Roblox/luau_corpus huggingface dataset:
-- ArrayScriptConnection object:

local ArrayScriptConnection = {
	--[[
		_listener = function -- [function]
		_listener_table = {} -- [table] -- Table from which the function entry will be removed
		_disconnect_listener -- [function / nil]
		_disconnect_param    -- [value / nil]
	--]]
}

function ArrayScriptConnection:Disconnect()
	local listener = self._listener
	if listener ~= nil then
		local listener_table = self._listener_table
		local index = table.find(listener_table, listener)
		if index ~= nil then
			table.remove(listener_table, index)
		end
		self._listener = nil
	end
	if self._disconnect_listener ~= nil then
		if not FreeRunnerThread then
			FreeRunnerThread = coroutine.create(RunEventHandlerInFreeThread)
		end
		task.spawn(FreeRunnerThread, self._disconnect_listener, self._disconnect_param)
		self._disconnect_listener = nil
	end
end

function MadworkScriptSignal.NewArrayScriptConnection(listener_table, listener, disconnect_listener, disconnect_param) --> [ScriptConnection]
	return {
		_listener = listener,
		_listener_table = listener_table,
		_disconnect_listener = disconnect_listener,
		_disconnect_param = disconnect_param,
		Disconnect = ArrayScriptConnection.Disconnect
	}
end
--[=[
	Returns whether a class is a signal
	@param value any
	@return boolean
]=]
function Signal.isSignal(value)
	return type(value) == "table"
		and getmetatable(value) == Signal
end
-- This function is monkey patched to return MockDataStoreService during tests
local IsPlayer = {}

function IsPlayer.Check(object)
	return typeof(object) == "Instance" and object.ClassName == "Player"
end

return IsPlayer
---
local  Paint = false
	
script.Parent.MouseButton1Click:connect(function()
	Paint = not Paint
	handler:FireServer("DSG",Paint)
end)
--// Events
local L_111_ = L_20_:WaitForChild('Equipped')
local L_112_ = L_20_:WaitForChild('ShootEvent')
local L_113_ = L_20_:WaitForChild('DamageEvent')
local L_114_ = L_20_:WaitForChild('CreateOwner')
local L_115_ = L_20_:WaitForChild('Stance')
local L_116_ = L_20_:WaitForChild('HitEvent')
local L_117_ = L_20_:WaitForChild('KillEvent')
local L_118_ = L_20_:WaitForChild('AimEvent')
local L_119_ = L_20_:WaitForChild('ExploEvent')
local L_120_ = L_20_:WaitForChild('AttachEvent')
local L_121_ = L_20_:WaitForChild('ServerFXEvent')
local L_122_ = L_20_:WaitForChild('ChangeIDEvent')
-- Input begin
userInputService.InputBegan:connect(function(inputObject, gameProcessedEvent)
	if not gameProcessedEvent then
		if inputObject.KeyCode == Enum.KeyCode.W then
			movement = Vector2.new(movement.X, 1)
		elseif inputObject.KeyCode == Enum.KeyCode.A then
			movement = Vector2.new(-1, movement.Y)
		elseif inputObject.KeyCode == Enum.KeyCode.S then
			movement = Vector2.new(movement.X, -1)
		elseif inputObject.KeyCode == Enum.KeyCode.D then
			movement = Vector2.new(1, movement.Y)
		end
	end
end)
--edit the below function to execute code when this response is chosen OR this prompt is shown
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder)
	delay(5,function()
		game.ReplicatedStorage.Events.System.NewCharacterServer:Fire(player)
	end)
	
end
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 310		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 500		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 3900		--		Use sliders to manipulate values
	Tune.Redline		= 4500		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 4500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16
	
	--Incline Compensation
	Tune.InclineComp	= 1.3			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 80		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 70		-- RPM decay when clutch is off
	Tune.RevBounce		= 10		-- RPM kickback from redline
	Tune.IdleThrottle	= 1			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)
-- regeneration
while true do
	local s = wait(1)
	
