Roblox/luau_corpus huggingface dataset:
-- redirect
destination =( (root.CFrame*CFrame.Angles(0,math.rad(math.random(90,270)),0))*CFrame.new(0,0,-40)).p
holdOrder = tick()
elseif part == workspace.Terrain and mat == Enum.Material.Water then
if (tick()-lastAdjustment) > nextAdjustment then
lastAdjustment = tick()
nextAdjustment = math.random(10,30)
destination =( (root.CFrame*CFrame.Angles(0,math.rad(math.random(0,359)),0))*CFrame.new(0,0,-40)).p
holdDuration = 2
holdOrder = tick()
else
destination = (root.CFrame*CFrame.new(0,0,-25)).p
end

end
elseif part and part~= workspace.Terrain then
destination = (root.CFrame*CFrame.new(0,0,-25)).p
elseif not part then
destination = ((root.CFrame*CFrame.Angles(0,math.rad(180),0))*CFrame.new(0,0,-40)).p
holdDuration = 4
holdOrder = tick()
end
bodyPos.Position = Vector3.new(destination.X,-6,destination.Z)
bodyGyro.CFrame = CFrame.new(CFrame.new(root.CFrame.p.X,-6,root.CFrame.p.Z).p,CFrame.new(destination.X,-6,destination.Z).p)

elseif stance == "attack" then
bodyPos.Position = destination
bodyGyro.CFrame = CFrame.new(root.Position,Vector3.new(destination.X,root.Position.Y,destination.Z))

if (shark.PrimaryPart.Position-target.PrimaryPart.Position).magnitude < 10 then
--[[
	Automatic coercion to strings for LogInfo objects to enable debugging them
	more easily.
]]
function logInfoMetatable:__tostring()
	local outputBuffer = {"LogInfo {"}

	local errorCount = #self.errors
	local warningCount = #self.warnings
	local infosCount = #self.infos

	if errorCount + warningCount + infosCount == 0 then
		table.insert(outputBuffer, "\t(no messages)")
	end

	if errorCount > 0 then
		table.insert(outputBuffer, ("\tErrors (%d) {"):format(errorCount))
		table.insert(outputBuffer, indentLines(self.errors, 2))
		table.insert(outputBuffer, "\t}")
	end

	if warningCount > 0 then
		table.insert(outputBuffer, ("\tWarnings (%d) {"):format(warningCount))
		table.insert(outputBuffer, indentLines(self.warnings, 2))
		table.insert(outputBuffer, "\t}")
	end

	if infosCount > 0 then
		table.insert(outputBuffer, ("\tInfos (%d) {"):format(infosCount))
		table.insert(outputBuffer, indentLines(self.infos, 2))
		table.insert(outputBuffer, "\t}")
	end

	table.insert(outputBuffer, "}")

	return table.concat(outputBuffer, "\n")
end

local function createLogInfo()
	local logInfo = {
		errors = {},
		warnings = {},
		infos = {},
	}

	setmetatable(logInfo, logInfoMetatable)

	return logInfo
end

local Logging = {}
-- Computes the look-angle to be used by the client.
-- If no lookVector is provided, the camera's lookVector is used instead.
-- useDir (-1 or 1) can be given to force whether the direction is flipped or not.

function CharacterRealism:ComputeLookAngle(lookVector, useDir)
	local inFirstPerson = FpsCamera:IsInFirstPerson()
	local pitch, yaw, dir = 0, 0, 1
	
	if not lookVector then
		local camera = workspace.CurrentCamera
		lookVector = camera.CFrame.LookVector
	end
	
	if lookVector then
		local character = self.Player.Character
		local rootPart = character and character:FindFirstChild("HumanoidRootPart")
		
		if rootPart and rootPart:IsA("BasePart") then
			local cf = rootPart.CFrame
			pitch = -cf.RightVector:Dot(lookVector)
			
			if not inFirstPerson then
				dir = math.clamp(cf.LookVector:Dot(lookVector) * 10, -1, 1)
			end
		end
		
		yaw = lookVector.Y
	end
	
	if useDir then
		dir = useDir
	end
	
	pitch *= dir
	yaw *= dir
	
	return pitch, yaw
end
--[[ Initialization/Setup ]]--
local function createTouchGuiContainer()
	if TouchGui then TouchGui:Destroy() end
	
