Roblox/luau_corpus huggingface dataset:
--- Drops the bag full of money onto the ground.
---@param Player Player
---@param Amount number
local function Handler(Player, Amount)
	local Character = Player.Character

	--// Sanity checks
	if (Player.Data.Silver.Value < Amount or Amount < 1 or math.sign(Amount) ~= 1) then
		return
	end
	--// Takes away the cash you just dropped from your data
	Player.Data.Silver.Value -= Amount
	
	--// I split a lot of the components of this up because it *sucks* looking at a huge wall of property changes, this makes it a bit easier.
	local Dropped: BasePart = script.ItemTemplate:Clone()

	Dropped.Name = Player.Name.."'s Dropped Silver"
	Dropped.BillboardGui.Enabled = true
	Amount = math.floor(Amount)
	Dropped.BillboardGui.ToolName.Text = Amount
	
	Dropped.CFrame = Character.HumanoidRootPart.CFrame * CFrame.new(0,-2,-3)
	Dropped.Parent = workspace.DroppedBags

	local HasHit = false
	local Connection; --// Moved down here because I literally thought this was a global at first.
	Connection = Dropped.Touched:Connect(function(Hit)
		if (HasHit) then return end

		if (IsCharacter(Hit.Parent)) then
			HasHit = GiveSilver(Amount, Hit.Parent); --// We know GiveSilver returns a boolean, so we can just set 'HasHit' to it.

			if (HasHit) then
				Dropped:Destroy()
				Connection:Disconnect()
			end
		end
	end)
end

Event.OnServerEvent:Connect(Handler)
-- goro7

local plr = game.Players.LocalPlayer

script.Parent.ItemIcon.MouseButton1Click:connect(function()
	
	-- Play sound
	plr.PlayerGui.GUIClick:Play()
	
	-- Set as preview
	plr.PlayerGui.MainGui.Shop.MainFrame.Preview.Item.Value = script.Parent.Item.Value
	
end)
--// SS3 b controls for AC6 by Itzt, originally for 2009 Kawasaki 1400 GTR.
 
wait(0.1)
local player = game.Players.LocalPlayer
local HUB = script.Parent.HUB
local standButton = HUB.Stand
local lightOn = false
local Camera = game.Workspace.CurrentCamera
local cam = script.Parent.nxtcam.Value
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local windows = false
local W = script.Parent.W
local ks = carSeat.Parent.Body.KW.swag
local wheel1 = carSeat.Parent.Wheels.F
local wheel2 = carSeat.Parent.Wheels.R
local speed = carSeat.Velocity.magnitude
local speedw = wheel2.RotVelocity.magnitude
local speedw2 = wheel1.RotVelocity.magnitude
local diff = math.abs(((speedw-speed)/190)/(speed/25))+.1
local Burnout = 0
local left = false
local right = false
--TODO add map slices

Map[1] = Vector3.new(0,1,1)
Map[2] = Vector3.new(0,1,1)
WaitUntil(6)
RegenMap()
Map[3] = Vector3.new(1,0,1)
WaitUntil(2)
RegenMap()
--[[ Public API ]]--
function MasterControl:Init()
	RunService:BindToRenderStep("MasterControlStep", Enum.RenderPriority.Input.Value, updateMovement)
end

function MasterControl:Enable()
	areControlsEnabled = true
	isJumpEnabled = true
	
	if self.ControlState.Current then
		self.ControlState.Current:Enable()
	end
end

function MasterControl:Disable()
	
	if self.ControlState.Current then
		self.ControlState.Current:Disable()
	end
	
	--After current control state is disabled, moveValue has been set to zero,
	--Call updateMovement one last time to make sure this propagates to the engine -
	--Otherwise if disabled while humanoid is moving, humanoid won't stop moving.
	updateMovement()
	
	isJumping = false
	areControlsEnabled = false
end

function MasterControl:EnableJump()
	isJumpEnabled = true
	if areControlsEnabled and self.ControlState:IsTouchJumpModuleUsed() then
		self.TouchJumpModule:Enable()
	end
end

function MasterControl:DisableJump()
	isJumpEnabled = false
	if self.ControlState:IsTouchJumpModuleUsed() then
		self.TouchJumpModule:Disable()
	end
end

