Roblox/luau_corpus huggingface dataset:
--------

function module:GetSwordSkin(Skin)
	local inv = game.ReplicatedStorage.Inventory.Swords
    for i,v in pairs(inv.Common:GetChildren()) do
	if v.Name == Skin then
		return v.Value
	else
		for i,v in pairs(inv.Rare:GetChildren()) do
		if v.Name == Skin then
		    return v.Value
		else
			for i,v in pairs(inv.Epic:GetChildren()) do
			if v.Name == Skin then
		        return v.Value
			else
				for i,v in pairs(inv.Legendary:GetChildren()) do
				if v.Name == Skin then
		            return v.Value
				else
				print("Couldn't find the skin info")
				return nil
				end
			end
		end
	end
end
end
end
end
end
		
function module:GetShieldSkin(Skin)
	local inv = game.ReplicatedStorage.Inventory.Shields
    for i,v in pairs(inv.Common:GetChildren()) do
	if v.Name == Skin then
		return v.Value
	else
		for i,v in pairs(inv.Rare:GetChildren()) do
		if v.Name == Skin then
		    return v.Value
		else
			for i,v in pairs(inv.Epic:GetChildren()) do
			if v.Name == Skin then
		        return v.Value
			else
				for i,v in pairs(inv.Legendary:GetChildren()) do
				if v.Name == Skin then
		            return v.Value
				else
				print("Couldn't find the skin info")
				return nil
				end
			end
		end
	end
end
end
end
end
end

return module
-- ROBLOX TODO: ADO-1633 fix Jest Types imports
-- local Config = require(Packages.JestTypes).Config
type ConfigPath = string
type ConfigSnapshotUpdateState = string
-- Make a base cosmetic bullet object. This will be cloned every time we fire off a ray.
local CosmeticBullet = Instance.new("Part")
CosmeticBullet.Material = Enum.Material.Glass
CosmeticBullet.Transparency = .5
CosmeticBullet.Color = Color3.fromRGB(58, 160, 255)
CosmeticBullet.CanCollide = false
CosmeticBullet.CastShadow = false
CosmeticBullet.Anchored = true
CosmeticBullet.Size = Vector3.new(0.2, 0.2, 2.4)

local sphereMesh = Instance.new("SpecialMesh")
sphereMesh.MeshType = Enum.MeshType.Sphere
sphereMesh.Parent = CosmeticBullet
--Wheel Stabilizer Gyro
Tune.FGyroD			= 100
Tune.FGyroMaxTorque	= Vector3.new(1,0,1)
Tune.FGyroP			= 0
Tune.RGyroD			= 100
Tune.RGyroMaxTorque	= Vector3.new(1,0,1)
Tune.RGyroP			= 0
--SecondLogic @ INSPARE
wait(.2)
local out=false
coroutine.resume(coroutine.create(function() 
	local fr = 0
	local trs=1
	while wait(.05) do
		fr = fr+1
		if fr>=10 then fr=0 end
		if not out then
			trs=math.max(0,trs-.05)
		else
			trs=math.min(1,trs+.05)
		end
		for i,v in pairs(script.Parent.Frame:GetChildren()) do
			v.Frame.ImageLabel.ImageTransparency = trs
			v.Frame.ImageLabel.Position=UDim2.new(-(fr%3),0,-math.floor(fr/3),0)
			if out then
				v.BackgroundTransparency=.5+(.5*trs)
				v.Frame.ImageLabel.BackgroundTransparency=trs
			end
		end
		if out then
			script.Parent.IN.TextTransparency=trs
			script.Parent.SPARE.TextTransparency=trs
		end
		if out and trs==1 then
			break
		end
	end
	script.Parent:Destroy()
end))

game:GetService("RunService").RenderStepped:connect(function()
	for i,v in pairs(script.Parent.Frame:GetChildren()) do
		v.Frame.Position = UDim2.new(0,-250-v.Position.X.Offset-script.Parent.Frame.Position.X.Offset,0,-136-v.Position.Y.Offset)
	end
end)

script.Parent.Frame:TweenPosition(UDim2.new(0,-100,0,0),Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,10)
script.Parent.IN:TweenPosition(UDim2.new(0.5,-74,0.5,100),Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,10)
script.Parent.SPARE:TweenPosition(UDim2.new(0.5,6,0.5,100),Enum.EasingDirection.InOut,Enum.EasingStyle.Linear,10)