	local health = Humanoid.Health
	if health > 0 and health < Humanoid.MaxHealth then
		health = health + 0.01 * s * Humanoid.MaxHealth
		if health * 1.05 < Humanoid.MaxHealth then
			Humanoid.Health = health
		else
			Humanoid.Health = Humanoid.MaxHealth
		end
	end
end
-- Use module to insert latest tool
local GetLatestTool = require(script.MainModule); --require(580330877)
if not GetLatestTool then
	return;
end;
-- << RETRIEVE FRAMEWORK >>
local main = _G.HDAdminMain
local commandInfoForClient = {"Contributors", "Prefixes", "Rank", "Aliases", "Tags", "Description", "Args", "Loopable"}
--	RightShoulder.DesiredAngle = (LimbDesiredAngle + ClimbFudge)
--	LeftShoulder.DesiredAngle = (LimbDesiredAngle + ClimbFudge)
--	RightHip.DesiredAngle = -LimbDesiredAngle
--	LeftHip.DesiredAngle = -LimbDesiredAngle
	
end

Humanoid.Died:connect(OnDied)
Humanoid.Running:connect(OnRunning)
Humanoid.Jumping:connect(OnJumping)
Humanoid.Climbing:connect(OnClimbing)
Humanoid.GettingUp:connect(OnGettingUp)
Humanoid.FreeFalling:connect(OnFreeFall)
Humanoid.FallingDown:connect(OnFallingDown)
Humanoid.Seated:connect(OnSeated)
Humanoid.PlatformStanding:connect(OnPlatformStanding)
Humanoid.Swimming:connect(OnSwimming)

Humanoid:ChangeState(Enum.HumanoidStateType.None)

RunService.Stepped:connect(function()
	local _, Time = wait(0.1)
	Move(Time)
end)
--[[
	This function creates a meteor in a random room with windows, breaching a number of them, as well as the room.
	This is also where monsters would be spawned, if the spawn line of code were to be commented out. 
]]
local ServerStorage = game:GetService("ServerStorage")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local TableUtils = require(ReplicatedStorage.Dependencies.LuaUtils.TableUtils)
local RoomManager = require(ServerStorage.Source.Managers.RoomManager)
local Constants = require(ReplicatedStorage.Source.Common.Constants)
local MonsterManager = require(ServerStorage.Source.Managers.MonsterManager)

local monstersEnabled = ReplicatedStorage.MonstersEnabled.Value

math.randomseed(tick())

return function()
	local rooms = RoomManager.getRooms()

	local roomsWithWindows =
		TableUtils.filter(
		rooms,
		function(room)
			if #room:getWindows() > 0 then
				return true
			end
		end
	)

	if #roomsWithWindows > 0 then
		local room = roomsWithWindows[math.random(1, #roomsWithWindows)]
		local windows = room:getWindows()
		local windowsToBreak = math.random(1, #windows)

		for i = 1, windowsToBreak do
			local window = windows[i]

			if not window then
				return
			end

			if window:getState() == Constants.State.Window.Normal then
				window:breach()
			else
				windowsToBreak = windowsToBreak + 1
			end
		end

		if monstersEnabled then
			MonsterManager.spawnMonsterInRoom(room)
		end
	end
end
--------RIGHT DOOR --------
game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)

game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)

game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)

game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
---SG Is  Here---
---Please Dont Change Anything Can Dont Work If You Change--

local repStorage = game:GetService("ReplicatedStorage")
local remote = repStorage:FindFirstChild("Rebirth")

local button = script.Parent

local debounce = false

button.MouseButton1Click:Connect(function()
	local rebirths = game.Players.LocalPlayer.leaderstats:FindFirstChild("Rebirths")
	if not debounce then
		debounce = true
		local playerPoint = rebirths
		remote:FireServer(playerPoint)
		wait(0.01)
		debounce = false
	end
end)

repeat
	local rebirths = game.Players.LocalPlayer.leaderstats:FindFirstChild("Rebirths")
	local textButton = script.Parent
	textButton.Text = "".. tostring(100 * (rebirths.Value + 1)) .." Coins "
	wait(0.01)
until script.Parent == nil
-- functions

local function HandleCharacter(character)
	if character then
		spawn(function()
			wait(1)
			
			for _, v in pairs(character:GetChildren()) do
				if v:IsA("BasePart") then
					v:GetPropertyChangedSignal("Size"):Connect(function()
						wait(2)
						PLAYER:Kick()
					end)
				end
			end
		end)
	end
end

local function HandlePlayer(player)
	player.CharacterAdded:connect(HandleCharacter)
	
