Roblox/luau_corpus huggingface dataset:
--[=[
	Cleans up all objects in the trove. This is
	similar to calling `Remove` on each object
	within the trove.
]=]
function Trove:Clean()
	for _,obj in ipairs(self._objects) do
		self:_cleanupObject(obj[1], obj[2])
	end
	table.clear(self._objects)
end


function Trove:_findAndRemoveFromObjects(object: any, cleanup: boolean): boolean
	local objects = self._objects
	for i,obj in ipairs(objects) do
		if obj[1] == object then
			local n = #objects
			objects[i] = objects[n]
			objects[n] = nil
			if cleanup then
				self:_cleanupObject(obj[1], obj[2])
			end
			return true
		end
	end
	return false
end


function Trove:_cleanupObject(object, cleanupMethod)
	if cleanupMethod == FN_MARKER then
		object()
	elseif cleanupMethod == THREAD_MARKER then
		coroutine.close(object)
	else
		object[cleanupMethod](object)
	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)
	local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
	plrData.Money.Gold.Value = plrData.Money.Gold.Value - 15
	plrData.Character.Injuries.DryBlood.Value = false
end
-- Call this from a function bound to Renderstep with Input Priority
function VehicleController:Update(moveVector, usingGamepad)
	if self.vehicleSeat then
		moveVector = moveVector + Vector3.new(self.steer, 0, self.throttle)
		if usingGamepad and onlyTriggersForThrottle and useTriggersForThrottle then 
			self.vehicleSeat.ThrottleFloat = -self.throttle
		else
			self.vehicleSeat.ThrottleFloat = -moveVector.Z
		end
		self.vehicleSeat.SteerFloat = moveVector.X
		
		return moveVector, true
	end
	return moveVector, false
end

return VehicleController
-- Disables children for <textarea> elements
exports.disableTextareaChildren = false

exports.disableModulePatternComponents = false
-- Functions

function MapManager:SaveMap()
	for _, child in ipairs(workspace:GetChildren()) do
		if not child:IsA('Camera') and not child:IsA('Terrain') and not child:IsA('Folder') then
			local copy = child:Clone()
			if copy then
				copy.Parent = MapSave
			end	
		end
	end
end

function MapManager:ClearMap()
	for _, child in ipairs(workspace:GetChildren()) do
		if not child:IsA('Camera') and not child:IsA('Terrain') and not child:IsA('Folder') then
			child:Destroy()
		end
	end
end

function MapManager:LoadMap()
	spawn(function()
		for _, child in ipairs(MapSave:GetChildren()) do
			local copy = child:Clone()
			copy.Parent = workspace
		end
	end)
end
	
return MapManager
-----------------------------------------------------------------------------------------------

script.Parent:WaitForChild("Speedo")
script.Parent:WaitForChild("Tach")
script.Parent:WaitForChild("ln")
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")

local player=game.Players.LocalPlayer
local mouse=player:GetMouse()

local car = script.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false

local _Tune = require(car["A-Chassis Tune"])

local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline

local currentUnits = 1
local revEnd = math.ceil(_lRPM/1000)

local intach = car.Body.Dash.Tac.G.Needle
--[[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		= 4.06			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		2.66		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		1.78		,
		--[[ 3 ]]		1.30		,
		--[[ 4 ]]		1.0		,
		--[[ 5 ]]		0.74		,
		--[[ 6 ]]		0.50		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- To preserve the "Pause on caught exceptions" behavior of the debugger, we
-- replay the begin phase of a failed component inside invokeGuardedCallback.
exports.replayFailedUnitOfWorkWithInvokeGuardedCallback = _G.__DEV__
--Shield.Touched:connect(function(Hit)
--	if Hit == nil then return end
--	if Hit.Parent == nil then return end
--	
--	local Item = Hit.Parent
--	
--	if Item:IsA("Tool") == true then return end
--	if Hit.Name == "Torso" then return end
--	if Hit.Name == "HumanoidRootPart" then return end
--	if Hit.Name == "Left Leg" then return end
--	if Hit.Name == "Right Leg" then return end
--	if Hit.Name == "Head" then return end
--	if Hit.Name == "Left Arm" then return end
--	if Hit.Name == "Right Arm" then return end
--	if Hit:FindFirstChild("Pierce") ~= nil then return end
--	
--	if Game:GetService("Players"):GetPlayerFromCharacter(Item) ~= nil then return end
--	
--	for _, x in ipairs(Hit:GetChildren()) do
--		if x:IsA("TouchTransmitter") == true then x:Destroy() break end
--	end
--end)