script.Parent.Frame.B:TweenPosition(UDim2.new(0.5, -44,0.5, -134),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3)
script.Parent.Frame.C:TweenPosition(UDim2.new(0.5, -44,0.5, -134),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3)
script.Parent.Frame.D:TweenPosition(UDim2.new(0.5, -44,0.5, -134),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3)
script.Parent.Frame.E:TweenPosition(UDim2.new(0.5, -44,0.5, -134),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3)
wait(.35)
script.Parent.Frame.C:TweenPosition(UDim2.new(0.5, -44,0.5, -44),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3)
script.Parent.Frame.D:TweenPosition(UDim2.new(0.5, -44,0.5, 46),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3)
script.Parent.Frame.E:TweenPosition(UDim2.new(0.5, -44,0.5, 46),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3)
wait(.35)
script.Parent.Frame.E:TweenPosition(UDim2.new(0.5, -134,0.5, 46),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.3)
wait(1)
for i=1,30 do
	for _,v in pairs(script.Parent.Frame:GetChildren()) do
		v.BackgroundTransparency=1-(i/60)
	end
	script.Parent.IN.TextTransparency=1-(i/30)
	script.Parent.SPARE.TextTransparency=1-(i/30)
	wait(.01)
end
wait(1.5)
out=true
--//everything else
F.updateLights = function(lights, bool)
	if lights == 'brake' then
		body.Brake.Material = bool and "Neon" or "SmoothPlastic"
		body.Brake.BrickColor = bool and BrickColor.new("Really red") or BrickColor.new("Crimson")
		
	elseif lights == 'beam' then
-- Decompiled with the Synapse X Luau decompiler.

while not require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")).Loaded do
	game:GetService("RunService").Heartbeat:Wait();
end;
return function(p1, p2)

end;
---
script.Parent["1"].ClickDetector.MouseClick:Connect(kventer)
script.Parent["2"].ClickDetector.MouseClick:Connect(kventer)
script.Parent["3"].ClickDetector.MouseClick:Connect(kventer)
script.Parent["4"].ClickDetector.MouseClick:Connect(kventer)
script.Parent["5"].ClickDetector.MouseClick:Connect(kventer)
script.Parent["6"].ClickDetector.MouseClick:Connect(kventer)
script.Parent["7"].ClickDetector.MouseClick:Connect(kventer)
script.Parent["8"].ClickDetector.MouseClick:Connect(kventer)
script.Parent["9"].ClickDetector.MouseClick:Connect(kventer)
script.Parent["0"].ClickDetector.MouseClick:Connect(kventer)
--[[ # YAY CONTROLING THE ENTIRE INTRO FROM HERE! # ]]--
game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false)

game.ReplicatedStorage.GameTrackIntro:Play()

local settingsFramePos = UDim2.new(0.377,0 , 0.272, 0)

game.Lighting.IntroBlur.Enabled = true

script.IntroGui.Enabled = true

local player = game.Players.LocalPlayer

game.StarterGui["Realism Mod"].Sprint.Enabled = false

local IntroGui = script.IntroGui
local lighting = game.Lighting
IntroGui.ButtonFrame:TweenPosition(UDim2.new(0.4, 0, 0.696, 0), "In", "Sine", 0.5)

IntroGui.ButtonFrame.PlayButton.MouseButton1Click:Connect(function() --[[ PLAY ]]--
	IntroGui.ButtonFrame:TweenPosition(UDim2.new(0, 0, -1, -1), "In", "Sine", 0.5)
	wait(0.5)
	SetValue = true
	game.StarterGui["Realism Mod"].Sprint.Enabled = true
	--[[ THIS PART OF THE SCRIPT USED TO BE A CONTROLLING CAMERA ]]--
	lighting.IntroBlur.Enabled = false
	IntroGui.Enabled = false
	workspace.CurrentCamera.CameraSubject = player.Character.Humanoid
	workspace.CurrentCamera.CameraType = Enum.CameraType.Custom
	workspace.CurrentCamera.CFrame = player.Character.HumanoidRootPart.CFrame
	game.ReplicatedStorage.GameTrackIntro:Stop()
	game.ReplicatedStorage.GameplayAudio:Play()
end)
IntroGui.ButtonFrame.SettingButton.MouseButton1Click:Connect(function() --[[ SETTINGS ]]--
	IntroGui.ButtonFrame:TweenPosition(UDim2.new(0, 0, -1, -1), "InOut", "Sine", 0.5)
	wait(0.5)
	workspace.CurrentCamera.CameraSubject = player.Character.Humanoid
	workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable
	workspace.CurrentCamera.CFrame = workspace.IntroCamera2.CFrame
	IntroGui.SettingsFrame:TweenPosition(settingsFramePos, "InOut", "Sine", 0.5)
end)
IntroGui.ButtonFrame.ChangelogButton.MouseButton1Click:Connect(function() --[[ CHANGELOGS ]]--
	IntroGui.ButtonFrame:TweenPosition(UDim2.new(0, 0, -1, -1), "InOut", "Sine", 0.5)
	wait(0.5)
	IntroGui.ChangelogFrame:TweenPosition(settingsFramePos, "InOut", "Sine", 0.5)
	workspace.CurrentCamera.CameraSubject = player.Character.Humanoid
	workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable
	workspace.CurrentCamera.CFrame = workspace.IntroCamera3.CFrame
end)
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --

vars.Wandering.Changed:connect(function(b)
	if vars.Wandering.Value and not vars.Attacking.Value and not vars.Chasing.Value then
		if sdb then 
			removeSound()
		else
			playSound(sr[4])
		end
	end
end)

vars.Attacking.Changed:connect(function(b)
	if vars.Attacking.Value then
		removeSound()
		playSound(sr[1])
	end
end)

vars.Chasing.Changed:connect(function(b)
	if vars.Chasing.Value and not vars.Wandering.Value and not vars.Attacking.Value then
		if sdb then 
			removeSound()
		else
			playSound(sr[2])
		end
	end
end)
-- create a sound
local sound = workspace.World.MusicPlayer.GUIPart:WaitForChild("Sound")
--[=[
	Subscribes immediately, fireCallback may return a maid (or a task a maid can handle)
	to clean up

	@param fireCallback function?
	@param failCallback function?
	@param completeCallback function?
	@return MaidTask
]=]
function Observable:Subscribe(fireCallback, failCallback, completeCallback)
	local sub = Subscription.new(fireCallback, failCallback, completeCallback)
	local cleanup = self._onSubscribe(sub)

	if cleanup then
		sub:_giveCleanup(cleanup)
	end

	return sub
end

return Observable
-- Trace which interactions trigger each commit.
exports.enableSchedulerTracing = _G.__PROFILE__
--[[
-- {PoisonApple, PoisonCake, PoisonPorkChop}
local BaseIdUrl = 'http://www.roblox.com/asset/?id='
local IconIds = {'87862872', '87863072', '87871704'}
local MeshIds = {'87862943', '87863104', '87863169'}
local TextureIds = {'87862921', '87863090', '87863148'}
local HandleSizes = {Vector3.new(1.2, 1.2, 1.2), Vector3.new(1.08, 1.11, 1.14), Vector3.new(0.45, 1.82, 1.33)}
--]]

local MyModel = nil
local MyPlayer = nil

uses = 0

local function OnEquipped()
	MyModel = Tool.Parent
	MyPlayer = PlayersService:GetPlayerFromCharacter(MyModel)
end

local function OnActivated()
	if not MyModel or not MyModel:FindFirstChild('Humanoid') or not Tool.Enabled then return end
	Tool.Enabled = false
	
	uses = uses + 1

	ThrowSound:Play()

	local handleClone = ToolHandle:Clone()
	DebrisService:AddItem(handleClone, 30)
	--handleClone.Velocity = (MyModel.Humanoid.TargetPoint - ToolHandle.CFrame.p).unit * THROW_SPEED
	handleClone.Name = 'Food'
	handleClone.Parent = Workspace
	handleClone.Transparency = 0
	handleClone.CanCollide = true
	Instance.new('BodyGyro', handleClone) -- Keeps it upright
	local selfDestructScript = handleClone:FindFirstChild('SelfDestruct')
	if selfDestructScript and selfDestructScript:FindFirstChild('TimeToLive') then
		selfDestructScript.TimeToLive.Value = TIME_TO_LIVE
		selfDestructScript.Disabled = false
	end
	local foodScript = handleClone:FindFirstChild('PoisonedFood')
	if foodScript then
		local creator = Instance.new('ObjectValue', foodScript)
		creator.Name = 'Creator'
		creator.Value = MyPlayer
		foodScript.Disabled = false
	end
	handleClone.CFrame = Tool.Parent:FindFirstChild("HumanoidRootPart").CFrame
	
