Roblox/luau_corpus huggingface dataset:
-- ================================================================================
-- LOCAL FUNCTIONS
-- ================================================================================
local function GetCameraRotation(root)
	-- Relative rotational velocity:
	dampCam.Goal = -root.CFrame:vectorToObjectSpace(root.RotVelocity) * 0.1
	local relRotVel = dampCam:Update()
	
	-- User view rotation:
	local viewRotation = dampRot:Update()
	viewRotation = CFrame.Angles(0, viewRotation.X, 0) * CFrame.Angles(viewRotation.Y, 0, 0)
	
	return CFrame.Angles(0, 0, 0) * viewRotation * CFrame.Angles(relRotVel.X, relRotVel.Y, relRotVel.Z)
end -- GetCameraRotation

local function GetViewCFrame(view, rotation)
	return view * PIVOT * rotation * OFFSET
end -- GetViewCFrame
--//////// DO NOT EDIT BELOW UNLESS YOU KNOW WHAT YOU'RE DOING \\\\\\\\\\\\\\\\\\\\\\\\\



local uis = game:GetService("UserInputService")
local runservice = game:GetService("RunService")
local tweenservice = game:GetService("TweenService")
local player = game:GetService("Players").LocalPlayer
local mouse = player:GetMouse()
local camera = workspace.CurrentCamera
repeat runservice.Heartbeat:Wait() until script.Parent:IsA("Model") -- yield until character
local character = player.Character
local rootpart = character:WaitForChild("HumanoidRootPart")
local humanoid = character:WaitForChild("Humanoid")
local aimoffset = script:WaitForChild("AimOffset") -- a property for other scripts to use to influence the viewmodel offset (such as a gun aim system)
local torso
local roothip
local lowertorso
local oldc0
local leftshoulder
local rightshoulder
local larm
local rarm
local armparts = {}
local rigtype = nil

local isrunning = false
local armsvisible = true -- whether the arms are visible in first person
local armtransparency = firstperson_arm_transparency
local isfirstperson = false
local sway = Vector3.new(0,0,0)
local walksway = CFrame.new(0,0,0)
local strafesway = CFrame.Angles(0,0,0)
local jumpsway = CFrame.new(0,0,0)
local jumpswaygoal = Instance.new("CFrameValue")
-- Create component
local Component = Cheer.CreateComponent('Tooltip', View);

local Connections = {};

function Component.Start(Text)

	-- Hide the view
	View.Visible = false;

	-- Set the tooltip text
	View.Text = Text;

	-- Show the tooltip on hover
	Connections.ShowOnEnter = Support.AddGuiInputListener(View.Parent, 'Began', 'MouseMovement', true, Component.Show);
	Connections.HideOnLeave = Support.AddGuiInputListener(View.Parent, 'Ended', 'MouseMovement', true, Component.Hide);

	-- Clear connections when the component is removed
	Cheer.Bind(Component.OnRemove, ClearConnections);

	-- Return component for chaining
	return Component;

end;

function Component.Show()
	View.Size = UDim2.new(0, View.TextBounds.X + 10, 0, View.TextBounds.Y + 10);
	View.Position = UDim2.new(0.5, -View.AbsoluteSize.X / 2, 1, 3);
	View.Visible = true;
end;

function Component.Hide()
	View.Visible = false;
end;

function ClearConnections()
	-- Clears out temporary connections

	for ConnectionKey, Connection in pairs(Connections) do
		Connection:Disconnect();
		Connections[ConnectionKey] = nil;
	end;

end;

return Component;
-- Notify all clients that a laser has been fired so they can display the laser
local function playerFiredLaser(playerFired, endPosition)
	local toolHandle = getPlayerToolHandle(playerFired)
	if toolHandle then
		eventsFolder.LaserFired:FireAllClients(playerFired, toolHandle, endPosition)
	end
end

function damageCharacter(playerFired, characterToDamage, hitPosition)
	local humanoid = characterToDamage:FindFirstChild("Humanoid")
	local validShot = isHitValid(playerFired, characterToDamage, hitPosition)
	if humanoid and validShot then
		-- Remove health from character
		humanoid.Health -= LASER_DAMAGE
	end
end
-- Holding services
Players = game:GetService("Players")
ReplicatedStorage = game:GetService("ReplicatedStorage")
-- Permissions