function CreateRegion3FromLocAndSize(Position, Size)
	local SizeOffset = Size / 2
	local Point1 = Position - SizeOffset
	local Point2 = Position + SizeOffset
	return Region3.new(Point1, Point2)
end

function FindNear(part, radius)
	local r = CreateRegion3FromLocAndSize(part.Position, Vector3.new(part.Size.X + radius, 50, part.Size.Z + radius))
	
	return Game:GetService("Workspace"):FindPartsInRegion3(r, part, 100)
end

while true do
	for _, item in ipairs(FindNear(Shield, 15)) do
		if item:IsA("BasePart") == true then
			local own, dmg = GetOwnerAndDamage(item)
		
			if own ~= nil and dmg ~= nil and item:FindFirstChild("Pierce") == nil then
				if (item.Position - Shield.Position).magnitude <= 15 and item ~= Shield then
					item:Destroy()
				end
			end
		end
	end
	
	Game:GetService("RunService").Stepped:wait()
end
--mouse.Button1Up:connect(no)	
spawn(function() -- this is for the server
	while true do
		gun.Seat.Script.aim:InvokeServer(mouse.Hit.p+Vector3.new(0,0,-0.52))
		wait(0.1)
	end
end)
while rs:wait() do -- render the turret client side anyways to keep turret feeling responsive
	aimpos = mouse.Hit.p
	--gun.gun.Seat.Script.aim:InvokeServer(mouse.Hit.p)
	
	
	
	if (aimpos-gun.base.Position).magnitude>3 then
	
	
	local c = aimpos
	local x = (gun.gun:GetPrimaryPartCFrame()*CFrame.new(0, 0, -100000)).x
	local y = (SPAWN*CFrame.new(0, 0, -100000)).y
	local z = (gun.gun:GetPrimaryPartCFrame()*CFrame.new(0, 0, -100000)).z
	A = Vector3.new(x,
					y,
					z
					)
	if c then
		gun.gun:SetPrimaryPartCFrame(
			CFrame.new(gun.body:GetPrimaryPartCFrame().p,
			c)
		)
		gun.body:SetPrimaryPartCFrame(
			CFrame.new(
				SPAWN.p,
				A
			)
		)
	else
		gun:SetPrimaryPartCFrame(gun.body:GetPrimaryPartCFrame())
		gun.body:SetPrimaryPartCFrame(
			CFrame.new(
				SPAWN.p,
				A
			)
		)
		end
	end
end
-- Connect to the current and all future cameras
workspace:GetPropertyChangedSignal("CurrentCamera"):connect(OnCurrentCameraChanged)
OnCurrentCameraChanged()

Player.CharacterAdded:connect(OnCharacterAdded)
if Player.Character then
	OnCharacterAdded(Player.Character)
end

Behaviors[MODE.CUSTOM] = function() end -- (Does nothing until SetCustomBehavior)
Behaviors[MODE.LIMBS] = LimbBehavior
Behaviors[MODE.MOVEMENT] = MoveBehavior
Behaviors[MODE.CORNERS] = CornerBehavior
Behaviors[MODE.CIRCLE1] = CircleBehavior
Behaviors[MODE.CIRCLE2] = CircleBehavior
Behaviors[MODE.LIMBMOVE] = LimbMoveBehavior
Behaviors[MODE.SMART_CIRCLE] = SmartCircleBehavior
Behaviors[MODE.CHAR_OUTLINE] = CharacterOutlineBehavior

Invisicam:SetMode(STARTING_MODE)

return Invisicam
-- Function to change walkspeed
local function setWalkspeed(speed)
	if character and character:IsA("Model") then
		local humanoid = character:FindFirstChild("Humanoid")
		if humanoid then
			humanoid.WalkSpeed = speed
		end
	end
end
--[[
--local scale = hit.Parent.Hair.Handle.Belly.Mesh.Scale.Vector3.x
IN.Belly.Mesh.Scale = Vector3.new(0,0,0)
IN.Belly2.Mesh.Scale = Vector3.new(0,0,0)
IN.Front1.Mesh.Scale = Vector3.new(0,0,0)
IN.Back1.Mesh.Scale = Vector3.new(0,0,0)
IN.Front2.Mesh.Scale = Vector3.new(0,0,0)
IN.Back2.Mesh.Scale = Vector3.new(0,0,0)
wait (1)
]]--