	if player.Character then
		HandleCharacter(player.Character)
	end
end
--math

local inf = 99999*9999*99999*9999*9999

while true do
	wait (5.5)
	sit:Play()
	wait (2)
	thud:Play()
	wait (1)
	typee:Play()
	script.Parent.NameDev.TextTransparency = 0
	wait (0.5)
	typee:Play()
	script.Parent.Presents.TextTransparency = 0
	wait (1)
	script.Parent.D1.TextTransparency = 0
	typee:Play()
	wait (1)
	typee:Play()
	script.Parent.D2.TextTransparency = 0
	wait (1)
	typee:Play()
	script.Parent.D3.TextTransparency = 0
	wait (4)
	Music:Play()
	script.Parent.GameName.TextTransparency = 0
	wait (4)
	Music.Volume = 1
	wait (0.3)
	Music.Volume = 0.4
	wait (0.3)
	Music.Volume = 0.1
	wait (0.2)
	Music:Destroy()
	wait (0.5)
	click:Play()
	script.Parent.ChapterName.TextTransparency = 0
	wait (4.5)
	start:Play()
	script.Parent.Visible = false
	wait (inf)
end
--[[
	Sets the velocity of the internal springs, overwriting the existing velocity
	of this Spring. This doesn't affect position.

	If the type doesn't match the current type of the spring, an error will be
	thrown.
]]
function class:setVelocity(newValue)
	local newType = typeof(newValue)
	if newType ~= self._currentType then
		parseError("springTypeMismatch", nil, newType, self._currentType)
	end

	self._springVelocities = unpackType(newValue, newType)
	SpringScheduler.add(self)
end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

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

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

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--Tires
function GetTireCurve(c,x) return (((-math.abs(x^(c*2.4)))/2.4)+((-math.abs(x^2.4))/2.4))*(7/6) end

function WFriction(v,val)
	if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end
	v.CustomPhysicalProperties = PhysicalProperties.new(0,val,0,.1,0)
end

Instance.new("Model",fWheel.Parts).Name = "Tires"
Instance.new("Model",rWheel.Parts).Name = "Tires"

for i=0,_Tune.TireCylinders do
	local fCyl = fWheel:Clone()
	fCyl.Name = "FTire"
	for _,a in pairs(fCyl:GetChildren()) do a:Destroy() end
	fCyl.Parent = fWheel.Parts.Tires
	if _Tune.TiresVisible or _Tune.Debug then fCyl.Transparency = 0 else fCyl.Transparency = 1 end
	fCyl.Size = Vector3.new(fWheel.Size.X*(i/_Tune.TireCylinders),fWheel.Size.Y+(_Tune.FProfileHeight*GetTireCurve(_Tune.FTireProfile,i/_Tune.TireCylinders)),fWheel.Size.Y+(_Tune.FProfileHeight*GetTireCurve(_Tune.FTireProfile,i/_Tune.TireCylinders)))
	
	if (i/_Tune.TireCylinders < 1/3 and _Tune.FTireCompound == 3) or (i/_Tune.TireCylinders < 1/2 and _Tune.FTireCompound == 2) then
		WFriction(fCyl,_Tune.FTireFriction-.1)
		fCyl.Name = fCyl.Name.."L"
	elseif i/_Tune.TireCylinders >= 1/3 and i/_Tune.TireCylinders < 2/3 and _Tune.FTireCompound == 3 then
		WFriction(fCyl,(_Tune.FTireFriction+(_Tune.FTireFriction-.1))/2)
		fCyl.Name = fCyl.Name.."M"
	elseif i/_Tune.TireCylinders >= 2/3 or (i/_Tune.TireCylinders >= 1/2 and _Tune.FTireCompound == 2) or _Tune.FTireCompound == 1 then
		WFriction(fCyl,_Tune.FTireFriction)
		fCyl.Name = fCyl.Name.."H"
	end
	
	local rCyl = rWheel:Clone()
	rCyl.Name = "RTire"
	for _,b in pairs(rCyl:GetChildren()) do b:Destroy() end
	rCyl.Parent = rWheel.Parts.Tires
	if _Tune.TiresVisible or _Tune.Debug then rCyl.Transparency = 0 else rCyl.Transparency = 1 end
	rCyl.Size = Vector3.new(rWheel.Size.X*(i/_Tune.TireCylinders),rWheel.Size.Y+(_Tune.RProfileHeight*GetTireCurve(_Tune.RTireProfile,i/_Tune.TireCylinders)),rWheel.Size.Y+(_Tune.RProfileHeight*GetTireCurve(_Tune.RTireProfile,i/_Tune.TireCylinders)))
	