function MasterControl:AddToPlayerMovement(playerMoveVector)
	moveValue = Vector3.new(moveValue.X + playerMoveVector.X, moveValue.Y + playerMoveVector.Y, 0)
end

function MasterControl:GetMoveVector()
	return moveValue
end

function MasterControl:SetIsJumping(jumping)
	if not isJumpEnabled then return end
	isJumping = jumping
	local humanoid = self:GetHumanoid()
	if humanoid and not humanoid.PlatformStand then
		humanoid.Jump = isJumping
	end
end

function MasterControl:DoJump()
	if not isJumpEnabled then return end
	local humanoid = self:GetHumanoid()
	if humanoid then
		humanoid.Jump = true
	end
end

function MasterControl:GetClickToMoveFailStateChanged()
	return clickToMoveFailStateChanged
end

return MasterControl
--[=[
	Returns an observable that takes in a tuple, and emits that tuple, then
	completes.

	```lua
	Rx.packed("a", "b")
		:Subscribe(function(first, second)
			print(first, second) --> a, b
		end)
	```

	@param ... any
	@return Observable
]=]
function Rx.packed(...)
	local args = table.pack(...)

	return Observable.new(function(sub)
		sub:Fire(unpack(args, 1, args.n))
		sub:Complete()
	end)
end
-- Private

function ViewportWindow:_createVPF(name, zindex)
	local vpf = Instance.new("ViewportFrame")
	vpf.LightColor = Color3.new(0, 0, 0)
	vpf.Size = UDim2.new(1, 0, 1, 0)
	vpf.Position = UDim2.new(0, 0, 0, 0)
	vpf.AnchorPoint = Vector2.new(0, 0)
	vpf.BackgroundTransparency = 1
	vpf.LightDirection = -Lighting:GetSunDirection()
	vpf.Ambient = Lighting.Ambient
	vpf.Name = name
	vpf.ZIndex = zindex
	vpf.CurrentCamera = self.camera
	vpf.Parent = self.surfaceGui

	return vpf
end

function ViewportWindow:_refreshVisibility(cameraCFrame, surfaceCFrame, surfaceSize, marginOfError)
	local aabbCF, aabbSize = Helpers.getAABB({
		surfaceCFrame * Vector3.new(-surfaceSize.X / 2 + marginOfError, surfaceSize.Y / 2 - marginOfError, -marginOfError),
		surfaceCFrame * Vector3.new(surfaceSize.X / 2 - marginOfError, surfaceSize.Y / 2 - marginOfError, -marginOfError),
		surfaceCFrame * Vector3.new(surfaceSize.X / 2 - marginOfError, -surfaceSize.Y / 2 + marginOfError, -marginOfError),
		surfaceCFrame* Vector3.new(-surfaceSize.X / 2 + marginOfError, -surfaceSize.Y / 2 + marginOfError, -marginOfError),
		cameraCFrame.Position,
	})
	
	-- region3 is more performant tmk over newer API which allows rotation (which we don't need)
	-- local overlap = self.worldRoot:GetPartBoundsInBox(aabbCF, aabbSize)
	local overlap = self.worldRoot:FindPartsInRegion3(Region3.new(
		aabbCF.Position + aabbSize / 2,
		aabbCF.Position - aabbSize / 2
	), nil, math.huge)
	
	local overlapped = {}
	for _, part in pairs(overlap) do
		part.LocalTransparencyModifier = 1
		overlapped[part] = true
	end
	
	for _, instance in pairs(self.worldRoot:GetDescendants()) do
		if instance:IsA("BasePart") and not overlapped[instance] then
			instance.LocalTransparencyModifier = 0
		end
	end
end
--[=[
	Destroys the timer. This will also stop the timer.
]=]
function Timer:Destroy()
	self.Tick:Destroy()
	self:Stop()
end


return Timer
--[[
	Create a composite reducer from a map of keys and sub-reducers.
]]
local function combineReducers(map)
	return function(state, action)
		-- If state is nil, substitute it with a blank table.
		if state == nil then
			state = {}
		end

		local newState = {}

		for key, reducer in pairs(map) do
			-- Each reducer gets its own state, not the entire state table
			newState[key] = reducer(state[key], action)
		end