	-- Container for all touch device guis
	TouchGui = Instance.new('ScreenGui')
	TouchGui.Name = "TouchGui"
	TouchGui.Parent = PlayerGui
	
	TouchControlFrame = Instance.new('Frame')
	TouchControlFrame.Name = "TouchControlFrame"
	TouchControlFrame.Size = UDim2.new(1, 0, 1, 0)
	TouchControlFrame.BackgroundTransparency = 1
	TouchControlFrame.Parent = TouchGui
	
	ControlModules.Thumbstick:Create(TouchControlFrame)
	ControlModules.DPad:Create(TouchControlFrame)
	ControlModules.Thumbpad:Create(TouchControlFrame)
	TouchJumpModule:Create(TouchControlFrame)
end
-- used by several guis to show no selection adorn
local noSelectionObject = Util.Create'ImageLabel'
{
	Image = "",
	BackgroundTransparency = 1
};
--Engine [https://www.desmos.com/calculator/mpkd3kxovu]
Tune.Horsepower		= 1040
Tune.IdleRPM		= 900
Tune.PeakRPM		= 9500
Tune.Redline		= 10000
Tune.IdleOffset		= 7
Tune.RevAccel		= 450
Tune.RevDecay		= 150
Tune.RevBounce		= 500
Tune.IdleThrottle	= .01
Tune.ClutchTol		= 1000
-- Customization
	AntiTK = true; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)
	
	MouseSense = 0.5;

	CanAim = true; -- Allows player to aim
	CanBolt = false; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)
	
	LaserAttached = true;
	LightAttached = true;
	TracerEnabled = true;
----------//Animation Loader\\----------
function EquipAnim()
	AnimDebounce = false
	pcall(function()
		AnimData.EquipAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	AnimDebounce = true
end


function IdleAnim()
	pcall(function()
		AnimData.IdleAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	AnimDebounce = true
end

function SprintAnim()
	AnimDebounce = false
	pcall(function()
		AnimData.SprintAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function HighReady()
	pcall(function()
		AnimData.HighReady({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function LowReady()
	pcall(function()
		AnimData.LowReady({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function Patrol()
	pcall(function()
		AnimData.Patrol({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function ReloadAnim()
	pcall(function()
		AnimData.ReloadAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function TacticalReloadAnim()
	--pcall(function()
		AnimData.TacticalReloadAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	--end)
end

function JammedAnim()
	pcall(function()
		AnimData.JammedAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function PumpAnim()
	reloading = true
	pcall(function()
		AnimData.PumpAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	reloading = false
end

function MagCheckAnim()
	CheckingMag = true
	pcall(function()
		AnimData.MagCheck({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	CheckingMag = false
end

function meleeAttack()
	pcall(function()
		AnimData.meleeAttack({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function GrenadeReady()
	pcall(function()
		AnimData.GrenadeReady({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function GrenadeThrow()
	pcall(function()
		AnimData.GrenadeThrow({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end
--Animation
local animController = script.Parent:WaitForChild'AnimationController'
local walk = Instance.new'Animation'
walk.AnimationId = game.ReplicatedStorage.NPCAnimations.BantoWalk.AnimationId
walk = animController:LoadAnimation(walk)
-- tableUtil.Assign(Table target, ...Table sources)
local function Assign(target, ...)
	for _,src in ipairs({...}) do
		for k,v in pairs(src) do
			target[k] = v
		end
	end
	return target
end


local function Extend(tbl, extension)
	for k,v in pairs(extension) do
		tbl[k] = v
	end
end


local function Print(tbl, label, deepPrint)

	assert(type(tbl) == "table", "First argument must be a table")
	assert(label == nil or type(label) == "string", "Second argument must be a string or nil")
	
	label = (label or "TABLE")
	
	local strTbl = {}
	local indent = " - "
	