function CanEditObject(object)
	local player = Players.LocalPlayer
	local character = player.Character
	return Permissions.CanEdit
end

function CanEditProperty(object,propertyData)
	local tags = propertyData["tags"]
	for _,name in pairs(tags) do
		if name == "readonly" then
			return false
		end
	end
	return CanEditObject(object)
end
-- Number of bullets in a clip
local ClipSize = 1e+99999999999999999999999999999999999999999999999999999999999999999999999
--Turbo Settings
Tune.Aspiration		= "Single"												--[[
	[Aspiration]
		"Natural"		: N/A, Naturally aspirated engine
		"Single"		: Single turbocharger
		"Double"		: Twin turbocharger											]]

Tune.Boost			= 8		--Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30)
Tune.TurboSize		= 25		--Turbo size; the bigger it is, the more lag it has.
Tune.CompressRatio	= 9			--The compression ratio (look it up)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

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

BoneModelName = "Dust X event" -- name the zone model

HumanoidName = "Humanoid"-- the name of player or mob u want to damage
--wait(math.random(0,5)/10)
while true do
	wait(0.2)
	local target = findNearestTorso(humRoot.Position)
	if target ~= nil then
		script.Parent.Humanoid:MoveTo(target.Position + Vector3.new(math.random(-3,3),0,math.random(-3,3)), target)
	end
	if math.random(1,5) == 1 then
		script.Parent.Humanoid.Jump = true
	end
end
--[[
	Used to catch any errors that may have occurred in the promise.
]]
function Promise.prototype:catch(failureCallback)
	assert(
		failureCallback == nil or type(failureCallback) == "function" or failureCallback.__call ~= nil,
		string.format(ERROR_NON_FUNCTION, "Promise:catch")
	)
	return self:_andThen(debug.traceback(nil, 2), nil, failureCallback)
end
-- Shifter
if INVERTED == false then INVERTED = 1 else INVERTED = -1 end
Values.Gear.Changed:connect(function()
	local Gear = Values.Gear.Value
	local Shift = "Down"
	if Gear > Val then Shift = "Up" end
	Val = Gear
	
	script.Shift:Play()
	if FE then
		handler:FireServer("Shifter",Shift,MOT,ANGLE,INVERTED,SHIFT_TIME)
	else
		if Shift == "Up" then
			MOT.DesiredAngle = math.rad(ANGLE)*INVERTED
			wait(SHIFT_TIME)
			MOT.DesiredAngle = 0
		else
			MOT.DesiredAngle = -math.rad(ANGLE)*INVERTED
			wait(SHIFT_TIME)
			MOT.DesiredAngle = 0
		end
	end
end)
--[=[
	Removes a postfix from a string if it exists
	@param str string
	@param postfix string
	@return string
]=]
function String.removePostfix(str: string, postfix: string): string
	if str:sub(-#postfix) == postfix then
		return str:sub(1, -#(postfix) - 1)
	else
		return str
	end
end
----
wait(.01) 
debounce = false 
end 
end 


script.Parent.Touched:connect(onTouch)
--// Set up
for L_18_forvar1, L_19_forvar2 in pairs(game.Players:GetChildren()) do
	if L_19_forvar2:IsA('Player') and L_19_forvar2.Character and L_19_forvar2.Character:FindFirstChild('Head') ~= nil and L_19_forvar2.Character.Humanoid and L_19_forvar2.Character.Humanoid.Health > 0 then
		if L_19_forvar2.TeamColor == L_1_.TeamColor then
			if L_19_forvar2.Character:WaitForChild("Saude"):WaitForChild("FireTeam").SquadName.Value ~= '' then
				spawnTag(L_19_forvar2.Character, L_19_forvar2.Character:WaitForChild("Saude"):WaitForChild("FireTeam").SquadColor.Value)
			else
				spawnTag(L_19_forvar2.Character, Color3.fromRGB(255,255,255))
			end
		end;
	end;
end
--]

isRunning = false --Is the character running?
isExhuasted = false --Is the character exhausted?