		return newState
	end
end

return combineReducers
--[[
	A ref is nothing more than a binding with a special field 'current'
	that maps to the getValue method of the binding
]]
local Binding = require(script.Parent.Binding)

local function createRef()
	local binding, _ = Binding.create(nil)

	local ref = {}

	--[[
		A ref is just redirected to a binding via its metatable
	]]
	setmetatable(ref, {
		__index = function(_self, key)
			if key == "current" then
				return binding:getValue()
			else
				return binding[key]
			end
		end,
		__newindex = function(_self, key, value)
			if key == "current" then
				error("Cannot assign to the 'current' property of refs", 2)
			end

			binding[key] = value
		end,
		__tostring = function(_self)
			return ("RoactRef(%s)"):format(tostring(binding:getValue()))
		end,
	})

	return ref
end

return createRef
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 203		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6500		--		Use sliders to manipulate values
	Tune.Redline		= 7000.01		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 6500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16
	
	--Incline Compensation
	Tune.InclineComp	= 1.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 100		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

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

ZoneModelName = "Blood pool" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --

This.Parent.Parent.Parent.Parent.Parent:WaitForChild("Direction").Changed:connect(function(val)
	if val == 1 then
		for R = 1, 7 do
			for D = 1, 5 do
				This.Display["Matrix"..1]["Row"..R]["D"..D].ImageColor3 = UColor
			end
		end
		repeat
			SetDisplay(1,"U0")
			wait(ArrowDelay)
			SetDisplay(1,"U1")
			wait(ArrowDelay)
			SetDisplay(1,"U2")
			wait(ArrowDelay)
			SetDisplay(1,"U3")
			wait(ArrowDelay)
			SetDisplay(1,"U4")
			wait(ArrowDelay)
			SetDisplay(1,"U5")
			wait(ArrowDelay)
			SetDisplay(1,"U6")
			wait(ArrowDelay)
		until This.Parent.Parent.Parent.Parent.Parent.Direction.Value ~= 1
		SetDisplay(1,"NIL")
	elseif val == -1 then
		for R = 1, 7 do
			for D = 1, 5 do
				This.Display["Matrix"..1]["Row"..R]["D"..D].ImageColor3 = DColor
			end
		end
		repeat
			SetDisplay(1,"D0")
			wait(ArrowDelay)
			SetDisplay(1,"D1")
			wait(ArrowDelay)
			SetDisplay(1,"D2")
			wait(ArrowDelay)
			SetDisplay(1,"D3")
			wait(ArrowDelay)
			SetDisplay(1,"D4")
			wait(ArrowDelay)
			SetDisplay(1,"D5")
			wait(ArrowDelay)
			SetDisplay(1,"D6")
			wait(ArrowDelay)
		until This.Parent.Parent.Parent.Parent.Parent.Direction.Value ~= -1
		SetDisplay(1,"NIL")
	else
		SetDisplay(1,"NIL")
	end
end)
--// # key, ManOff
mouse.KeyUp:connect(function(key)
	if key=="f" then 
		veh.Lightbar.middle.Man:Stop()
		veh.Lightbar.middle.Wail.Volume = 3
		veh.Lightbar.middle.Yelp.Volume = 3
		veh.Lightbar.middle.Priority.Volume = 3
		script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		veh.Lightbar.MANUAL.Transparency = 1
	end
end)

mouse.KeyDown:connect(function(key)
	if key=="j" then 
		veh.Lightbar.middle.Beep:Play()
veh.Lightbar.RemoteEvent:FireServer(true)
	end
	end)
mouse.KeyDown:connect(function(key)
	if key=="k" then
		veh.Lightbar.middle.Beep:Play()
veh.Lightbar.TAEvent:FireServer(true)
	end
	end)

mouse.KeyDown:connect(function(key)
	if key=="b" then
		veh.Lightbar.middle.Beep:Play()
veh.Lightbar.AlleyEvent:FireServer(true)
	end
	end)

mouse.KeyDown:connect(function(key)
	if key=="v" then
		veh.Lightbar.middle.Beep:Play()
veh.Lightbar.TKDNEvent:FireServer(true)
	end
	end)
--// Recoil Settings	
	gunrecoil = -1; -- How much the gun recoils backwards when not aiming
	camrecoil = 0.3; -- How much the camera flicks when not aiming
	AimGunRecoil = -1; -- How much the gun recoils backwards when aiming
	AimCamRecoil = 0.3; -- How much the camera flicks when aiming
	
	CamShake = 28; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING
	AimCamShake = 24; -- THIS IS ALSO NEW!!!!
	
