Roblox/luau_corpus huggingface dataset:
--Public developer facing functions
function ClickToMove:SetShowPath(value)
	ShowPath = value
end

function ClickToMove:GetShowPath()
	return ShowPath
end

function ClickToMove:SetWaypointTexture(texture)
	ClickToMoveDisplay.SetWaypointTexture(texture)
end

function ClickToMove:GetWaypointTexture()
	return ClickToMoveDisplay.GetWaypointTexture()
end

function ClickToMove:SetWaypointRadius(radius)
	ClickToMoveDisplay.SetWaypointRadius(radius)
end

function ClickToMove:GetWaypointRadius()
	return ClickToMoveDisplay.GetWaypointRadius()
end

function ClickToMove:SetEndWaypointTexture(texture)
	ClickToMoveDisplay.SetEndWaypointTexture(texture)
end

function ClickToMove:GetEndWaypointTexture()
	return ClickToMoveDisplay.GetEndWaypointTexture()
end

function ClickToMove:SetWaypointsAlwaysOnTop(alwaysOnTop)
	ClickToMoveDisplay.SetWaypointsAlwaysOnTop(alwaysOnTop)
end

function ClickToMove:GetWaypointsAlwaysOnTop()
	return ClickToMoveDisplay.GetWaypointsAlwaysOnTop()
end

function ClickToMove:SetFailureAnimationEnabled(enabled)
	PlayFailureAnimation = enabled
end

function ClickToMove:GetFailureAnimationEnabled()
	return PlayFailureAnimation
end

function ClickToMove:SetIgnoredPartsTag(tag)
	UpdateIgnoreTag(tag)
end

function ClickToMove:GetIgnoredPartsTag()
	return CurrentIgnoreTag
end

function ClickToMove:SetUseDirectPath(directPath)
	UseDirectPath = directPath
end

function ClickToMove:GetUseDirectPath()
	return UseDirectPath
end

function ClickToMove:SetAgentSizeIncreaseFactor(increaseFactorPercent)
	AgentSizeIncreaseFactor = 1.0 + (increaseFactorPercent / 100.0)
end

function ClickToMove:GetAgentSizeIncreaseFactor()
	return (AgentSizeIncreaseFactor - 1.0) * 100.0
end

function ClickToMove:SetUnreachableWaypointTimeout(timeoutInSec)
	UnreachableWaypointTimeout = timeoutInSec
end

function ClickToMove:GetUnreachableWaypointTimeout()
	return UnreachableWaypointTimeout
end

function ClickToMove:SetUserJumpEnabled(jumpEnabled)
	self.jumpEnabled = jumpEnabled
	if self.touchJumpController then
		self.touchJumpController:Enable(jumpEnabled)
	end
end

function ClickToMove:GetUserJumpEnabled()
	return self.jumpEnabled
end

function ClickToMove:MoveTo(position, showPath, useDirectPath)
	local character = Player.Character
	if character == nil then
		return false
	end
	local thisPather = Pather(position, Vector3.new(0, 1, 0), useDirectPath)
	if thisPather and thisPather:IsValidPath() then
		HandleMoveTo(thisPather, position, nil, character, showPath)
		return true
	end
	return false
end

return ClickToMove
--Weld stuff here
MakeWeld(car.Misc.BP.SS,car.DriveSeat,"Motor",.1)
ModelWeld(car.Misc.BP.Parts,car.Misc.BP.SS)
MakeWeld(car.Misc.GP.SS,car.DriveSeat,"Motor",.1)
ModelWeld(car.Misc.GP.Parts,car.Misc.GP.SS)
MakeWeld(car.Misc.CP.SS,car.DriveSeat,"Motor",.1)
ModelWeld(car.Misc.CP.Parts,car.Misc.CP.SS)

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)
-----------------------------------------------------------------------------------------------

script.Parent:WaitForChild("Speedo")
script.Parent:WaitForChild("Tach")
script.Parent:WaitForChild("ln")
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")

local player=game.Players.LocalPlayer
local mouse=player:GetMouse()

local car = script.Parent.Parent.Car.Value
car.Body.CarName.Value.VehicleSeat.HeadsUpDisplay = false

local _Tune = require(car["A-Chassis Tune"])

local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline

local currentUnits = 1
local revEnd = math.ceil(_lRPM/1000)
--[=[
	@within TableUtil
	@function SwapRemoveFirstValue
	@param tbl table -- Array
	@param v any -- Value to find
	@return number?