player = game.Players.LocalPlayer --The player

staminaGui.Parent = player.PlayerGui --Sets the stamina Gui's parent to the playerGui (therefore making it visible)

UserInputService.InputBegan:Connect(function(input)
	local character = game.Workspace:WaitForChild(player.Name)
	
	if input.KeyCode == Enum.KeyCode.LeftShift then
		if stamina >= minStaminaToRun then
			if isExhuasted == false then
				isRunning = true
				character.Humanoid.WalkSpeed = runSpeed
				
				RunService.RenderStepped:Connect(function()
					if isExhuasted == true then
						isRunning = false
						character.Humanoid.WalkSpeed = defaultWalkSpeed
					end
				end)
			else
				isRunning = false
				character.Humanoid.WalkSpeed = defaultWalkSpeed
			end
		end
	end
end)

UserInputService.InputEnded:Connect(function(input)
	local character = game.Workspace:WaitForChild(player.Name)

	if input.KeyCode == Enum.KeyCode.LeftShift then
		isRunning = false
		character.Humanoid.WalkSpeed = defaultWalkSpeed
	end
end)


RunService.RenderStepped:Connect(function()
	if stamina > 0 then
		isExhuasted = false
	else
		isExhuasted = true
		isRunning = false
	end
	
	staminaGui.StaminaFrame.Bar.Size = UDim2.new(stamina / maxStamina, 0, 1, 0)
	staminaGui.StaminaFrame.StaminaLabel.Text = "Stamina: "..stamina.."/"..maxStamina
end)


while wait(1) do
	if isRunning == true then
		stamina -= staminaPerSecond
	else
		if stamina < maxStamina then
			stamina += staminaRegenPerSecond
		end
	end
end
--							warn(rayResult)
						end
						-- варианты приоритета для целей:
						-- ближний/дальний к турели/кристалу
						-- сильный/слабый
						-- земля/воздух
						-- случайный
					end
				end
			end
		end		
	end
	return target, rayResult
end
--[[
	Fired when Game is entered, throwing out a player state update, as well as transitioning the player state
]]
function Transitions.onEnterGame(stateMachine, event, from, to, playerComponent)
	Logger.trace(playerComponent.player.Name, " state change: ", from, " -> ", to)
	playerComponent:updateStatus("currentState", to)
	PlayerGame.enter(stateMachine, playerComponent)
end
-- Custom validation function that can be replaced by the developer
function TeleportToPlayer.validate(
	_playerToTeleport: Player,
	_destinationPlayer: Player,
	_teleportPoint: CFrame
): boolean
	return true
end

function TeleportToPlayer.setTeleportationValidator(newValidator)
	assert(typeof(newValidator) == "function", "setTeleportationValidator expects a function as its first argument")
	TeleportToPlayer.validate = newValidator
end

return TeleportToPlayer
--[=[
	@prop Util Folder
	@within KnitServer
	@readonly
	References the Util folder. Should only be accessed when using Knit as
	a standalone module. If using Knit from Wally, modules should just be
	pulled in via Wally instead of relying on Knit's Util folder, as this
	folder only contains what is necessary for Knit to run in Wally mode.
]=]
KnitServer.Util = script.Parent.Parent

local SIGNAL_MARKER = newproxy(true)
getmetatable(SIGNAL_MARKER).__tostring = function()
	return "SIGNAL_MARKER"
end

local PROPERTY_MARKER = newproxy(true)
getmetatable(PROPERTY_MARKER).__tostring = function()
	return "PROPERTY_MARKER"
end

local knitRepServiceFolder = Instance.new("Folder")
knitRepServiceFolder.Name = "Services"

local Promise = require(KnitServer.Util.Promise)
local Comm = require(KnitServer.Util.Comm)
local ServerComm = Comm.ServerComm

local services: { [string]: Service } = {}
local started = false
local startedComplete = false
local onStartedComplete = Instance.new("BindableEvent")

local function DoesServiceExist(serviceName: string): boolean
	local service: Service? = services[serviceName]
	return service ~= nil
end
-- Colors
local FriendlyReticleColor = Color3.new(0, 1, 0)
local EnemyReticleColor	= Color3.new(1, 0, 0)
local NeutralReticleColor	= Color3.new(1, 1, 1)

local Spread = MinSpread
local AmmoInClip = ClipSize

local Tool = script.Parent
local Handle = WaitForChild(Tool, 'Handle')
local Barrel = WaitForChild(Tool, 'Flare')
local WeaponGui = nil

local LeftButtonDown
local Reloading = false
local IsShooting = false
local Pitch = script.Parent.Handle.FireSound
-- Decompiled with the Synapse X Luau decompiler.