	-- Insert(string, indentLevel)
	local function Insert(s, l)
		strTbl[#strTbl + 1] = (indent:rep(l) .. s .. "\n")
	end
	
	local function AlphaKeySort(a, b)
		return (tostring(a.k) < tostring(b.k))
	end
	
	local function PrintTable(t, lvl, lbl)
		Insert(lbl .. ":", lvl - 1)
		local nonTbls = {}
		local tbls = {}
		local keySpaces = 0
		for k,v in pairs(t) do
			if (type(v) == "table") then
				table.insert(tbls, {k = k, v = v})
			else
				table.insert(nonTbls, {k = k, v = "[" .. typeof(v) .. "] " .. tostring(v)})
			end
			local spaces = #tostring(k) + 1
			if (spaces > keySpaces) then
				keySpaces = spaces
			end
		end
		table.sort(nonTbls, AlphaKeySort)
		table.sort(tbls, AlphaKeySort)
		for _,v in ipairs(nonTbls) do
			Insert(tostring(v.k) .. ":" .. (" "):rep(keySpaces - #tostring(v.k)) .. v.v, lvl)
		end
		if (deepPrint) then
			for _,v in ipairs(tbls) do
				PrintTable(v.v, lvl + 1, tostring(v.k) .. (" "):rep(keySpaces - #tostring(v.k)) .. " [Table]")
			end
		else
			for _,v in ipairs(tbls) do
				Insert(tostring(v.k) .. ":" .. (" "):rep(keySpaces - #tostring(v.k)) .. "[Table]", lvl)
			end
		end
	end
	
	PrintTable(tbl, 1, label)
	
	print(table.concat(strTbl, ""))
	
end


local function Reverse(tbl)
	local n = #tbl
	local tblRev = table.create(n)
	for i = 1,n do
		tblRev[i] = tbl[n - i + 1]
	end
	return tblRev
end


local function Shuffle(tbl)
	assert(type(tbl) == "table", "First argument must be a table")
	local rng = Random.new()
	for i = #tbl, 2, -1 do
		local j = rng:NextInteger(1, i)
		tbl[i], tbl[j] = tbl[j], tbl[i]
	end
end


local function IsEmpty(tbl)
	return (next(tbl) == nil)
end


local function EncodeJSON(tbl)
	return http:JSONEncode(tbl)
end


local function DecodeJSON(str)
	return http:JSONDecode(str)
end


local function FastRemoveFirstValue(t, v)
	local index = IndexOf(t, v)
	if (index) then
		FastRemove(t, index)
		return true, index
	end
	return false, nil
end


TableUtil.Copy = CopyTable
TableUtil.CopyShallow = CopyTableShallow
TableUtil.Sync = Sync
TableUtil.FastRemove = FastRemove
TableUtil.FastRemoveFirstValue = FastRemoveFirstValue
TableUtil.Print = Print
TableUtil.Map = Map
TableUtil.Filter = Filter
TableUtil.Reduce = Reduce
TableUtil.Assign = Assign
TableUtil.Extend = Extend
TableUtil.IndexOf = IndexOf
TableUtil.Reverse = Reverse
TableUtil.Shuffle = Shuffle
TableUtil.IsEmpty = IsEmpty
TableUtil.EncodeJSON = EncodeJSON
TableUtil.DecodeJSON = DecodeJSON


return TableUtil
--nextsound=0
nextjump=0
chasing=false

variance=4

damage=26
attackrange=5
sightrange=100
runspeed=26
wonderspeed=16
healthregen=true
colors={"Really black"}

function raycast(spos,vec,currentdist)
	local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(spos+(vec*.01),vec*currentdist),sp)
	if hit2~=nil and pos2 then
		if hit2.Transparency>=.8 or hit2.Name=="Handle" or string.sub(hit2.Name,1,6)=="Effect" then
			local currentdist=currentdist-(pos2-spos).magnitude
			return raycast(pos2,vec,currentdist)
		end
	end
	return hit2,pos2
end