	if uses >= 3 then
		Tool:Destroy()
	end

	--[[ Load new item (while we wait)
	local index = math.random(3)
	ToolHandle.Mesh.MeshId = BaseIdUrl .. MeshIds[index]
	ToolHandle.Mesh.TextureId = BaseIdUrl .. TextureIds[index]
	ToolHandle.Size = HandleSizes[index] -- This breaks the weld
	MyWeld.Parent = Game.JointsService -- Fix the weld
	Tool.TextureId = BaseIdUrl .. IconIds[index] -- Change the tool icon
	--]]

	wait(COOLDOWN)

	Tool.Enabled = true
	
end

local function OnUnequipped()
	ToolHandle.Transparency = 0
end

Tool.Equipped:connect(OnEquipped)
Tool.Activated:connect(OnActivated)
Tool.Unequipped:connect(OnUnequipped)
--// # key, Wail
mouse.KeyDown:connect(function(key)
	if key=="f" then 
		if veh.Lightbar.middle.Wail.IsPlaying == true then
		veh.Lightbar.middle.Wail:Stop()
		veh.Lightbar.middle.Yelp:Stop()
		veh.Lightbar.middle.Priority:Stop()
		script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		else
		veh.Lightbar.middle.Wail:Play()
		veh.Lightbar.middle.Yelp:Stop()
		veh.Lightbar.middle.Priority:Stop()
		script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(215, 135, 110)
		script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		end
	end
end)
--[=[
	Ensures the computed version of a value is limited by lifetime instead
	of multiple. Used in conjunction with [Blend.Children] and [Blend.Computed].

	:::warning
	In general, cosntructing new instances like this is a bad idea, so it's recommended against it.
	:::

	```lua
	Blend.New "ScreenGui" {
		Parent = game.Players.LocalPlayer.PlayerGui;
		[Blend.Children] = {
			Blend.Single(Blend.Computed(percentVisible, function()
				-- you generally would not want to do this anyway because this reconstructs a new frame
				-- every frame.

				Blend.New "Frame" {
					Size = UDim2.new(1, 0, 1, 0);
					BackgroundTransparency = 0.5;
				};
			end)
		};
	};
	```

	@function Single
	@param Observable<Instance | Brio<Instance>>
	@return Observable<Brio<Instance>>
	@within Blend
]=]
function Blend.Single(observable)
	return Observable.new(function(sub)
		local maid = Maid.new()

		maid:GiveTask(observable:Subscribe(function(result)
			if Brio.isBrio(result) then
				local copy = BrioUtils.clone(result)
				maid._current = copy
				sub:Fire(copy)
				return copy
			end

			local current = Brio.new(result)
			maid._current = current
			sub:Fire(current)

			return current
		end))

		return maid
	end)
end
-----------------------------------
elseif script.Parent.Parent.Parent.TrafficControl.Value == "=" then

		script.Parent.Parent.Off.Spotlight2.Transparency = 1
script.Parent.Parent.Off.Spotlight3.Transparency = 1
script.Parent.Parent.Off.Part.Transparency = 1
script.Parent.Parent.Off.Union.Transparency = 1
script.Parent.Parent.Off.a1.Transparency = 1

script.Parent.Parent.Front.Spotlight2.Transparency = 0.3
script.Parent.Parent.Front.Spotlight2.Point.Enabled = true
script.Parent.Parent.Front.Spotlight2.Lighto.Enabled = true
script.Parent.Parent.Front.Part.Transparency = 0
script.Parent.Parent.Front.Union.Transparency = 0
script.Parent.Parent.Front.a1.Transparency = 0


script.Parent.Parent.Left.Spotlight2.Transparency = 1
script.Parent.Parent.Left.Spotlight2.Point.Enabled = false
script.Parent.Parent.Left.Spotlight2.Lighto.Enabled = false
script.Parent.Parent.Left.Part.Transparency = 1
script.Parent.Parent.Left.Union.Transparency = 1
script.Parent.Parent.Left.a1.Transparency = 1