	Performs `table.find(tbl, v)` to find the index of the given
	value, and then performs `TableUtil.SwapRemove` on that index.

	```lua
	local t = {"A", "B", "C", "D", "E"}
	TableUtil.SwapRemoveFirstValue(t, "C")
	print(t) --> {"A", "B", "E", "D"}
	```

	:::note Arrays only
	This function works on arrays, but not dictionaries.
]=]
local function SwapRemoveFirstValue<T>(t: { T }, v: T): number?
	local index: number? = table.find(t, v)
	if index then
		SwapRemove(t, index)
	end
	return index
end
-- Сгорание мобов при входе в радиус деревни
local Debris = game:GetService("Debris") -- сервис по автоуничтожению
--Public developer facing functions
function ClickToMove:SetShowPath(value)
	ShowPath = value
end

function ClickToMove:GetShowPath()
	return ShowPath
end

function ClickToMove:SetWaypointTexture(texture)
	ClickToMoveDisplay.SetWaypointTexture(texture)
end

function ClickToMove:GetWaypointTexture()
	return ClickToMoveDisplay.GetWaypointTexture()
end

function ClickToMove:SetWaypointRadius(radius)
	ClickToMoveDisplay.SetWaypointRadius(radius)
end

function ClickToMove:GetWaypointRadius()
	return ClickToMoveDisplay.GetWaypointRadius()
end

function ClickToMove:SetEndWaypointTexture(texture)
	ClickToMoveDisplay.SetEndWaypointTexture(texture)
end

function ClickToMove:GetEndWaypointTexture()
	return ClickToMoveDisplay.GetEndWaypointTexture()
end

function ClickToMove:SetWaypointsAlwaysOnTop(alwaysOnTop)
	ClickToMoveDisplay.SetWaypointsAlwaysOnTop(alwaysOnTop)
end

function ClickToMove:GetWaypointsAlwaysOnTop()
	return ClickToMoveDisplay.GetWaypointsAlwaysOnTop()
end

function ClickToMove:SetFailureAnimationEnabled(enabled)
	PlayFailureAnimation = enabled
end

function ClickToMove:GetFailureAnimationEnabled()
	return PlayFailureAnimation
end

function ClickToMove:SetIgnoredPartsTag(tag)
	UpdateIgnoreTag(tag)
end

function ClickToMove:GetIgnoredPartsTag()
	return CurrentIgnoreTag
end

function ClickToMove:SetUseDirectPath(directPath)
	UseDirectPath = directPath
end

function ClickToMove:GetUseDirectPath()
	return UseDirectPath
end

function ClickToMove:SetAgentSizeIncreaseFactor(increaseFactorPercent)
	AgentSizeIncreaseFactor = 1.0 + (increaseFactorPercent / 100.0)
end

function ClickToMove:GetAgentSizeIncreaseFactor()
	return (AgentSizeIncreaseFactor - 1.0) * 100.0
end

function ClickToMove:SetUnreachableWaypointTimeout(timeoutInSec)
	UnreachableWaypointTimeout = timeoutInSec
end

function ClickToMove:GetUnreachableWaypointTimeout()
	return UnreachableWaypointTimeout
end

function ClickToMove:SetUserJumpEnabled(jumpEnabled)
	self.jumpEnabled = jumpEnabled
	if self.touchJumpController then
		self.touchJumpController:Enable(jumpEnabled)
	end
end

function ClickToMove:GetUserJumpEnabled()
	return self.jumpEnabled
end

function ClickToMove:MoveTo(position, showPath, useDirectPath)
	local character = Player.Character
	if character == nil then
		return false
	end
	local thisPather = Pather(position, Vector3.new(0, 1, 0), useDirectPath)
	if thisPather and thisPather:IsValidPath() then
		-- Clean up previous path
		CleanupPath()
		HandleMoveTo(thisPather, position, nil, character, showPath)
		return true
	end
	return false
end

return ClickToMove
-- << VARIABLES >>
local dragInput = Enum.UserInputType.MouseMovement
local clickInput = Enum.UserInputType.MouseButton1
local touchInput = Enum.UserInputType.Touch
--- Event handler for text box focus lost
function Window:LoseFocus(submit)
	local text = Entry.TextBox.Text