function waitForChild(parent,childName)
	local child=parent:findFirstChild(childName)
	if child then return child end
	while true do
		child=parent.ChildAdded:wait()
		if child.Name==childName then return child end
	end
end
--FasCast Setup--
local FastCast = require(script:WaitForChild("FastCastRedux"))

local Params = RaycastParams.new()
Params.FilterType = Enum.RaycastFilterType.Blacklist -- just the type of filter
Params.FilterDescendantsInstances = {workspace.Terrain,marine} -- you can add more things to this list btw

if workspace:FindFirstChild("IgnoreFolder") == nil then
	local IgnoreList = Instance.new("Folder",workspace)
	IgnoreList.Name = "IgnoreFolder"
end

local NewCaster = FastCast.new()
local Behaviour = FastCast.newBehavior()

Behaviour.Acceleration = bulletacceleration
Behaviour.RaycastParams = Params
Behaviour.AutoIgnoreFolder = false
Behaviour.CosmeticBulletContainer = workspace.IgnoreFolder
Behaviour.CosmeticBulletTemplate = game.ServerStorage:WaitForChild("Bullet")
Behaviour.MaxDistance = maxdistance
-- Below is the script to make the moving platform work. It won't work if something is wrong with the destination blocks.

local mainFolder = script.Parent
local platform = mainFolder.Platform
local alignPosition = platform.AlignPosition

local destinationList = {}
--[=[
	Clears the TaskQueue. This will clear any tasks
	that were scheduled to be flushed on the current
	execution frame.

	```lua
	queue:Add(something1)
	queue:Add(something2)
	queue:Clear()
	```
]=]
function TaskQueue:Clear()
	if self._flushing then return end
	table.clear(self._queue)
	self._flushingScheduled = false
end
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.KuromiHeadband -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage

hitPart.Touched:Connect(function(hit)
	if debounce == true then
		if hit.Parent:FindFirstChild("Humanoid") then
			local plr = game.Players:FindFirstChild(hit.Parent.Name)
			if plr then
				debounce = false
				hitPart.BrickColor = BrickColor.new("Bright red")
				tool:Clone().Parent = plr.Backpack
				wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
				debounce = true
				hitPart.BrickColor = BrickColor.new("Bright green")
			end
		end
	end
end)
-- / Workspace Assets / --
local GameHolder = game.Workspace.GameHolder
local GamemodesMapHolder = GameHolder.GamemodesMapHolder
local GameAssetsHolder = GameHolder.GameAssetsHolder
local Lobby = game.Workspace.Lobby
--[=[
	Finds the set intersection betwen the two sets
	@param set table
	@param otherSet table
	@return table
]=]
function Set.intersection(set, otherSet)
	local newSet = {}
	for key, _ in pairs(set) do
		if otherSet[key] ~= nil then
			newSet[key] = true
		end
	end
	return newSet
end
-- Local Variables
local FlagObjects = {}
local FlagCarriers = {}
local Events = game.ReplicatedStorage.Events
local CaptureFlag = Events.CaptureFlag
local ReturnFlag = Events.ReturnFlag
-- LeftUpperArm -> Arm, LeftHand -> Arm
function getLimbType(limbName)
	local limbType = getLastWordFromPascaleCase(limbName)
	return LIMB_TYPE_ALIASES[limbType] or limbType
end
--[[Workspace Variables]]--
local Tool = script.Parent
local Handle = WaitForChild(Tool,'Handle')
local LazerSound = WaitForChild(Handle,'Lazer')
--[[ Local Functions ]]--
local function createArrowLabel(name, position, size, rectOffset, rectSize)
	local image = Instance.new('ImageLabel')
	image.Name = name
	image.Image = DPAD_SHEET
	image.ImageRectOffset = rectOffset
	image.ImageRectSize = rectSize
	image.BackgroundTransparency = 1
	image.Size = size
	image.Position = position
	image.Parent = DPadFrame
	
	return image
end

local function getCenterPosition()
	return Vector2.new(DPadFrame.AbsolutePosition.x + DPadFrame.AbsoluteSize.x/2, DPadFrame.AbsolutePosition.y + DPadFrame.AbsoluteSize.y/2)
end