	Kickback = 17.11; -- Upward gun rotation when not aiming
	AimKickback = 17.11; -- Upward gun rotation when aiming
--LIGHTING FUNCTIONS

script.Parent.OnServerEvent:connect(function(pl,n) if lt~=1 then pr = true else pr=false end lt=n
	if (lt == 0 or lt == 1) then
		RefMt.DesiredAngle = RefMt.CurrentAngle%math.rad(360)
		RefMt.CurrentAngle = RefMt.CurrentAngle%math.rad(360)
		UpdateLt(1,white)
		UpdatePt(false,white)
		StopMt(pr)
		repeat wait() until (lt~=0 and lt~=1)
	elseif lt == 2 then
		UpdateLt(.25,white)
		UpdatePt(true,white)
		UpdateMt(0,9e9,1)
		repeat
			if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 90 then UpdateLt(.25,white) end
			if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 90 then UpdatePt(true,white) end
			if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 270 then UpdateLt(.25,red) end
			if math.deg(RefMt.CurrentAngle%math.rad(360)) >= 270 then UpdatePt(true,red) end
			wait()
		until lt~=2
	elseif lt == 3 then
		UpdateLt(.25,red)
		UpdatePt(true,red)
		UpdateMt(0,9e9,1)
		repeat wait() until lt~=3
	end
end)
-- by default, warns
local function warnWithTracebackOnError(func, shouldNotWarn)
	return xpcall(func, function(err)
		if not shouldNotWarn then
			warn(tostring(err) .. "\n" .. debug.traceback())
		end
		return false, err
	end)
end

function SafeSpawn.new(func, shouldNotWarn)
	local success, err = warnWithTracebackOnError(coroutine.wrap(func), shouldNotWarn)
	if not success and not shouldNotWarn then
		warn(err)
	end
	return success, err
end

return SafeSpawn
-- SERVICES --

local DataStoreService = game:GetService('DataStoreService')
local ReplicatedStorage = game:GetService('ReplicatedStorage')
--if i <= 0 then
script.Parent.Main.TextLabel.Text = "Time Left: "..i
-- Decompiled with the Synapse X Luau decompiler.

local v1 = {};
local v2 = require(game.ReplicatedStorage.Modules.Lightning);
local v3 = require(game.ReplicatedStorage.Modules.Xeno);
local v4 = require(game.ReplicatedStorage.Modules.CameraShaker);
local l__TweenService__5 = game.TweenService;
local l__Debris__6 = game.Debris;
local l__ReplicatedStorage__1 = game.ReplicatedStorage;
function v1.RunStompFx(p1, p2, p3, p4)
	local v7 = l__ReplicatedStorage__1.KillFX[p1].Stomp:Clone();
	v7.Parent = p2.Parent.UpperTorso and p2;
	v7:Play();
	game.Debris:AddItem(v7, 3);
	local v8 = l__ReplicatedStorage__1.KillFX[p1].Sonny:Clone();
	v8.Parent = workspace.Ignored.Animations;
	v8.CFrame = CFrame.new(p2.Parent.UpperTorso.CFrame.p) * CFrame.new(0, 0.5, 0);
	game.Debris:AddItem(v8, 4);
	delay(0, function()
		for v9 = 1, 0, -0.05 do
			v8.KO.Image.UIGradient.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(0.5, v9), NumberSequenceKeypoint.new(1, 1) });
			task.wait(0.01);
		end;
		task.wait(1);
		for v10 = 0, 1, 0.025 do
			v8.KO.Image.UIGradient.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(0.5, v10), NumberSequenceKeypoint.new(1, 1) });
			task.wait(0.01);
		end;
	end);
	return nil;
end;
return v1;
-- / Settings / --
local Settings = {
	Buttons = 6
	