local l__LocalPlayer__2 = game.Players.LocalPlayer;
local v4 = game["Run Service"];
local l__TweenService__5 = game:GetService("TweenService");
local l__UserInputService__6 = game:GetService("UserInputService");
local l__WarningScreen__7 = script.Parent:WaitForChild("WarningScreen");
l__WarningScreen__7.Visible = true;
local v8 = TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut);
wait(0.5);
if not game:IsLoaded() then
	game.Loaded:Wait();
end;
wait(2);
l__UserInputService__6.InputChanged:Wait();
local u1 = false;
l__TweenService__5:Create(l__WarningScreen__7.Continue, v8, {
	Size = UDim2.new(1, 0, 0.15, 0)
}):Play();
wait(0.5);
l__TweenService__5:Create(l__WarningScreen__7.Continue, v8, {
	TextTransparency = 0
}):Play();
wait(0.5);
l__UserInputService__6.InputBegan:Wait();
(function()
	if u1 == true then
		return;
	end;
	u1 = true;
	l__TweenService__5:Create(l__WarningScreen__7, v8, {
		BackgroundTransparency = 1, 
		Size = UDim2.new(2, 0, 2, 0)
	}):Play();
	for v9, v10 in pairs(l__WarningScreen__7:GetDescendants()) do
		if v10:IsA("TextLabel") then
			l__TweenService__5:Create(v10, v8, {
				TextTransparency = 1, 
				TextStrokeTransparency = 1
			}):Play();
		elseif v10:IsA("ImageLabel") then
			l__TweenService__5:Create(v10, v8, {
				ImageTransparency = 1
			}):Play();
		end;
	end;
	wait(1);
	l__WarningScreen__7.Visible = false;
	l__WarningScreen__7:Destroy()
end)();
--Precalculated paths
local t,f,n=true,false,{}
local r={
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[49]={{38,35,34,32,31,29,28,44,45,49},t},
[16]={n,f},
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[59]={{38,40,39,41,59},t},
[63]={{38,40,39,41,30,56,58,23,62,63},t},
[34]={{38,35,34},t},
[21]={{38,40,39,41,30,56,58,20,21},t},
[48]={{38,35,34,32,31,29,28,44,45,49,48},t},
[27]={{38,35,34,32,31,29,28,27},t},
[14]={n,f},
[31]={{38,35,34,32,31},t},
[56]={{38,40,39,41,30,56},t},
[29]={{38,35,34,32,31,29},t},
[13]={n,f},
[47]={{38,35,34,32,31,29,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{38,35,34,32,31,29,28,44,45},t},
[57]={{38,40,39,41,30,56,57},t},
[36]={{38,35,37,36},t},
[25]={{38,35,34,32,31,29,28,27,26,25},t},
[71]={{38,40,39,41,59,61,71},t},
[20]={{38,40,39,41,30,56,58,20},t},
[60]={{38,40,39,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{38,40,39,41,59,61,71,72,76,73,75},t},
[22]={{38,40,39,41,30,56,58,20,21,22},t},
[74]={{38,40,39,41,59,61,71,72,76,73,74},t},
[62]={{38,40,39,41,30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{38,35,37},t},
[2]={n,f},
[35]={{38,35},t},
[53]={{38,35,34,32,31,29,28,44,45,49,48,47,52,53},t},
[73]={{38,40,39,41,59,61,71,72,76,73},t},
[72]={{38,40,39,41,59,61,71,72},t},
[33]={{38,35,37,36,33},t},
[69]={{38,40,39,41,60,69},t},
[65]={{38,40,39,41,30,56,58,20,19,66,64,65},t},
[26]={{38,35,34,32,31,29,28,27,26},t},
[68]={{38,40,39,41,30,56,58,20,19,66,64,67,68},t},
[76]={{38,40,39,41,59,61,71,72,76},t},
[50]={{38,35,34,32,31,29,28,44,45,49,48,47,50},t},
[66]={{38,40,39,41,30,56,58,20,19,66},t},
[10]={n,f},
[24]={{38,35,34,32,31,29,28,27,26,25,24},t},
[23]={{38,40,39,41,30,56,58,23},t},
[44]={{38,35,34,32,31,29,28,44},t},
[39]={{38,40,39},t},
[32]={{38,35,34,32},t},
[3]={n,f},
[30]={{38,40,39,41,30},t},
[51]={{38,35,34,32,31,29,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{38,40,39,41,30,56,58,20,19,66,64,67},t},
[61]={{38,40,39,41,59,61},t},
[55]={{38,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t},
[46]={{38,35,34,32,31,29,28,44,45,49,48,47,46},t},
[42]={{38,42},t},
[40]={{38,40},t},
[52]={{38,35,34,32,31,29,28,44,45,49,48,47,52},t},
[54]={{38,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{38,40,39,41},t},
[17]={n,f},
[38]={{38},t},
[28]={{38,35,34,32,31,29,28},t},
[5]={n,f},
[64]={{38,40,39,41,30,56,58,20,19,66,64},t},
}
return r
--// Rest of code after waiting for correct events.