local Inf = 0.9
		for i = 1, (Inf*0.9) do 
										--From front: Vector3(+,-(Right,Left)(Up,Down)(Forward,Back))
			--Belly rate
			local bel = .1
		IN.Belly.Mesh.Scale  = IN.Belly.Mesh.Scale + Vector3.new(bel,bel,bel) 
		IN.Belly2.Mesh.Scale = IN.Belly2.Mesh.Scale + Vector3.new(bel,bel,bel) 
		IN.Belly.Mesh.Offset  = IN.Belly.Mesh.Offset + Vector3.new(0, 0,bel/2) 
		IN.Belly2.Mesh.Offset = IN.Belly2.Mesh.Offset + Vector3.new(0, 0,bel/2) 
		
			--Front rate
			local boo = .1
		IN.Front1.Mesh.Scale = IN.Front1.Mesh.Scale + Vector3.new(boo, boo, boo) 
		IN.Front11.Mesh.Scale = IN.Front11.Mesh.Scale + Vector3.new(boo, boo, boo)
		IN.Front2.Mesh.Scale = IN.Front2.Mesh.Scale + Vector3.new(boo, boo, boo) 
		IN.Front21.Mesh.Scale = IN.Front21.Mesh.Scale + Vector3.new(boo, boo, boo) 
		IN.Front1.Mesh.Offset = IN.Front1.Mesh.Offset + Vector3.new(-boo/5, 0, boo/2.5) 
		IN.Front11.Mesh.Offset = IN.Front11.Mesh.Offset + Vector3.new(-boo/5, 0, boo/2.5) 
		IN.Front2.Mesh.Offset = IN.Front2.Mesh.Offset + Vector3.new(boo/5, 0, boo/2.5) 
		IN.Front21.Mesh.Offset = IN.Front21.Mesh.Offset + Vector3.new(boo/5, 0, boo/2.5) 
		
			--Back rate	
			local back = .1
		IN.Back1.Mesh.Scale = IN.Back1.Mesh.Scale + Vector3.new(back, back, back) 
		IN.Back2.Mesh.Scale = IN.Back2.Mesh.Scale + Vector3.new(back, back, back)
		IN.Back1.Mesh.Offset = IN.Back1.Mesh.Offset + Vector3.new(-back/5, 0, -back/4) 
		IN.Back2.Mesh.Offset = IN.Back2.Mesh.Offset + Vector3.new(back/5, 0, -back/4)
		
			--Speed
			local spe = .004
		hit.Parent.Humanoid.WalkSpeed = (hit.Parent.Humanoid.WalkSpeed - spe)

	
end
--Rescripted by Luckymaxer

Tool = script.Parent
Handle = Tool:WaitForChild("Handle")

Players = game:GetService("Players")

Sounds = {
	CoilSound = Handle:WaitForChild("CoilSound"),
}

Gravity = 196.20
JumpHeightPercentage = 0.25

ToolEquipped = false

function GetAllConnectedParts(Object)
	local Parts = {}
	local function GetConnectedParts(Object)
		for i, v in pairs(Object:GetConnectedParts()) do
			local Ignore = false
			for ii, vv in pairs(Parts) do
				if v == vv then
					Ignore = true
				end
			end
			if not Ignore then
				table.insert(Parts, v)
				GetConnectedParts(v)
			end
		end
	end
	GetConnectedParts(Object)
	return Parts
end

function SetGravityEffect()
	if not GravityEffect or not GravityEffect.Parent then
		GravityEffect = Instance.new("BodyForce")
		GravityEffect.Name = "GravityCoilEffect"
		GravityEffect.Parent = Torso
	end
	local TotalMass = 0
	local ConnectedParts = GetAllConnectedParts(Torso)
	for i, v in pairs(ConnectedParts) do
		if v:IsA("BasePart") then
			TotalMass = (TotalMass + v:GetMass())
		end
	end
	local TotalMass = (TotalMass * 196.20 * (1 - JumpHeightPercentage))
	GravityEffect.force = Vector3.new(0, TotalMass, 0)
end

