, "	" .. DOT .. key)
		end)
	end

	if snapshot.fileDeleted then
		table.insert(statuses, SNAPSHOT_UPDATED(ARROW .. "snapshot file removed."))
	end

	return statuses
end

return exports
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 900		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6000 	--		Use sliders to manipulate values
    Tune.Redline		= 8000		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 4500
	Tune.PeakSharpness	= 2.8
	Tune.CurveMult		= 0.2
	
	--Incline Compensation
	Tune.InclineComp	= 2			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 100		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= .01		-- Percent throttle at idle
	Tune.ClutchTol		= 300		-- Clutch engagement threshold (higher = faster response)
--- Add a line to the command bar
function Window:AddLine(text, color)
	text = tostring(text)

	if #text == 0 then
		Window:UpdateWindowHeight()
		return
	end

	local str = self.Cmdr.Util.EmulateTabstops(text or "nil", 8)
	local line = Line:Clone()
	line.Size =
		UDim2.new(
			line.Size.X.Scale,
			line.Size.X.Offset,
			0,
			TextService:GetTextSize(
				str,
				line.TextSize,
				line.Font,
				Vector2.new(Gui.UIListLayout.AbsoluteContentSize.X, math.huge)
			).Y + (LINE_HEIGHT - line.TextSize)
		)
	line.Text = str
	line.TextColor3 = color or line.TextColor3
	line.Parent = Gui
end
--[[Weight and CG]]
	Tune.Weight			= 3001		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		6		,
	 --[[Height]]		3.5		,
	 --[[Length]]		15		}
	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
	
	--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		= 2.17			-- Size of structural members (larger = more stable/carry more weight)
	Tune.AxleDensity	= .1		-- Density of structural members
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================
function Engine.new(speeder)	
	local newEngine = {}
	setmetatable(newEngine, Engine)

	newEngine.Speeder = speeder
	newEngine.Main = speeder.main
	newEngine.Mass = speeder.mass
	
	-- Attachment
	local attachment = Instance.new("Attachment")
	attachment.Parent = speeder.main
	
	-- Thruster (foward/backward)
	newEngine.Thruster = Instance.new("BodyVelocity")
	newEngine.Thruster.Name = "Thruster"
	newEngine.Thruster.Parent = speeder.main
	
	-- Gyro (steering)
	newEngine.Steering = Instance.new("BodyGyro")
	newEngine.Steering.Name = "Steering"
	newEngine.Steering.Parent = speeder.main
	
	newEngine._settings = speeder._settings
	
	-- Set settings
	newEngine._SPEED = newEngine._settings.DefaultSpeed
	newEngine._BOOSTSPEED = newEngine._settings.BoostSpeed
	newEngine._PITCH = (3.5*newEngine._settings.Steering)*(math.pi/180)
	newEngine._YAW = (-4*newEngine._settings.Steering)*(math.pi/180)
	newEngine._ROLL = (2*newEngine._settings.Steering)*(math.pi/180)
	
	EngineRate = IIRFilter(0.005)
	
	StartSound:Play()
	local soundConnection
	soundConnection = StartSound.Ended:Connect(function()
		MotorSound:Play()
		soundConnection:Disconnect()
	end)
	
	return newEngine
end -- Engine:new()
--[ FUNCTION ]-

function updateMusic()
	local id = string.gsub(music.SoundId, "rbxassetid://", "")
	local success, info = pcall(mps.GetProductInfo, mps, id)
	if success then
		Frame:TweenPosition(UDim2.new(0.288, 0, 0.026, 0),"Out","Quad",.5,true) -- changing it to in
		script.Parent.Text = "Now Playing : " .. info.Name -- changing name
		if requester.Value ~= "" then
			label.Text = string.format("Song requested by: %s", requester.Value)
			label.Visible = true
		else
			label.Visible = false
		end
		