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

local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer

while not LocalPlayer do
	Players.ChildAdded:wait()
	LocalPlayer = Players.LocalPlayer
end

local canChat = true

local ChatDisplayOrder = 6
if ChatSettings.ScreenGuiDisplayOrder ~= nil then
	ChatDisplayOrder = ChatSettings.ScreenGuiDisplayOrder
end

local PlayerGui = LocalPlayer:WaitForChild("PlayerGui")
local GuiParent = Instance.new("ScreenGui")
GuiParent.Name = "Chat"
GuiParent.ResetOnSpawn = false
GuiParent.DisplayOrder = ChatDisplayOrder
GuiParent.Parent = PlayerGui

local DidFirstChannelsLoads = false

local modulesFolder = script

local moduleChatWindow = require(modulesFolder:WaitForChild("ChatWindow"))
local moduleChatBar = require(modulesFolder:WaitForChild("ChatBar"))
local moduleChannelsBar = require(modulesFolder:WaitForChild("ChannelsBar"))
local moduleMessageLabelCreator = require(modulesFolder:WaitForChild("MessageLabelCreator"))
local moduleMessageLogDisplay = require(modulesFolder:WaitForChild("MessageLogDisplay"))
local moduleChatChannel = require(modulesFolder:WaitForChild("ChatChannel"))
local moduleCommandProcessor = require(modulesFolder:WaitForChild("CommandProcessor"))

local ChatWindow = moduleChatWindow.new()
local ChannelsBar = moduleChannelsBar.new()
local MessageLogDisplay = moduleMessageLogDisplay.new()
local CommandProcessor = moduleCommandProcessor.new()
local ChatBar = moduleChatBar.new(CommandProcessor, ChatWindow)

ChatWindow:CreateGuiObjects(GuiParent)

ChatWindow:RegisterChatBar(ChatBar)
ChatWindow:RegisterChannelsBar(ChannelsBar)
ChatWindow:RegisterMessageLogDisplay(MessageLogDisplay)

MessageCreatorUtil:RegisterChatWindow(ChatWindow)

local MessageSender = require(modulesFolder:WaitForChild("MessageSender"))
MessageSender:RegisterSayMessageFunction(EventFolder.SayMessageRequest)



if (UserInputService.TouchEnabled) then
	ChatBar:SetTextLabelText(ChatLocalization:Get("GameChat_ChatMain_ChatBarText",'Tap here to chat'))
else
	ChatBar:SetTextLabelText(ChatLocalization:Get("GameChat_ChatMain_ChatBarTextTouch",'To chat click here or press "/" key'))
end