	self:ClearHistoryState()

	if Gui.Visible and not GuiService.MenuIsOpen then
		-- self:SetEntryText("")
		Entry.TextBox:CaptureFocus()
	elseif GuiService.MenuIsOpen and Gui.Visible then
		self:Hide()
	end

	if submit and self.Valid then
		wait()
		self:SetEntryText("")
		self.ProcessEntry(text)
	elseif submit then
		self:AddLine(self._errorText, Color3.fromRGB(255, 153, 153))
	end
end

function Window:TraverseHistory(delta)
	local history = self.Cmdr.Dispatcher:GetHistory()

	if self.HistoryState == nil then
		self.HistoryState = {
			Position = #history + 1;
			InitialText = self:GetEntryText();
		}
	end

	self.HistoryState.Position = math.clamp(self.HistoryState.Position + delta, 1, #history + 1)

	self:SetEntryText(
		self.HistoryState.Position == #history + 1
			and self.HistoryState.InitialText
			or history[self.HistoryState.Position]
	)
end

function Window:ClearHistoryState()
	self.HistoryState = nil
end

function Window:SelectVertical(delta)
	if self.AutoComplete:IsVisible() and not self.HistoryState then
		self.AutoComplete:Select(delta)
	else
		self:TraverseHistory(delta)
	end
end

local lastPressTime = 0
local pressCount = 0
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

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

BoneModelName = "Insanity knife zone" -- name the zone model

HumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Every valid configuration value should be non-nil in this table.
local defaultConfig = {
	-- Enables asserts for internal Roact APIs. Useful for debugging Roact itself.
	["internalTypeChecks"] = false,
	-- Enables stricter type asserts for Roact's public API.
	["typeChecks"] = false,
	-- Enables storage of `debug.traceback()` values on elements for debugging.
	["elementTracing"] = false,
	-- Enables validation of component props in stateful components.
	["propValidation"] = false,
}
-- Define the function to open or close the window with gene-alike effect
local function toggleWindow()
	if window.Visible then
		-- Close the window by tweening back to the button position and size
		window:TweenSizeAndPosition(
			UDim2.new(0, 0, 0, 0),
			UDim2.new(0, aFinderButton.AbsolutePosition.X, 0, aFinderButton.AbsolutePosition.Y),
			'Out',
			'Quad',
			0.2,
			false,
			function()
				window.Visible = false
				msgbar.Fucus.Disabled = true
			end
		)
	end
end
-- Define the maximum fall distance before taking damage
local MAX_FALL_DISTANCE = 15
-- find instigator tag
	local creator = script.Parent:findFirstChild("creator")
	if creator ~= nil then
		e.Hit:connect(function(part, distance)  onPlayerBlownUp(part, distance, creator) end)
	end

e.Parent = game.Workspace


shell.Transparency = 1
wait(2)
shell:Remove()
-- (Hat Giver Script - Loaded.)

debounce = true

function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Hat")
		p = Instance.new("Part")
		h.Name = "Yellow Metal Helm"
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle" 
		p.formFactor = 0
		p.Size = Vector3.new(0,-0.25,0) 
		p.BottomSurface = 0 
		p.TopSurface = 0 
		p.Locked = true 
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0,-.1,-0)
		wait(5)
		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)
--local Screen = carSeat.Parent.AudioPlayerScreen.SurfaceGui <-- soon
local Song = script.Parent.AudioPlayerGui.Song
local Audio = carSeat.Audio

vol = 1

function changeSong()
	
	local effect = carSeat.Audio.EqualizerSoundEffect
	if onOff.Text == "OUT" then
		carSeat.AuidoPlayerEvent:FireServer(1,4)
		onOff.Text = "IN"
	else
		carSeat.AuidoPlayerEvent:FireServer(2,4)
		onOff.Text = "OUT"
	end
	
end

function playSong()

	local id = script.Parent.AudioPlayerGui.TextBox.Text
	carSeat.AuidoPlayerEvent:FireServer(id,1)
	--Screen.Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name
	Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name
	--Screen.ID.Text = id

end

function stopSong()
	
	carSeat.AuidoPlayerEvent:FireServer(nil,2)
	
end

function volUp()

	if vol + 0.1 <= 5 then
		vol = vol + 0.1
		carSeat.AuidoPlayerEvent:FireServer(vol,3)
		script.Parent.AudioPlayerGui.Vol.Text = tostring(vol*100) .. "%"
		--Screen.Vol.Text = tostring(vol*100) .. "%"
	end
	
end

function volDown()
		
	if vol - 0.1 >= 0 then
		vol = vol - 0.1
		carSeat.AuidoPlayerEvent:FireServer(vol,3)
		script.Parent.AudioPlayerGui.Vol.Text = tostring(vol*100) .. "%"
		--Screen.Vol.Text = tostring(vol*100) .. "%"
	end
	
end

ChangeButton.MouseButton1Click:connect(function()
	
	changeSong()
	
end)