	if (i/_Tune.TireCylinders < 1/3 and _Tune.RTireCompound == 3) or (i/_Tune.TireCylinders < 1/2 and _Tune.RTireCompound == 2) then
		WFriction(rCyl,_Tune.RTireFriction-.1)
		rCyl.Name = rCyl.Name.."L"
	elseif i/_Tune.TireCylinders >= 1/3 and i/_Tune.TireCylinders < 2/3 and _Tune.RTireCompound == 3 then
		WFriction(rCyl,(_Tune.RTireFriction+(_Tune.RTireFriction-.1))/2)
		rCyl.Name = rCyl.Name.."M"
	elseif i/_Tune.TireCylinders >= 2/3 or (i/_Tune.TireCylinders >= 1/2 and _Tune.RTireCompound == 2) or _Tune.RTireCompound == 1 then
		WFriction(rCyl,_Tune.RTireFriction)
		rCyl.Name = rCyl.Name.."H"
	end
	
	wait()
end

fWheel.CanCollide = false
fWheel.Transparency = 1
rWheel.CanCollide = false
rWheel.Transparency = 1
-- << SERVER RANKS >>
function module:CreateServerRanks()
	coroutine.wrap(function()
	
		local serverRankInfo = main.signals.RetrieveServerRanks:InvokeServer()
		
		--Organise ranks
		local rankPositions = {}
		local ranks = {}
		local plrRanks = {}
		for i, rankDetails in pairs(main.settings.Ranks) do
			local rankId = rankDetails[1]
			local rankName = rankDetails[2]
			table.insert(ranks, 1, {rankId, rankName, {}})
		end
		for i,v in pairs(ranks) do
			rankPositions[v[1]] = i
		end
		
		--Split players into ranks
		for i, playerRankInfo in pairs(serverRankInfo) do
			local plr = playerRankInfo.Player
			local rankId = playerRankInfo.RankId
			local rankTypeId = playerRankInfo.RankType
			local rankDetail = ranks[rankPositions[rankId]]
			if rankDetail then
				table.insert(rankDetail[3], {plr, rankTypeId})
			end
		end
	
		--Sort ranks by RankType (Perm > Server > Temp)
		for i, rankInfo in pairs(ranks) do
			local listOfPlrs = rankInfo[3]
			table.sort(listOfPlrs, function(a,b) return a[2] < b[2] end)
		end
		
		--Clear labels
		main:GetModule("cf"):ClearPage(pages.serverRanks)
		
		--Setup labels
		local rankTypesReversed = {}
		for a,b in pairs(main.rankTypes) do
			rankTypesReversed[b] = a
		end
		local labelCount = 0
		for i, rankInfo in pairs(ranks) do
			local rankId = rankInfo[1]
			local rankName = rankInfo[2]
			local listOfPlrs = rankInfo[3]
			for _, playerRankDetail in pairs(listOfPlrs) do
				labelCount = labelCount + 1
				local plr = playerRankDetail[1]
				local rankTypeId = playerRankDetail[2]
				local rankTypeName = rankTypesReversed[rankTypeId]
				local label = templates.admin:Clone()
				label.Name = "Label".. labelCount
				label.PlrName.Text = plr.Name
				label.PlrRank.Text = rankName.." ("..rankTypeName..")"
				label.PlayerImage.Image = main:GetModule("cf"):GetUserImage(plr.UserId)
				label.BackgroundColor3 = main:GetModule("cf"):GetLabelBackgroundColor(labelCount)
				label.Visible = true
				label.Parent = pages.serverRanks
			end
		end
		
		--Canvas Size
		pages.serverRanks.CanvasSize = UDim2.new(0, 0, 0, labelCount*templates.admin.AbsoluteSize.Y)
		
	end)()
end
-- Define the minimum and maximum size of the window
local minSize = Vector2.new(265, 394)
local maxSize = Vector2.new(999, 999)
-- Events listening for seat action
for i=1, #BasketSeats do
	local Seat = BasketSeats[i]
	Seat.Changed:connect(function()DetectPlayer(Seat)end)
end
--script.Parent.ChargeSphere.Enabled = true
script.Parent.ChargeGlow.Enabled = true
-- This will inject all types into this context.
-- YES, THIS MEANS YOU IGNORE MISSING TYPE ERRORS. Remember: Type checking is still in beta!
-- * As of release
require(script.TypeDefinitions)
--[=[
	Impulses the spring, increasing velocity by the amount given. This is useful to make something shake,
	like a Mac password box failing.