		wait(5) -- wait to close it

		Frame:TweenPosition(UDim2.new(0.288, 0,-1, 0),"In","Quad",.5,true) -- changing it to in
	end
end


updateMusic()


music:GetPropertyChangedSignal("SoundId"):Connect(updateMusic)
-- Player specific convenience variables
local MyPlayer = nil
local MyCharacter = nil
local MyHumanoid = nil
local MyTorso = nil
local MyMouse = nil


local RecoilAnim
local RecoilTrack = nil

local ReloadAnim
local ReloadTrack = nil

local IconURL = Tool.TextureId  
local DebrisService = game:GetService('Debris')
local PlayersService = game:GetService('Players')


local FireSound

local OnFireConnection = nil
local OnReloadConnection = nil

local DecreasedAimLastShot = false
local LastSpreadUpdate = time()

local flare = script.Parent:WaitForChild("Flare")

local FlashHolder = nil


local WorldToCellFunction = Workspace.Terrain.WorldToCellPreferSolid
local GetCellFunction = Workspace.Terrain.GetCell

function RayIgnoreCheck(hit, pos)
	if hit then
		if hit.Transparency >= 1 or string.lower(hit.Name) == "water" or
				hit.Name == "Effect" or hit.Name == "Rocket" or hit.Name == "Bullet" or
				hit.Name == "Handle" or hit:IsDescendantOf(MyCharacter) then
			return true
		elseif hit:IsA('Terrain') and pos then
			local cellPos = WorldToCellFunction(Workspace.Terrain, pos)
			if cellPos then
				local cellMat = GetCellFunction(Workspace.Terrain, cellPos.x, cellPos.y, cellPos.z)
				if cellMat and cellMat == Enum.CellMaterial.Water then
					return true
				end
			end
		end
	end
	return false
end
----------------------------------
------------FUNCTIONS-------------
----------------------------------

function Receive(player, action, ...)
	local args = {...}
	if player == User and action == "play" then
		Connector:FireAllClients("play", User, args[1], Settings.SoundSource.Position, Settings.PianoSoundRange, Settings.PianoSounds, args[2], Settings.IsCustom)
		HighlightPianoKey((args[1] > 61 and 61) or (args[1] < 1 and 1) or args[1],args[3])
	elseif player == User and action == "abort" then
		Deactivate()
		if SeatWeld then
			SeatWeld:remove()
		end
	end
end

function Activate(player)
	Connector:FireClient(player, "activate", Settings.CameraCFrame, Settings.PianoSounds, true)
	User = player
	Startup()
end

function Deactivate()
	coroutine.resume(coroutine.create(Shutdown))
	wait()
	if User and User.Parent then
		Connector:FireClient(User, "deactivate")
		User.Character:SetPrimaryPartCFrame(Box.CFrame + Vector3.new(0, 5, 0))
	end
	User = nil
end
--[[  Now for the rest  ]]
local Lighting = game:GetService("Lighting")
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")
local gamepassId = 184464896 --Put the ID of the asset here
local toolNames = {"Portal Gun"} --Must be in lighting
local toolsParent = Lighting

local function onPlayerAdded(player)
    local function onCharacterAdded(character)
        if MarketplaceService:UserOwnsGamePassAsync(player.UserId, gamepassId) then
            for i = 1, #toolNames do
                local tool = toolsParent:FindFirstChild(toolNames[i])
                if tool then
                    local clone = tool:Clone()
                    clone.Parent = player.Backpack
                end
            end
        end
    end

    if player.Character then
        onCharacterAdded(player.Character)
    end
    player.CharacterAdded:Connect(onCharacterAdded)
end