script.Parent.Parent.Right.Spotlight2.Transparency = 1
script.Parent.Parent.Right.Spotlight2.Point.Enabled = false
script.Parent.Parent.Right.Spotlight2.Lighto.Enabled = false
script.Parent.Parent.Right.Part.Transparency = 1
script.Parent.Parent.Right.Union.Transparency = 1
script.Parent.Parent.Right.a1.Transparency = 1
-- << LOCAL FUNCTIONS >>
local function displayHomeArrowIcons(status)
	for a,b in pairs(mainFrame.Pages.Home:GetChildren()) do
		if b:FindFirstChild("Arrow") then
			b.Arrow.Visible = status
		end
	end
end

local function updateDragBar()
	if currentPage.Name == "Home" then
		local forceUpperFrom = main.hdAdminCoreName:find(" ")
		mainFrame.DragBar.Title.Text = main.hdAdminCoreName:sub(1, forceUpperFrom-1).. (main.hdAdminCoreName:sub(forceUpperFrom)):upper()
		mainFrame.DragBar.Back.Visible = false
		mainFrame.DragBar.Title.Position = UDim2.new(0.04, 0, 0.15, 0)
		displayHomeArrowIcons(true)
	else
		mainFrame.DragBar.Title.Text = string.upper(currentPage.Name)
		mainFrame.DragBar.Back.Visible = true
		mainFrame.DragBar.Title.Position = UDim2.new(0.15, 0, 0.15, 0)
		displayHomeArrowIcons(false)
	end
end

local function tweenPages(tweenOutPosition, tweenInPage, instantTween)
	local tweenTime
	if instantTween then
		tweenTime = 0
	else
		tweenTime = 0.3
	end
	local tweenInfoSlide = TweenInfo.new(tweenTime, Enum.EasingStyle.Quad)
	local oldPage = currentPage
	local tweenOut =  main.tweenService:Create(currentPage, tweenInfoSlide, {Position = tweenOutPosition})
	local tweenIn = main.tweenService:Create(tweenInPage, tweenInfoSlide, {Position = UDim2.new(0, 0, 0, 0)})
	if tweenInPage.Name == "Home" then
		tweenInPage.Position = UDim2.new(-1,0,0,0)
	else
		tweenInPage.Position = UDim2.new(1,0,0,0)
		if tweenInPage.Name == "Admin" then
			spawn(function() main:GetModule("PageAdmin"):UpdatePages() end)
		end
	end
	tweenInPage.Visible = true
	tweenOut:Play()
	tweenIn:Play()
	currentPage = tweenInPage
	updateDragBar()
	tweenIn.Completed:Wait()
	oldPage.Visible = false
end
-- Decompiled with the Synapse X Luau decompiler.

local l__TweenService__1 = game:GetService("TweenService");
local l__Modules__2 = game:GetService("ReplicatedStorage"):WaitForChild("Modules");
local v3 = require(l__Modules__2.Raycast);
local l__Ignored__4 = workspace:WaitForChild("Ignored");
local v5 = {};
local u1 = require(l__Modules__2.PseudoDebris);
function v5.RunStompFx(p1, p2, p3, p4)
	local v6 = Instance.new("Attachment", workspace.Terrain);
	v6.WorldPosition = p2.Position;
	u1:AddItem(v6, 12.5, false);
	for v7, v8 in pairs(script.FX:GetDescendants()) do
		if v8:IsA("ParticleEmitter") then
			local v9 = v8:Clone();
			v9.Parent = v6;
			v9:Emit(v9:GetAttribute("EmitCount"));
		end;
	end;
	return nil;
end;
return v5;
--[=[
	Flat map equivalent for brios. The resulting observables will
	be disconnected at the end of the brio.

	Like [RxBrioUtils.flatMap], but emitted values are wrapped in brios.
	The lifetime of this brio is limited by the lifetime of the
	input brios, which are unwrapped and repackaged.

	@since 3.6.0
	@param project (value: TBrio) -> TProject | Brio<TProject>
	@return (source: Observable<Brio<TBrio>> -> Observable<Brio<TResult>>)
]=]
function RxBrioUtils.flatMapBrio(project)
	return Rx.flatMap(RxBrioUtils.mapBrioBrio(project))
end
--[[