	@param velocity T -- The velocity to impulse with
	@return ()
]=]
function Spring:Impulse(velocity)
	self.Velocity = self.Velocity + velocity
end
--CONFIG VARIABLES
local tweenTime = 1
local closeWaitTime = 3
local easingStyle = Enum.EasingStyle.Exponential
local easingDirection = Enum.EasingDirection.InOut
local repeats = 0
local reverse = false
local delayTime = 0
--[[
	Returns a new list with the reversed order of the given list
]]

local function reverse(list)
	local new = {}
	local len = #list
	local top = len + 1

	for i = 1, len do
		new[i] = list[top - i]
	end

	return new
end

return reverse
-- Connect prompt events to handling functions
script.Parent.Triggered:Connect(onPromptTriggered)

Stored.Changed:Connect(function()
	if not Infinite then
		script.Parent.ObjectText = BulletType.." | "..Stored.Value
	else
		script.Parent.ObjectText = BulletType
	end
end)
--[[
	    ___      _______                _       _______
	   / _ |____/ ___/ /  ___ ____ ___ (_)__   /__  __/
	  / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<     / /
	 /_/ |_|   \___/_//_/\_,_/___/___/_/___/	/_/   
						SecondLogic @ Inspare
						Avxnturador @ Novena
]]
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local BOVact = 0
local BOVact2 = 0

local BOV_Loudness = 1	--volume of the BOV (not exact volume so you kinda have to experiment with it)
local BOV_Pitch = 0.9	--max pitch of the BOV (not exact so might have to mess with it)
local TurboLoudness = .75 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)

script:WaitForChild("Whistle")
script:WaitForChild("BOV")

for i,v in pairs(car.DriveSeat:GetChildren()) do
	for _,a in pairs(script:GetChildren()) do
		if v.Name==a.Name then v:Stop() wait() v:Destroy() end
	end
end

car.DriveSeat.ChildRemoved:connect(function(child)
	if child.Name=="SeatWeld" then
		for i,v in pairs(car.DriveSeat:GetChildren()) do
			for _,a in pairs(script:GetChildren()) do
				if v.Name==a.Name then v:Stop() wait() v:Destroy() end
			end
		end
	end
end)

handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true)
handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true)
handler:FireServer("playSound","Whistle")
car.DriveSeat:WaitForChild("Whistle")
car.DriveSeat:WaitForChild("BOV")
local ticc = tick()
local _TCount = 0
if _Tune.Aspiration == "Single" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end

while wait() do
	local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2)
	
	BOVact = math.floor(psi*20)
	WP = (psi)
	WV = (psi/4)*TurboLoudness
	
	BP = (1-(-psi/20))*BOV_Pitch
	BV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value))

	if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end
	if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end
	
	if FE then
		handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV)
		handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV)
	else
		car.DriveSeat.Whistle.Pitch = WP
		car.DriveSeat.Whistle.Volume = WV
		car.DriveSeat.BOV.Pitch = BP
		car.DriveSeat.BOV.Volume = BV
	end
	if (tick()-ticc) >= 0.1 then
		BOVact2 = math.floor(psi*20)
		ticc = tick()
	end
end
--// end of config, actual code below
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")
local Player : Player = game.Players.LocalPlayer
local Camera : Camera = workspace.CurrentCamera
repeat RunService.Heartbeat:Wait() until script.Parent:IsA("Model") -- yield until Character
local Character : Model = Player.Character
local HumanoidRootPart : Part = Character:WaitForChild("HumanoidRootPart")
local Humanoid : 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 : Part
local RootHipJoint : Motor6D
local RootOldC0 : CFrame
local LeftShoulder : Motor6D
local RightShoulder : Motor6D
local LeftArm : Part
local RightArm : Part
local ArmPartsTable = {}

local armTransparency = baseArmTransparency
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")
--tone hz
elseif sv.Value==3 then
while s.Pitch<0.77 do
s.Pitch=s.Pitch+0.010
s:Play()
if s.Pitch>0.77 then
	s.Pitch=0.77
end
wait(-9)
end

while true do
for x = 1, 500 do
s:play()
wait(-9)
end
wait()
end
-- Return an error that occurred during reporting. This error will
-- define whether the test run was successful or failed.
function BaseReporter:getLastError(): (Error | nil)
	return self._error
end

exports.default = BaseReporter

return exports