Players.PlayerAdded:Connect(onPlayerAdded)
--Precalculated paths
local t,f,n=true,false,{}
local r={
[58]={{45,44,28,29,31,32,34,35,39,41,30,56,58},t},
[49]={{45,49},t},
[16]={n,f},
[19]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,19},t},
[59]={{45,44,28,29,31,32,34,35,39,41,59},t},
[63]={{45,44,28,29,31,32,34,35,39,41,30,56,58,23,62,63},t},
[34]={{45,44,28,29,31,32,34},t},
[21]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,21},t},
[48]={{45,49,48},t},
[27]={{45,44,28,27},t},
[14]={n,f},
[31]={{45,44,28,29,31},t},
[56]={{45,44,28,29,31,32,34,35,39,41,30,56},t},
[29]={{45,44,28,29},t},
[13]={n,f},
[47]={{45,49,48,47},t},
[12]={n,f},
[45]={{45},t},
[57]={{45,44,28,29,31,32,34,35,39,41,30,56,57},t},
[36]={{45,44,28,29,31,32,33,36},t},
[25]={{45,44,28,27,26,25},t},
[71]={{45,44,28,29,31,32,34,35,39,41,59,61,71},t},
[20]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20},t},
[60]={{45,44,28,29,31,32,34,35,39,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,75},t},
[22]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,21,22},t},
[74]={{45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,74},t},
[62]={{45,44,28,29,31,32,34,35,39,41,30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{45,44,28,29,31,32,33,36,37},t},
[2]={n,f},
[35]={{45,44,28,29,31,32,34,35},t},
[53]={{45,49,48,47,52,53},t},
[73]={{45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73},t},
[72]={{45,44,28,29,31,32,34,35,39,41,59,61,71,72},t},
[33]={{45,44,28,29,31,32,33},t},
[69]={{45,44,28,29,31,32,34,35,39,41,60,69},t},
[65]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,65},t},
[26]={{45,44,28,27,26},t},
[68]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67,68},t},
[76]={{45,44,28,29,31,32,34,35,39,41,59,61,71,72,76},t},
[50]={{45,49,48,47,50},t},
[66]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66},t},
[10]={n,f},
[24]={{45,44,28,27,26,25,24},t},
[23]={{45,44,28,29,31,32,34,35,39,41,30,56,58,23},t},
[44]={{45,44},t},
[39]={{45,44,28,29,31,32,34,35,39},t},
[32]={{45,44,28,29,31,32},t},
[3]={n,f},
[30]={{45,44,28,29,31,32,34,35,39,41,30},t},
[51]={{45,49,48,47,50,51},t},
[18]={n,f},
[67]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67},t},
[61]={{45,44,28,29,31,32,34,35,39,41,59,61},t},
[55]={{45,49,48,47,52,53,54,55},t},
[46]={{45,49,48,47,46},t},
[42]={{45,44,28,29,31,32,34,35,38,42},t},
[40]={{45,44,28,29,31,32,34,35,40},t},
[52]={{45,49,48,47,52},t},
[54]={{45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{45,44,28,29,31,32,34,35,39,41},t},
[17]={n,f},
[38]={{45,44,28,29,31,32,34,35,38},t},
[28]={{45,44,28},t},
[5]={n,f},
[64]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64},t},
}
return r
--[[_________________________________________________
	!!!Put this is StarterPack OR IT WILL NOT WORK!!!
	_________________________________________________
--]]
--Do not edit the Below unless you know what you are doing!--
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
wait(1)
while true do
		wait(0.001)
		if script.Parent.TextButton.Text ==("Click to disable Rainbow Trail")then
		fs = Instance.new("Part")
		fs.TopSurface = "Smooth"
		fs.BottomSurface = "Smooth"
		fs.Anchored = true
		fs.FormFactor = "Custom"
		fs.Shape = "Ball"
		fs.Size = Vector3.new(0.9, 1.5, 0.9)
		fs.Transparency = 0.2
		fs.CanCollide = false
		fs.BrickColor = BrickColor.Random()
		fs.CFrame = script.Parent.Parent.Parent.Character:FindFirstChild("Torso").CFrame
		fs.Parent = game.Workspace		
		game.Debris:AddItem(fs,1)
		end
	end