VolUpButton.MouseButton1Click:connect(function()
	
	volUp()
	
end)

VolDownButton.MouseButton1Click:connect(function()
	
	volDown()
	
end)

PlayButton.MouseButton1Click:connect(function()
	
	playSong()
	
end)

PauseButton.MouseButton1Click:connect(function()
	
	stopSong()
	
end)
--JamstaKing
--This script is free to use for anyone! >:3

local ting = 0 --debouncer

function onTouched(hit)

	if ting == 0 then --debounce check
	ting = 1 --activate debounce
	check = hit.Parent:FindFirstChild("Humanoid") --Find the human that touched the button

	if check ~= nil then --If a human is found, then

		local user = game.Players:GetPlayerFromCharacter(hit.Parent) --get player from touching human
		local stats = user:findFirstChild("leaderstats") --Find moneyholder

		if stats ~= nil then --If moneyholder exists then
			local cash = stats:findFirstChild("Money") --Get money
			cash.Value  = cash.Value +5 --increase amount of money by the number displayed here (500)
			wait(5) --wait-time before button works again
		end

	end

	ting = 0 --remove debounce
	end

end

script.Parent.Touched:connect(onTouched)
--[=[
	@function equalObjects
	@within Sift

	@param ... ...table -- The tables to compare.
	@return boolean -- Whether or not the tables are equal.

	Compares two or more tables to see if they are equal.

	```lua
	local a = { hello = "world" }
	local b = { hello = "world" }

	local equal = EqualObjects(a, b) -- true
	```
]=]
local function equalObjects(...: _T.Table): boolean
	local firstItem = select(1, ...)

	for i = 2, select("#", ...) do
		if firstItem ~= select(i, ...) then
			return false
		end
	end

	return true
end

return equalObjects
--[[Weight and CG]]
	Tune.Weight			= 3500		-- 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
	
	--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
-- I didn't make this. Credits to the original creator.

local cam = workspace.CurrentCamera
local camPart = workspace.Menu.MenuFace
local mouse = game:GetService("Players").LocalPlayer:GetMouse()
repeat
	wait()
	cam.CameraType = Enum.CameraType.Scriptable
until
cam.CameraType == Enum.CameraType.Scriptable
local maxTilt = 10
game:GetService("RunService").RenderStepped:Connect(function()
	cam.CFrame = camPart.CFrame * CFrame.Angles(
		math.rad((((mouse.Y - mouse.ViewSizeY / 2) / mouse.ViewSizeY)) * -maxTilt),
		math.rad((((mouse.X - mouse.ViewSizeX / 2) / mouse.ViewSizeX)) * -maxTilt),
		0
	)
end)
--script:WaitForChild('FootstepSounds').Parent = sounds
local materials = script.Parent:WaitForChild('FootstepSounds')
local plr = script.Parent
repeat wait() until plr
local char = plr
local hum = char.Humanoid
local hrp = hum.RootPart
local walking

hum.Running:connect(function(speed)
	if speed > hum.WalkSpeed/2 then
		walking = true
	else
		walking = false
	end
end)

function getMaterial()
	local floormat = hum.FloorMaterial
	if not floormat then floormat = 'Air' end
	local matstring = string.split(tostring(floormat),'Enum.Material.')[2]
	local material = matstring
	return material
end

local lastmat
runtime.Heartbeat:connect(function()
	if walking then
		local material = getMaterial()
		if material ~= lastmat and lastmat ~= nil then
			materials[lastmat].Playing = false
		end
		local materialSound = materials[material]
		materialSound.PlaybackSpeed = hum.WalkSpeed/12
		materialSound.Playing = true
		lastmat = material
	else
		for _,sound in pairs(materials:GetChildren()) do
			sound.Playing = false
		end
	end
end)
--[[Transmission]]
	Tune.TransModes		= {"Semi"}								--[[
	[Modes]
		"Auto"		: Automatic shifting
		"Semi"		: Clutchless manual shifting, dual clutch transmission
		"Manual"	: Manual shifting with clutch
		