spawn(function()
	local CurveUtil = require(modulesFolder:WaitForChild("CurveUtil"))
	local animationFps = ChatSettings.ChatAnimationFPS or 20.0

	local updateWaitTime = 1.0 / animationFps
	local lastTick = tick()
	while true do
		local currentTick = tick()
		local tickDelta = currentTick - lastTick
		local dtScale = CurveUtil:DeltaTimeToTimescale(tickDelta)

		if dtScale ~= 0 then
			ChatWindow:Update(dtScale)
		end

		lastTick = currentTick
		task.wait(updateWaitTime)
	end
end)
--[[ Services ]]--
local PlayersService = game:GetService("Players")
local VRService = game:GetService("VRService")
local UserGameSettings = UserSettings():GetService("UserGameSettings")
--Steer Gyro Tuning
Tune.SteerD			= 1200		-- Steering Dampening
Tune.SteerMaxTorque	= 50000		-- Steering Force
Tune.SteerP			= 7000		-- Steering Aggressiveness
-- Freeze the constant, as it is exposed to the user.
table.freeze(ALL_PLAYERS)

return function(): Types.PlayerContainer
	-- Just send a reference. No point making a new table.
	return ALL_PLAYERS
end
--you can trust this script

l = game:service("Lighting") 

while true do 
	wait(1)
	l:SetMinutesAfterMidnight(l:GetMinutesAfterMidnight() +1)
end
--------SIDE SQUARES--------

game.Workspace.sidesquares.l11.BrickColor = BrickColor.new(106)
game.Workspace.sidesquares.l12.BrickColor = BrickColor.new(106)
game.Workspace.sidesquares.l21.BrickColor = BrickColor.new(106)
game.Workspace.sidesquares.l31.BrickColor = BrickColor.new(106)

game.Workspace.rightpalette.l11.BrickColor = BrickColor.new(106)
game.Workspace.rightpalette.l12.BrickColor = BrickColor.new(106)
game.Workspace.rightpalette.l21.BrickColor = BrickColor.new(106)
game.Workspace.rightpalette.l22.BrickColor = BrickColor.new(106)

game.Workspace.sidesquares.l13.BrickColor = BrickColor.new(1013)
game.Workspace.sidesquares.l23.BrickColor = BrickColor.new(1013)
game.Workspace.sidesquares.l33.BrickColor = BrickColor.new(1013)
game.Workspace.sidesquares.l34.BrickColor = BrickColor.new(1013)

game.Workspace.rightpalette.l13.BrickColor = BrickColor.new(1013)
game.Workspace.rightpalette.l23.BrickColor = BrickColor.new(1013)
game.Workspace.rightpalette.l14.BrickColor = BrickColor.new(1013)
game.Workspace.rightpalette.l24.BrickColor = BrickColor.new(1013)

game.Workspace.sidesquares.l14.BrickColor = BrickColor.new(1023)
game.Workspace.sidesquares.l15.BrickColor = BrickColor.new(1023)
game.Workspace.sidesquares.l24.BrickColor = BrickColor.new(1023)
game.Workspace.sidesquares.l25.BrickColor = BrickColor.new(1023)
game.Workspace.sidesquares.l35.BrickColor = BrickColor.new(1023)

game.Workspace.rightpalette.l15.BrickColor = BrickColor.new(1023)
game.Workspace.rightpalette.l25.BrickColor = BrickColor.new(1023)
game.Workspace.rightpalette.l16.BrickColor = BrickColor.new(1023)
game.Workspace.rightpalette.l26.BrickColor = BrickColor.new(1023)
--
script.Parent.Parent.Botao2.ProximityPrompt.Triggered:Connect(function(plr)
	--
	if plr.PlayerInfo.Patente.Value >= 3 then
		--
		if aberto == false then
			create1:Play()
			som:Play()
			tela.BrickColor = BrickColor.new("Lime green")
			script.Parent.Parent.Body.Tela2.BrickColor = BrickColor.new("Lime green")
			wait(3)
			aberto = true
		else
			create2:Play()
			som:Play()
			tela.BrickColor = BrickColor.new("Really red")
			script.Parent.Parent.Body.Tela2.BrickColor = BrickColor.new("Really red")
			wait(3)
			aberto = false
		end
		--
	else
		local Clone = script.NotificationScript:Clone()
		Clone.Disabled = false
		Clone.Parent = plr.PlayerGui
	end