local function getHumanoid()
	local character = LocalPlayer and LocalPlayer.Character
	if character then
		if CachedHumanoid and CachedHumanoid.Parent == character then
			return CachedHumanoid
		else
			CachedHumanoid = nil
			for _,child in pairs(character:GetChildren()) do
				if child:IsA('Humanoid') then
					CachedHumanoid = child
					return CachedHumanoid
				end
			end
		end
	end
end
-- Implement Signal:Once() in terms of a connection which disconnects
-- itself before running the handler.
function Signal:Once(fn)
	local cn;
	cn = self:Connect(function(...)
		if cn._connected then
			cn:Disconnect()
		end
		fn(...)
	end)
	return cn
end
--[[Susupension]]
	Tune.SusEnabled		= true		-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
	
	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 8000		-- Spring Force
	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FSusMaxExt		= .3		-- Max Extension Travel (in studs)
	Tune.FSusMaxComp	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward
	
	--Rear Suspension
	Tune.RSusDamping	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 8000		-- Spring Force
	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RSusMaxExt		= .3		-- Max Extension Travel (in studs)
	Tune.RSusMaxComp	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Aesthetics	
	Tune.SusVisible		= false			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Really black"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness
--Performance
clock = .02 --the higher it is, the less laggy and less smooth the anims will be
-- RCM Settings V

self.WeaponWeight		= 6 -- Weapon weight must be enabled in the Config module

self.ShellEjectionMod	= false

self.Holster			= true
self.HolsterPoint		= "Torso"
self.HolsterCFrame		= CFrame.new(0.8,1,0.9) * CFrame.Angles(math.rad(-90),math.rad(180),math.rad(10))

self.FlashChance 		= 10 -- 10 = Always muzzle flash, 0 = no muzzle flash

self.ADSEnabled 		= { -- Ignore this setting if not using an ADS Mesh
						true, -- Enabled for primary sight
						false} -- Enabled for secondary sight (T)

self.ExplosiveAmmo		= true -- Enables explosive ammo
self.ExplosionRadius	= 70 -- Radius of explosion damage in studs
self.ExplosionType		= "Default" -- Which explosion effect is used from the HITFX Explosion folder
self.IsLauncher			= true -- For RPG style rocket launchers

self.EjectionOverride	= nil -- Don't touch unless you know what you're doing with Vector3s

return self
-- / functions / --
module["food"] = {
	["equipped"] = function(plr, components)
			
	end,
	
	["unequipped"] = function(plr, components)
	end,
}
--[[
	
	Inverse kinimatics solve.
	
	Functions.SolveIK(
		originCF,				<-- |REQ| 	Origin CFrame
		targetPos,				<-- |REQ| 	Target CFrame
		upperLength,			<-- |REQ| 	Upper length in studs
		lowerLength,			<-- |REQ| 	Lower length in studs
	)

--]]



return function (originCF, targetPos, l1, l2)	
	-- Build intial values for solving
	local localized = originCF:pointToObjectSpace(targetPos)
	local localizedUnit = localized.Unit
	local l3 = localized.Magnitude
	
	-- Build a "rolled" planeCF for a more natural arm look
	local axis = Vector3.new(0, 0, -1):Cross(localizedUnit)
	local angle = math.acos(-localizedUnit.Z)
	local planeCF = (originCF * CFrame.fromAxisAngle(axis, angle))
	
	-- Case: point is to close, unreachable
	-- Action: push back planeCF so the "hand" still reaches, angles fully compressed
	if l3 < (math.max(l2, l1) - math.min(l2, l1)) then
		return planeCF * CFrame.new(0, 0,  math.max(l2, l1) - math.min(l2, l1) - l3), -math.pi/2, math.pi
		
	-- Case: point is to far, unreachable
	-- Action: for forward planeCF so the "hand" still reaches, angles fully extended
	elseif l3 > (l1 + l2) then
		--return planeCF * CFrame.new(0, 0, l1 + l2 - l3), math.pi/2, 0
		return planeCF, math.pi/2, 0
		