}

local ActivatedButtons = {}
-------------------------

mouse.KeyDown:connect(function (key)
	key = string.lower(key)
	if key == "c" then --Camera controls
		if cam == ("car") then
			Camera.CameraSubject = player.Character.Humanoid
			Camera.CameraType = ("Custom")
			cam = ("freeplr")
			Camera.FieldOfView = 70
			limitButton.Text = "Free Camera"
			wait(3)
			limitButton.Text = ""
		elseif cam == ("freeplr") then
			Camera.CameraSubject = player.Character.Humanoid
			Camera.CameraType = ("Attach")
			cam = ("lockplr")
			Camera.FieldOfView = 60
			limitButton.Text = "FPV Camera"
			wait(3)
			limitButton.Text = ""
		elseif cam == ("lockplr") then
			Camera.CameraSubject = carSeat
			Camera.CameraType = ("Attach")
			cam = ("car")
			Camera.FieldOfView = 50
			limitButton.Text = "Standard Camera"
			wait(3)
			limitButton.Text = ""
		end
	end
end)
---------------------------------------

local toCopy=model.Part3

local spd=script.Speed:Clone()
spd.Parent = toCopy
spd.Value = 0.1

local die=script.Died:Clone()
die.Parent = toCopy
die.Disabled = false

local scr=script.MovedBlock:Clone()
scr.Parent = toCopy
scr.Disabled = false
-- Force direction
function EjectionForce.CalculateForce()
	return Vector3.new(
		math.random(170,220) / 10, -- Side to side
		math.random(50,70) / 10, -- Up
		-math.random(600,620) / 10 -- Front
	)
end
-- ================================================================================
-- Settings - Black Hole
-- ================================================================================

local Settings = {}

Settings.DefaultSpeed = 135		-- Speed when not boosted [Studs/second, Range 50-300]
Settings.BoostSpeed = 35		-- Speed when boosted [Studs/second, Maximum: 400]
Settings.BoostAmount = 5		-- Duration of boost in seconds
Settings.Steering = 10			-- How quickly the speeder turns [Range: 1-10]
--// Damage Settings	
	BaseDamage = 83; -- Torso Damage
	LimbDamage = 70; -- Arms and Legs
	ArmorDamage = 70; -- How much damage is dealt against armor (Name the armor "Armor")
	HeadDamage = 253; -- If you set this to 100, there's a chance the player won't die because of the heal script
-- run for the first time
if package:GetAttribute('FallbackImage') then 
	updateFallbackImage() 
end
-- find player's head pos

	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)

	--local head = vCharacter:findFirstChild("Head")

	local head = locateHead()
	if head == nil then return end


	--computes a the intended direction of the projectile based on where the mouse was clicked in reference to the head
	local dir = mouse_pos - head.Position
	dir = computeDirection(dir)

	local launch = head.Position + 3 * dir

	local delta = mouse_pos - launch
	
	local dy = delta.y
	
	local new_delta = Vector3.new(delta.x, 0, delta.z)
	delta = new_delta

	local dx = delta.magnitude
	local unit_delta = delta.unit
	
	-- acceleration due to gravity in RBX units
	local g = (-9.81 * 20)

	local theta = computeLaunchAngle( dx, dy, g)

	local vy = math.sin(theta)
	local xz = math.cos(theta)
	local vx = unit_delta.x * xz
	local vz = unit_delta.z * xz
	

	local missile = Pellet:clone()
        

		

	missile.Position = launch
	missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY

	missile.PelletScript.Disabled = false

	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = vPlayer
	creator_tag.Name = "creator"
	creator_tag.Parent = missile
	
	missile.Parent = game.Workspace

end

function locateHead()
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)

	return vCharacter:findFirstChild("Head")
end
	

function computeLaunchAngle(dx,dy,grav)
	-- arcane
	-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
	
	local g = math.abs(grav)
	local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
	if inRoot <= 0 then
		return .25 * math.pi
	end
	local root = math.sqrt(inRoot)
	local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

	local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
	local answer1 = math.atan(inATan1)
	local answer2 = math.atan(inATan2)
	if answer1 < answer2 then return answer1 end
	return answer2
end

function computeDirection(vec)
	local lenSquared = vec.magnitude * vec.magnitude
	local invSqrt = 1 / math.sqrt(lenSquared)
	return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end