end)
-- Local private variables and constants
local ZERO_VECTOR2 = Vector2.new(0,0)

local tweenAcceleration = math.rad(220)		--Radians/Second^2
local tweenSpeed = math.rad(0)				--Radians/Second
local tweenMaxSpeed = math.rad(250)			--Radians/Second
local TIME_BEFORE_AUTO_ROTATE = 2.0 		--Seconds, used when auto-aligning camera with vehicles

local INITIAL_CAMERA_ANGLE = CFrame.fromOrientation(math.rad(-15), 0, 0)

local FFlagUserCameraToggle do
	local success, result = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserCameraToggle")
	end)
	FFlagUserCameraToggle = success and result
end
-- Returns a vector that points to the circumference of the spread with not randomization involved
-- @param CFrame cameraCFrame 
-- @return Vector3
function SpreadSimulator:GetSpreadDirectionCircumferenceVector(cameraCFrame)
	-- Make cframe based on random angle
	local randomAngleCFrame = CFrame.Angles(0,0,1)
	-- Rotate camera cframe
	local rotatedCFrame = cameraCFrame * randomAngleCFrame
	-- Make spread vector based on current spread and the random point on circumference
	local spreadDirection = rotatedCFrame.UpVector * self.currentSpread

	return spreadDirection
end
--[[
	Model for an Outfit (e.g. Hat).
	{
		outfitId = number
		assets = {}
		bodyColors = {}
	}
]]
local Modules = game:GetService("Players").LocalPlayer.PlayerGui.AvatarEditorInGame.Modules
local MockId = require(Modules.NotLApp.MockId)
local Constants = require(Modules.AvatarExperience.AvatarEditor.Constants)

local AEOutfitInfo = {}

function AEOutfitInfo.new()
	local self = {}

	return self
end

function AEOutfitInfo.mock()
	local self = AEOutfitInfo.new()
	local MEDIUM_STONE_GREY = 194

	self.outfitId = MockId()
	self.name = ""
	self.assets = {}
	self.bodyColors = {
		HeadColor = MEDIUM_STONE_GREY,
		LeftArmColor = MEDIUM_STONE_GREY,
		LeftLegColor = MEDIUM_STONE_GREY,
		RightArmColor = MEDIUM_STONE_GREY,
		RightLegColor = MEDIUM_STONE_GREY,
		TorsoColor = MEDIUM_STONE_GREY,
	}

	self.scales = {
		height = 0,
		width = 0,
		head = 0,
		depth = 0,
		proportion = 0,
		bodyType = 0,
	}

	self.avatarType = Constants.AvatarType.R15

	self.isEditable = true

	return self
end

function AEOutfitInfo.fromWebApi(outfitId, name, assets, bodyColors, scales, avatarType, isEditable)
	local self = AEOutfitInfo.new()

	self.outfitId = outfitId
	self.name = name
	self.assets = assets
	self.bodyColors = bodyColors
	self.scales = scales
	self.avatarType = avatarType
	self.isEditable = isEditable

	return self
end

function AEOutfitInfo.fakeLCOutfit(outfitId)
	local self = AEOutfitInfo.new()

	self.isLayeredClothing = true
	self.outfitId = outfitId
	self.name = outfitId
	self.isEditable = false

	return self
end

return AEOutfitInfo
-- DESTROY/CLEANUP METHOD
function Icon:destroy()
	if self._destroyed then return end
	IconController.iconRemoved:Fire(self)
	self:clearNotices()
	if self._parentIcon then
		self:leave()
	end
	self:setDropdown()
	self:setMenu()
	self._destroyed = true
	self._maid:clean()
end
Icon.Destroy = Icon.destroy



return Icon
--[[for x = 1, 50 do
s.Pitch = s.Pitch + 0.01
s:play()
wait(0.001)
end]]
for x = 1,140 do
s.Pitch = s.Pitch - 0.0020
s:play()
wait(0.001)
end
wait()
end