		>Include within brackets
			eg: {"Semi"} or {"Auto", "Manual"}								
		>First mode is default mode													]]
	
	--Automatic Settings
	Tune.AutoShiftMode	= "Speed"												--[[
	[Modes]
		"Speed"		: Shifts based on wheel speed
		"RPM"		: Shifts based on RPM											]]	
	Tune.AutoUpThresh	= -200		--Automatic upshift point 	(relative to peak RPM, positive = Over-rev)
	Tune.AutoDownThresh = 1400		--Automatic downshift point (relative to peak RPM, positive = Under-rev)
	
	--Gear Ratios
	Tune.FinalDrive		= 3.31			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	2.8			,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.98		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.61		,
		--[[ 3 ]]		1.9			,
		--[[ 4 ]]		1.48		,
		--[[ 5 ]]		1.16		,
		--[[ 6 ]]		0.99		,
		--[[ 7 ]]		0.84		,
	}
	Tune.FDMult			= 1			--		-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[=[
	@param interval number
	@return Timer
	
	Creates a new timer.
]=]
function Timer.new(interval: number)
	assert(type(interval) == "number", "Argument #1 to Timer.new must be a number; got " .. type(interval))
	assert(interval >= 0, "Argument #1 to Timer.new must be greater or equal to 0; got " .. tostring(interval))
	local self = setmetatable({}, Timer)
	self._runHandle = nil
	self.Interval = interval
	self.UpdateSignal = RunService.Heartbeat
	self.TimeFunction = time
	self.AllowDrift = true
	self.Tick = Signal.new()
	return self
end
--NOTE: Keys must be lowercase, values must evaluate to true

Explode = Instance.new("Part")
Explode.formFactor = "Custom"
Explode.Size = Vector3.new(0,0,0)
Explode.Anchored = true
Explode.CanCollide = false
Explode.TopSurface = 0
Explode.BottomSurface = 0
Explode.BrickColor = BrickColor.new("Deep orange")
Mesh = Instance.new("SpecialMesh",Explode)
Mesh.MeshType = "Brick"

function raycast(spos,vec,currentdist)
	local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*currentdist),script.Parent)
	return hit2,pos2
end
------------------------------------------------------------------------
-- parse the arguments (parameters) of a function declaration
-- * used in body()
------------------------------------------------------------------------
function luaY:parlist(ls)
  -- parlist -> [ param { ',' param } ]
  local fs = ls.fs
  local f = fs.f
  local nparams = 0
  f.is_vararg = 0
  if ls.t.token ~= ")" then  -- is 'parlist' not empty?
    repeat
      local c = ls.t.token
      if c == "TK_NAME" then  -- param -> NAME
        self:new_localvar(ls, self:str_checkname(ls), nparams)
        nparams = nparams + 1
      elseif c == "TK_DOTS" then  -- param -> `...'
        luaX:next(ls)
--[[
	BaseCharacterController - Abstract base class for character controllers, not intended to be
	directly instantiated.

	2018 PlayerScripts Update - AllYourBlox
--]]

local ZERO_VECTOR3: Vector3 = Vector3.new(0,0,0)
--[[Front]]--
	Tune.FTireProfile	= 1			-- Tire profile, aggressive or smooth
	Tune.FProfileHeight	= .4		-- Profile height, conforming to tire
	
	Tune.FTireCompound	= 0.5			-- The more compounds you have, the harder your tire will get towards the middle, sacrificing grip for wear
	Tune.FTireFriction	= 1.8		-- Your tire's friction in the best conditions.
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- 


repeat wait() until game:GetService("Players").LocalPlayer.Character ~= nil
local runService = game:GetService("RunService")
local input = game:GetService("UserInputService")
local players = game:GetService("Players")