function HandleGravityEffect(Enabled)
	if not CheckIfAlive() then
		return
	end
	for i, v in pairs(Torso:GetChildren()) do
		if v:IsA("BodyForce") then
			v:Destroy()
		end
	end
	for i, v in pairs({ToolUnequipped, DescendantAdded, DescendantRemoving}) do
		if v then
			v:disconnect()
		end
	end
	if Enabled then
		CurrentlyEquipped = true
		ToolUnequipped = Tool.Unequipped:connect(function()
			CurrentlyEquipped = false
		end)
		SetGravityEffect()
		DescendantAdded = Character.DescendantAdded:connect(function()
			wait()
			if not CurrentlyEquipped or not CheckIfAlive() then
				return
			end
			SetGravityEffect()
		end)
		DescendantRemoving = Character.DescendantRemoving:connect(function()
			wait()
			if not CurrentlyEquipped or not CheckIfAlive() then
				return
			end
			SetGravityEffect()
		end)
	end
end

function CheckIfAlive()
	return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false)
end

function Equipped(Mouse)
	Character = Tool.Parent
	Humanoid = Character:FindFirstChild("Humanoid")
	Torso = Character:FindFirstChild("HumanoidRootPart")
	Player = Players:GetPlayerFromCharacter(Character)
	if not CheckIfAlive() then
		return
	end
	if HumanoidDied then
		HumanoidDied:disconnect()
	end
	HumanoidDied = Humanoid.Died:connect(function()
		if GravityEffect and GravityEffect.Parent then
			GravityEffect:Destroy()
		end
	end)
	Sounds.CoilSound:Play()
	HandleGravityEffect(true)
	ToolEquipped = true
end

function Unequipped()
	if HumanoidDied then
		HumanoidDied:disconnect()
	end
	HandleGravityEffect(false)
	ToolEquipped = false
end

Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
--[=[
	Reimplementation of Player:GetUserThumbnailAsync but as a promise with
	retry logic.

	@class PlayerThumbnailUtils
]=]

local require = require(script.Parent.loader).load(script)

local Players = game:GetService("Players")

local Promise = require("Promise")

local MAX_TRIES = 5

local PlayerThumbnailUtils = {}
-- ================================================================================
-- LOCAL FUNCTIONS
-- ================================================================================
function Reset()
	down = {}
	state = {}
end -- Reset()

function GetState()
	-- Map KeyCodes to corresponding InputObjects on the gamepad:
	local inputObjects = UserInputService:GetGamepadState(GAMEPAD1)
	for _,inputObject in pairs(inputObjects) do
		state[inputObject.KeyCode] = inputObject
	end
end -- GetState()

function InputBegan(input, processed)
	if input.UserInputType == GAMEPAD1 then
		down[input.KeyCode] = true
		buttonDown:Fire(input.KeyCode)
	end
end -- InputBegan()

function InputEnded(input, processed)
	if input.UserInputType == GAMEPAD1 then
		down[input.KeyCode] = false
		buttonUp:Fire(input.KeyCode)
	end
end -- InputEnded()

function InputChanged(input, processed)
	if input.UserInputType == GAMEPAD1 then
		changed:Fire(input.KeyCode)
	end
end -- InputChanged()

function GamepadConnected(gamepad)
	if gamepad == GAMEPAD1 then
		Gamepad.IsConnected = true
		GetState()
		connected:Fire()
	end
end -- GamepadConnected

function GamepadDisconnected(gamepad)
	if gamepad == GAMEPAD1 then
		Gamepad.IsConnected = false
		Reset()
		disconnected:Fire()
	end
end -- GamepadDisconnected
----------------------This is just an example-----------------------------
local ammo = script.Parent.Values.Ammo
local ammo2 = script.Parent.Values.Ammo2
-- Use Handle.AlignPosition to float behind, up, and to the side of the player, like a minion

AlignPosition.Attachment0 = Attachment0
AlignPosition.Attachment1 = Attachment1
AlignOrientation.Attachment0 = Attachment0
AlignOrientation.Attachment1 = Attachment1
-- This makes the loading bar fill up. Don't touch anything here!
local prog = 0