	-- Case: point is reachable
	-- Action: planeCF is fine, solve the angles of the triangle
	else
		local a1 = -math.acos((-(l2 * l2) + (l1 * l1) + (l3 * l3)) / (2 * l1 * l3))
		local a2 = math.acos(((l2  * l2) - (l1 * l1) + (l3 * l3)) / (2 * l2 * l3))

		return planeCF, a1 + math.pi/2, a2 - a1
	end
end
-----------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------
script.Parent.OtherAberto.TratarFeridasAberto.BloodBag.MouseButton1Down:Connect(function()
	if Saude.Variaveis.Doer.Value == false then
	if Target.Value == "N/A" then
		--Functions.PainKiller:FireServer()
	else
		FunctionsMulti.BloodBag:FireServer()
		Timer.Barra.Size = UDim2.new(0,0,1,0)
		TS:Create(Timer.Barra, TweenInfo.new(2), {Size =  UDim2.new(1,0,1,0)}):Play()
	end
	end
end)
-- после создания всех глобальных запускаем дневной
script.Parent.Statues.ToDay.scrStatue.Enabled=true
--made by Bertox
--lul

script.Parent.Parent.Parent.Parent.DriveSeat.Electrics.Changed:connect(function()
	if script.Parent.Parent.Parent.Parent.DriveSeat.Electrics.Value == true then
		script.Parent.Material = Enum.Material.Neon
	else
		script.Parent.Material = Enum.Material.SmoothPlastic
	end
end)
-- 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['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
	end
end)
----- MAGIC NUMBERS ABOUT THE TOOL -----
-- How much damage a bullet does
local Damage = 80
--[[**
	<description>
	Calls the function provided and sets the cached result.
	</description>

	<parameter name = "updateFunc">
	The function
	</parameter>
**--]]
function DataStore:Update(updateFunc)
	self.value = updateFunc(self.value)
	self:_Update()
end
-- v1.0 --
wait()
script.Parent:WaitForChild("AudioPlayerGui")
local player = game.Players.LocalPlayer
local PlayButton = script.Parent.AudioPlayerGui.PlayButton
local PauseButton = script.Parent.AudioPlayerGui.PauseButton
local VolUpButton = script.Parent.AudioPlayerGui.VolUp
local VolDownButton = script.Parent.AudioPlayerGui.VolDown
local ChangeButton = script.Parent.AudioPlayerGui.ChangeButton
local onOff = script.Parent.AudioPlayerGui.onOff
local carSeat = script.Parent.Car.Value.DriveSeat
-- Decompiled with the Synapse X Luau decompiler.

client = nil;
cPcall = nil;
Pcall = nil;
Routine = nil;
service = nil;
gTable = nil;
return function(p1)
	local l__PlayerGui__1 = service.PlayerGui;
	local l__LocalPlayer__2 = service.Players.LocalPlayer;
	local l__Main__3 = client.UI.Prepare(script.Parent.Parent).Main;
	local l__Title__4 = l__Main__3.Title;
	local l__Message__5 = l__Main__3.Message;
	local v6 = p1.Color or Color3.fromRGB(255, 78, 78);
	local v7 = client.UI.Get("Output");
	if v7 then
		for v8, v9 in pairs(v7) do
			local l__Object__10 = v9.Object;
			if l__Object__10 and l__Object__10.Parent then
				l__Object__10.Main.Position = UDim2.new(0, 0, 0.35, l__Object__10.Main.Position.Y.Offset + 50);
			end;
		end;
	end;
	l__Message__5.TextColor3 = v6;
	l__Main__3.Frame.BackgroundColor3 = v6;
	l__Message__5.Text = p1.Message;
	l__Message__5.Font = "Ubuntu";
	gTable.Ready();
	wait(5);
	gTable.Destroy();
end;
--[[Wheel Alignment]]
	--[Don't physically apply alignment to wheels]
	--[Values are in degrees]
	Tune.FCamber		= 1
	Tune.RCamber		= 1
	Tune.FCaster		= 0
	Tune.RCaster		= 0	--Will only work with 4WS enabled (Avxnturador)
	Tune.FToe			= 0	
	Tune.RToe			= 0