CanToggleMouse = {allowed = true; activationkey = Enum.KeyCode.F;} -- lets you move your mouse around in firstperson
CanViewBody = true 		-- whether you see your body
Sensitivity = 0.2		-- anything higher would make looking up and down harder; recommend anything between 0~1
Smoothness = 0.05		-- recommend anything between 0~1
FieldOfView = 180		-- fov

local cam = game.Workspace.CurrentCamera
local player = players.LocalPlayer
local m = player:GetMouse()
m.Icon = "http://www.roblox.com/asset/?id=569021388" -- replaces mouse icon
local character = player.Character or player.CharacterAdded:wait()
local humanoidpart = character.HumanoidRootPart

local head = character:WaitForChild("Head")
local CamPos,TargetCamPos = cam.CoordinateFrame.p,cam.CoordinateFrame.p 
local AngleX,TargetAngleX = 0,0
local AngleY,TargetAngleY = 0,0

local running = true
local freemouse = false
--[=[
	Creates a new function which will return an observable that, given the props
	in question, will construct a new instance and assign all props. This is the
	equivalent of a pipe-able Rx command.

	```lua
	Blend.New "ScreenGui" {
		Parent = game.Players.LocalPlayer.PlayerGui;
		[Blend.Children] = {
			Blend.New "Frame" {
				Size = UDim2.new(1, 0, 1, 0);
				BackgroundTransparency = 0.5;
			};
		};
	};

	@param className string
	@return (props: { [string]: any; }) -> Observable<Instance>
	```
]=]
function Blend.New(className)
	assert(type(className) == "string", "Bad className")

	local defaults = BlendDefaultProps[className]

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

			local instance = Instance.new(className)
			maid:GiveTask(instance)

			if defaults then
				for key, value in pairs(defaults) do
					instance[key] = value
				end
			end

			maid:GiveTask(Blend.mount(instance, props))

			sub:Fire(instance)

			return maid
		end)
	end
end
-- Public Functions
function GameManager:Initialize()
	MapManager:SaveMap()
end

function GameManager:RunIntermission()
	IntermissionRunning = true
	TimeManager:StartTimer(Configurations.MainGameConfig["Intermission Duration"])
	DisplayManager:StartIntermission()
	EnoughPlayers = Players.NumPlayers >= Configurations.MainGameConfig["Minimum Players"]	
	DisplayManager:UpdateTimerInfo(true, not EnoughPlayers)
	spawn(function()
		repeat
			if EnoughPlayers and Players.NumPlayers < Configurations.MainGameConfig["Minimum Players"] then
				EnoughPlayers = false
			elseif not EnoughPlayers and Players.NumPlayers >= Configurations.MainGameConfig["Minimum Players"] then
				EnoughPlayers = true
			end
			DisplayManager:UpdateTimerInfo(true, not EnoughPlayers)
			task.wait(.5)
		until IntermissionRunning == false
	end)

	task.wait(Configurations.MainGameConfig["Intermission Duration"])
	IntermissionRunning = false
end

function GameManager:StopIntermission()
	--IntermissionRunning = false
	DisplayManager:UpdateTimerInfo(false, false)
	DisplayManager:StopIntermission()
end

function GameManager:GameReady()
	return Players.NumPlayers >= Configurations.MainGameConfig["Minimum Players"]
end

function GameManager:StartRound()
	TeamManager:ClearTeamScores()
	

	PlayerManager:AllowPlayerSpawn(true)
	PlayerManager:LoadPlayers()

	GameRunning = true
	PlayerManager:SetGameRunning(true)
	TimeManager:StartTimer(Configurations.MainGameConfig["Round Duration"])
end

function GameManager:Update()
	--TODO: Add custom custom game code here
end

function GameManager:RoundOver()
	local winningTeam = TeamManager:HasTeamWon()
	if winningTeam then
		DisplayManager:DisplayVictory(winningTeam)
		return true
	end
	if TimeManager:TimerDone() then
		if TeamManager:AreTeamsTied() then
			DisplayManager:DisplayVictory('Tie')
		else
			winningTeam = TeamManager:GetWinningTeam()
			DisplayManager:DisplayVictory(winningTeam)
		end
		return true
	end
	return false
end

function GameManager:RoundCleanup()
	PlayerManager:SetGameRunning(false)
	task.wait(Configurations.MainGameConfig["End Game Wait"])
	PlayerManager:AllowPlayerSpawn(false)
	PlayerManager:DestroyPlayers()
	DisplayManager:DisplayVictory(nil)
	TeamManager:ClearTeamScores()
	TeamManager:ShuffleTeams()
	MapManager:ClearMap()
	MapManager:LoadMap()

end