while wait() do
	prog = prog + 0.5
	script.Parent.Size = UDim2.new(prog/100, 0, 0.1, 0)
	script.Parent.Parent.LoadingLabel.Text = ("Loading...   " ..math.floor(prog*2).. "%")
	if prog == 50 then
		wait(1)
		script.Parent.Parent.Parent:Destroy()
	end
end
--//Main Function
ProximityPrompt.Triggered:Connect(function(Player)
	local Character = Player.Character
	local Head = Character:WaitForChild("Head")
	ProximityPrompt.ActionText = ""
	if Character:FindFirstChild(script.Parent.Parent.Parent.Name) then
		Character[script.Parent.Parent.Parent.Name]:Destroy()
	else
		local NewArmor = Armor:Clone()
		NewArmor:SetPrimaryPartCFrame(Head.CFrame)
		NewArmor.PrimaryPart:Destroy()
		ProximityPrompt.ActionText = ""
		for _, part in pairs (NewArmor:GetChildren()) do
			if part:IsA("BasePart") then
				WeldParts(Head, part)
				part.CanCollide = false
				part.Anchored = false
			end
		end
		NewArmor.Parent = Character
	end
end)
--// # key, ManOff
mouse.KeyUp:connect(function(key)
	if key=="f" then 
		veh.Lightbar.middle.Man:Stop()
		veh.Lightbar.middle.Wail.Volume = 8
		veh.Lightbar.middle.Yelp.Volume = 8
		veh.Lightbar.middle.Priority.Volume = 8
		script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		veh.Lightbar.MAN.Transparency = 1
	end
end)
--[[
	Novena Constraint Type: Motorcycle
			The Bike Chassis
	
				SecondLogic | Inspare (thanks!)
				Avxnturador | Novena
--]]


local autoscaling	= true					--Estimates top speed

local UNITS	= {								--Click on speed to change units
											--First unit is default	
	{
		units			= "MPH"				,
		scaling			= (10/12) * (60/88)	, -- 1 stud : 10 inches | ft/s to MPH
		maxSpeed		= 230				,
		spInc			= 20				, -- Increment between labelled notches
	},
	
	{
		units			= "KM/H"			,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to KP/H
		maxSpeed		= 370				,
		spInc			= 40				, -- Increment between labelled notches
	},
	
	{
		units			= "SPS"				,
		scaling			= 1					, -- Roblox standard
		maxSpeed		= 400				,
		spInc			= 40				, -- Increment between labelled notches
	}
}
--------------------------------------------------------------#
function Tween(instance,tweeninformation,goals)
	TweenService:Create(instance,tweeninformation,goals):Play()
end
LightGroup = script.Parent.Lights:GetChildren()
while true do
	wait(0)
	if script.Parent.on.Value then
		for i = 1,#LightGroup do
			Tween(LightGroup[i],TweenInfo.new(deltatime),{Transparency = 0})
			Tween(LightGroup[i].Light,TweenInfo.new(deltatime),{Brightness = 2})
		end
	else
		for i = 1,#LightGroup do
			Tween(LightGroup[i],TweenInfo.new(deltatime),{Transparency = 1})
			Tween(LightGroup[i].Light,TweenInfo.new(deltatime),{Brightness = 0})
		end
	end
end
-- new shat

RightHip.MaxVelocity = 0.1
LeftHip.MaxVelocity = 0.1
--[[Weight and CG]]
	Tune.Weight			= 1100		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		6		,
	 --[[Height]]		3.5		,
	 --[[Length]]		14		}
	Tune.WeightDist		= 50		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .8		-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible
	
	--Unsprung Weight
	Tune.FWheelDensity	= .1		-- Front Wheel Density
	Tune.RWheelDensity	= .1		-- Rear Wheel Density
	Tune.FWLgcyDensity	= 1			-- Front Wheel Density [PGS OFF]
	Tune.RWLgcyDensity	= 1			-- Rear Wheel Density [PGS OFF]
	
	Tune.AxleSize		= 2			-- Size of structural members (larger = more stable/carry more weight)
	Tune.AxleDensity	= .1		-- Density of structural members
-- excluding the `+` and `*` character, since findOr tests and graphql use them explicitly
local luaPatternCharacters = "([" .. ("$%^()-[].?"):gsub("(.)", "%%%1") .. "])"

local function includes(str: string, substring: string, position: (string | number)?): boolean
	local strLen, invalidBytePosition = utf8.len(str)
	assert(strLen ~= nil, ("string `%s` has an invalid byte at position %s"):format(str, tostring(invalidBytePosition)))
	if strLen == 0 then
		return false
	end

	if #substring == 0 then
		return true
	end

	local startIndex = 1
	if position ~= nil then
		startIndex = tonumber(position) or 1
		if startIndex > strLen then
			return false
		end
	end

	if startIndex < 1 then
		startIndex = 1
	end

	local init = utf8.offset(str, startIndex)
	local value = substring:gsub(luaPatternCharacters, "%%%1")
	local iStart, _ = string.find(str, value, init)
	return iStart ~= nil
end

return includes
-- Manages the cleaning of events and other things.
-- Useful for encapsulating state and make deconstructors easy
-- @classmod Maid
-- @see Signal