Tool.Enabled = true
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print("Humanoid not found")
		return 
	end

	local targetPos = humanoid.TargetPoint

	fire(targetPos)

	wait(FIRERATE)

	Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)
--[[
	Waits for a child to be added with the specified class, or returns one
	if it exists already.
--]]

local function waitForChildOfClassAsync(instance: Instance, className: string)
	local child = instance:FindFirstChildOfClass(className)

	while not child do
		instance.ChildAdded:Wait()
		child = instance:FindFirstChildOfClass(className)
	end

	return child
end

return waitForChildOfClassAsync
--- Recalculate the window height
function Window:UpdateWindowHeight()
	local windowHeight = Gui.AbsoluteCanvasSize.Y

	Gui.Size = UDim2.new(
		Gui.Size.X.Scale,
		Gui.Size.X.Offset,
		0,
		windowHeight > WINDOW_MAX_HEIGHT and WINDOW_MAX_HEIGHT or windowHeight
	)

	Gui.CanvasPosition = Vector2.new(0, windowHeight)
end
---
	script.Parent.Values.Gear.Changed:connect(function()
		if script.Parent.Values.Gear.Value == -1 then
			for index, child in pairs(car.Misc.TK.Trunk.Lights.Rev:GetChildren()) do
			child.Material = Enum.Material.Neon
			car.DriveSeat.Reverse:Play()
			end
		else
			for index, child in pairs(car.Misc.TK.Trunk.Lights.Rev:GetChildren()) do
			child.Material = Enum.Material.SmoothPlastic
			car.DriveSeat.Reverse:Stop()
			end
		end
	end)
	
	while wait() do
		if (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then
		car.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300
		car.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/150)	
		else
		car.DriveSeat.Reverse.Pitch = 1.3
		car.DriveSeat.Reverse.Volume = .2
		end
	end
--[=[
	Sets the value for the parent

	@param parent Instance
	@param instanceType string
	@param name string
	@param value any
	@return any
]=]
function ValueBaseUtils.setValue(parent, instanceType, name, value)
	assert(typeof(parent) == "Instance", "Bad argument 'parent'")
	assert(type(instanceType) == "string", "Bad argument 'instanceType'")
	assert(type(name) == "string", "Bad argument 'name'")

	local foundChild = parent:FindFirstChild(name)
	if foundChild then
		if not foundChild:IsA(instanceType) then
			warn(("[ValueBaseUtils.setValue] - Value of type %q of name %q is of type %q in %s instead")
				:format(instanceType, name, foundChild.ClassName, foundChild:GetFullName()))
		end

		foundChild.Value = value
	else
		local newChild = Instance.new(instanceType)
		newChild.Name = name
		newChild.Value = value
		newChild.Parent = parent
	end
end
-- Requires
local WeaponDefinitonLoader = require(ReplicatedStorage.Common.WeaponDefintionLoader)
local PartUtility = require(ReplicatedStorage.Common.PartUtility)
-- @outline // RUNNERS
function Camera.ClientInit()
	if not System.IsStudio then
		UIS.MouseBehavior = Enum.MouseBehavior.LockCenter
	end
end

function Camera.ClientUpdate(dt : number)
	if not Camera.Enabled then return end
	
	Cam.CameraType = Enum.CameraType.Scriptable
	Cam.CFrame = Camera:GetCFrame(dt)
end

return Camera
--WARNING!
--DO NOT MODIFY THE CODE BELOW! (Unless you want less than 4 motors. The lines you will need to delete are marked.)


local motor1 = script.Parent.Base1.HingeConstraint	--Don't delete this line
local display = script.Parent.Display.SurfaceGui.TextLabel

local current_mode = 0


function Mode_Up()
	if current_mode < max_mode then
		current_mode = current_mode + 1
		motor1.AngularVelocity = motor1.AngularVelocity + increment_speed	--Don't delete this line
		display.Text = current_mode
	end
end

function Mode_Down()
	if current_mode > min_mode then
		current_mode = current_mode - 1
		motor1.AngularVelocity = motor1.AngularVelocity - increment_speed	--Don't delete this line
		display.Text = current_mode
	end
end


script.Parent.Button_Up.ClickDetector.mouseClick:connect(Mode_Up)
script.Parent.Button_Down.ClickDetector.mouseClick:connect(Mode_Down)