	LOWGames Studios
	Date: 27 October 2022
	by Elder
	
]]--

local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
function CompareTable(p1, p2, p3)
	local v1 = type(p1);
	local v2 = type(p2);
	if v1 ~= v2 then
		return false;
	end;
	if v1 ~= "table" then
		if v2 ~= "table" then
			return p1 == p2;
		end;
	end;
	local v3 = getmetatable(p1);
	if not p3 then
		if v3 then
			if v3.__eq then
				return p1 == p2;
			end;
		end;
	end;
	local v4, v5, v6 = pairs(p1);
	for v7, v8 in pairs(p1) do
		local v9 = p2[v7];
		if v9 ~= nil then

		else
			return false;
		end;
		if not CompareTable(v8, v9) then
			return false;
		end;
	end
	for v13, v14 in pairs(p2) do 
		local v15 = p1[v13];
		if v15 ~= nil then

		else
			return false;
		end;
		if not CompareTable(v15, v14) then
			return false;
		end;
	end
	return true;
end;
return CompareTable;
--[[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 ]]		3.53		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.04		,
		--[[ 3 ]]		1.38		,
		--[[ 4 ]]		1.03		,
		--[[ 5 ]]		0.81		,
		--[[ 6 ]]		0.64		,
		--[[ 7 ]]		0.53		,
		--[[ 8 ]]		0.47		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-----------------
--| Variables |--
-----------------

local Tool = script.Parent

local FireAndReloadAnimation = WaitForChild(script, 'FireAndReload')

local FireAndReloadTrack = nil
--------------| MODIFY COMMANDS |--------------
SetCommandRankByName = {
	--["jump"] = "VIP";
};	
SetCommandRankByTag = {
	--["abusive"] = "Admin";
};


};
-- Ganondude
-- For those players fond of adding many anti-lag scripts, this script is sure to help.

wait(1)

local parts = game.Workspace:GetChildren()
for i = 1,#parts do
	local name = string.lower(parts[i].Name)
	if (string.find(name,"lag") ~= nil) and ((string.find(name,"anti") ~= nil) or (string.find(name,"no") ~= nil) or (string.find(name,"remover") ~= nil) or (string.find(name,"killer") ~= nil)) and (parts[i] ~= script) then
		parts[i]:remove()
	end
end

wait()
script:remove()
--None of this is mine...

Tool = script.Parent;
local arms = nil
local torso = nil
local welds = {}

script.act.OnServerEvent:Connect(function()
wait(0.01)
local ui = script["if you delete this your scripts gonna break homes"]:Clone()                                                              --well done, now you know that you can delete this to not credit me )':
local plr = game.Players:GetPlayerFromCharacter(Tool.Parent)
ui.Parent = plr.PlayerGui
arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")}
torso = Tool.Parent:FindFirstChild("Torso")
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = nil
sh[2].Part1 = nil
local weld1 = Instance.new("Weld")
weld1.Part0 = torso
weld1.Parent = torso
weld1.Part1 = arms[1]
weld1.C1 = CFrame.new(-.1, 1.25, .6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(10), math.rad(-90)) ---The first set of numbers changes where the arms move to the second set changes their angles
welds[1] = weld1
weld1.Name = "weld1"
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) --- Same as top
welds[2] = weld2
weld2.Name = "weld2"
end
else
print("sh")
end
else
print("arms")
end
end)
arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")}
torso = Tool.Parent:FindFirstChild("Torso")
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = nil
sh[2].Part1 = nil
local weld1 = Instance.new("Weld")
weld1.Part0 = torso
weld1.Parent = torso
weld1.Part1 = arms[1]
weld1.C1 = CFrame.new(-.1, 1.25, .6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(10), math.rad(-90)) ---The first set of numbers changes where the arms move to the second set changes their angles
welds[1] = weld1
weld1.Name = "weld1"
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) --- Same as top
welds[2] = weld2
weld2.Name = "weld2"
end
else
print("sh")
end
else
print("arms")
end;
script.dct.OnServerEvent:Connect(function()
	local ui = script.Parent.Parent.Parent.PlayerGui["if you delete this your scripts gonna break homes"]
ui:Destroy()
if arms ~= nil and torso ~= nil then
local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")}
if sh ~= nil then
local yes = true
if yes then
yes = false
sh[1].Part1 = arms[1]
sh[2].Part1 = arms[2]
welds[1].Parent = nil
welds[2].Parent = nil
end
else
print("sh")
end
else
print("arms")
end
end)
--Finds the model the current part is in which is closest to workspace
--Returns the part is the part is in Workspace
--Returns nil if the object is already in the roomModel we are constructing
local function closestParentToWorkspace(object, roomModel)
	if object.Parent == roomModel then
		return nil
	end
	if object.Parent == game.Workspace then
		return object
	else
		return closestParentToWorkspace(object.Parent, roomModel)
	end
end