local Maid = {}
Maid.ClassName = "Maid"
--print("Front"..autoF-1)
--print("Back"..autoR)

if autoF - 2 > autoR then
	shf = false
else
	if math.abs(orderch - 50) < speed then 
		shf = true
	else 
		if carSeat.Storage.Mode.Value ~= "Snow" then
		shf = false
		end
	end
end

if autoF - 1 > autoR and script.Parent.Storage.TransmissionType.Value == "HPattern" and currentgear.Value <= 3 then
	if speed < 20 then
		if clutch.Clutch.Value > 0.3 and clutch.Clutch.Value < 0.6 and script.Parent.Storage.Throttle.Throttle.Value > 0.2 then
			script.Parent.Functions.Clutch.Value = 0.0001
			script.Parent.Functions.Clutch.Override.Value = true script.Parent.Functions.Clutch.Freeze.Value = true
		 else script.Parent.Functions.Clutch.Override.Value = false script.Parent.Functions.Clutch.Freeze.Value = false end
	 else script.Parent.Functions.Clutch.Override.Value = false script.Parent.Functions.Clutch.Freeze.Value = false end
 else script.Parent.Functions.Clutch.Override.Value = false script.Parent.Functions.Clutch.Freeze.Value = false end
--local Equip = Humanoid:LoadAnimation(AnimationsFolder.equip)
--local Hold = Humanoid:LoadAnimation(AnimationsFolder.idle)
--local Unlock1 = Humanoid:LoadAnimation(AnimationsFolder.use)
--local Unlock2 = Humanoid:LoadAnimation(AnimationsFolder.usefinish)


script.Parent.Equipped:Connect(function()
-- Decompiled with the Synapse X Luau decompiler.

if game:GetService("ReplicatedStorage"):WaitForChild("GameData"):WaitForChild("InGame").Value == true then
	require(script:WaitForChild("Main_Game"));
	return;
end;
require(script:WaitForChild("Main_Lobby"));
-- ================================================================================
-- LOCAL FUNCTIONS
-- ================================================================================
local function statusChanged()
	local raceStatus = RaceManager:GetRaceStatus()

	-- Hide GUI when round is in session and player is a speeder
	if raceStatus == RaceManager.Status.RoundInProgress then
		CheckpointFrame.Visible = true
	else
		CheckpointFrame.Visible = false
	end
end -- statusChanged()
-- RemoteEvent
local Events = ReplicatedStorage:FindFirstChild("Events")
local AddActivePlayer = Events:FindFirstChild("AddActivePlayer")
local RemoveActivePlayer = Events:FindFirstChild("RemoveActivePlayer")
local DisplayRoundResult = Events:FindFirstChild("DisplayRoundResult")
local CheckpointEvent = Events:FindFirstChild("CheckpointEvent")
--		child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
		if child.Part1.Name == "HumanoidRootPart" then
			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over.
				GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly.
				GUI:Clone().Parent = player.PlayerGui --// Compact version
				script.Parent.Occupied.Value = true
				script.Parent.Parent.Misc.FL.Mirror.SS.Motor.DesiredAngle = 0
               script.Parent.Parent.Misc.FR.Mirror.SS.Motor.DesiredAngle = 0
				script.Parent.Parent.Body.Dash.Screen.G.Enabled = true
				script.Parent.Parent.Body.Dash.DashSc.G.Enabled = true
				script.Parent.Parent.Body.Dash.DashSc2.G.Enabled = true
				if script.Parent.L.Value == true then
					if player.Name == script.Parent.Parent.Owner.Value then
						script.Parent.L.Value = false
					else
						wait()
						script.Parent.Disabled = true
						wait()
						script.Parent.Disabled = false
					end
				end
			end
		end
	end
end)

script.Parent.ChildRemoved:connect(function(child)
	if child:IsA("Weld") then
		if child.Part1.Name == "HumanoidRootPart" then
			game.Workspace.CurrentCamera.FieldOfView = 70
			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			if player and player.PlayerGui:FindFirstChild("SS3") then
				player.PlayerGui:FindFirstChild("SS3"):Destroy()
				script.Parent.Occupied.Value = false
				script.Parent.Parent.Body.Dash.Screen.G.Enabled = false
					script.Parent.Parent.Body.Dash.DashSc.G.Enabled = false
					script.Parent.Parent.Body.Dash.DashSc2.G.Enabled = false
			
			end
		end
	end	
end)