Roblox/luau_corpus huggingface dataset:
--Leave this
Heat = 0

if not FE then
	radiator.Oil.Enabled = false
	radiator.Antifreeze.Enabled = false
	radiator.Liquid.Volume = 0
	radiator.Fan:Play()
	radiator.Fan.Pitch = 1+FanSpeed
	radiator.Steam:Play()
	radiator.Liquid:Play()
	car.DriveSeat.Blown.Value = false
	while wait(.2) do
		if Heat > FanTemp and Fan == true then
			FanCool = -FanSpeed
			radiator.Fan.Volume = FanVolume
		else
			FanCool = 0
			radiator.Fan.Volume = 0
		end
	
		
		Load = ((script.Parent.Values.Throttle.Value*script.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency
		Heat = math.max(RunningTemp,(Heat+Load)+FanCool)
		
		if Heat >= BlowupTemp then
			Heat = BlowupTemp
			radiator.Break:Play()
			radiator.Liquid.Volume = .5
			radiator.Oil.Enabled = true
			radiator.Antifreeze.Enabled = true
			script.Parent.IsOn.Value = false
			car.DriveSeat.Blown.Value = true
		elseif Heat >= BlowupTemp-10 then
			radiator.Smoke.Transparency = NumberSequence.new((BlowupTemp-Heat)/10,1)
			radiator.Smoke.Enabled = true
			radiator.Steam.Volume = math.abs(((BlowupTemp-Heat)-10)/10)
		else
			radiator.Smoke.Enabled = false
			radiator.Steam.Volume = 0
		end
		
		car.DriveSeat.Celsius.Value = Heat
	end
else

	handler:FireServer("Initialize",FanSpeed)
	while wait(.2) do
		
		if Heat > FanTemp and Fan == true then
			FanCool = -FanSpeed
			handler:FireServer("FanVolume",FanVolume)
		else
			FanCool = 0
			handler:FireServer("FanVolume",0)
		end
		
		Load = ((script.Parent.Values.Throttle.Value*script.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency
		Heat = math.max(RunningTemp,(Heat+Load)+FanCool)
		
		if Heat >= BlowupTemp then
			Heat = BlowupTemp
			handler:FireServer("Blown")
			script.Parent.IsOn.Value = false
			car.DriveSeat.Blown.Value = true
		elseif Heat >= BlowupTemp-10 then
			handler:FireServer("Smoke",true,BlowupTemp,Heat)
		else
			handler:FireServer("Smoke",false,BlowupTemp,Heat)
		end
		
		car.DriveSeat.Celsius.Value = Heat
	end
end
--//Settings
BlurAmount = 10 -- Change this to increase or decrease the blur size
-- Set local variables
local player = players.LocalPlayer
local character = player.Character or player.CharacterAdded:wait()
local humanoid = character.Humanoid
local isrunning = script.Parent.Parent:WaitForChild("IsRunning")

local oldWalkSpeed
-- Light Change Script --
while true do
	R.Material = Enum.Material.Metal
	G.Material = Enum.Material.Neon
	wait(10)
	G.Material = Enum.Material.Metal
	O.Material = Enum.Material.Neon
	wait(2)
	O.Material = Enum.Material.Metal
	R.Material = Enum.Material.Neon
	wait(15)
end
-- скрипт самоуничтоженире с количеством секунд в имени

me = script.Parent
timer = tonumber( script.Name )
--[[*
 * Used by act() to track whether you're inside an act() scope.
 ]]

local IsSomeRendererActing = {
	current = false,
}
return IsSomeRendererActing
--[=[
  @function differenceSymmetric
  @within Array

  @param array Array<V> -- The array to compare.
  @param ... ...Array<V> -- The arrays to compare against.
  @return Array<V> -- The symmetric difference between the arrays.

  Returns an array of values that are in the first array, but not in the other arrays, and vice versa.

  ```lua
  local array1 = { "hello", "world" }
  local array2 = { "cat", "dog", "hello" }

  local difference = DifferenceSymmetric(array1, array2) -- { "world", "cat", "dog" }
  ```
]=]
local function differenceSymmetric<V>(array: T.Array<V>, ...: T.Array<V>): T.Array<V>
	local arraySet = toSet(array)
	local otherSets = {}

	for _, nextArray in { ... } do
		if typeof(nextArray) ~= "table" then
			continue
		end

		table.insert(otherSets, toSet(nextArray))
	end

	local differenceSet = setDifferenceSymmetric(arraySet, unpack(otherSets))

	return toArray(differenceSet)
end

return differenceSymmetric
---SG Is  Here---
---Please Dont Change Anything Can Dont Work If You Change--

local player = game.Players.LocalPlayer
local stats = player:WaitForChild("leaderstats")
local coins = stats:WaitForChild("Rebirths")
local text = script.Parent

text.Text = "Rebirths: "..coins.Value
coins:GetPropertyChangedSignal("Value"):Connect(function()
	text.Text = "Rebirths: "..coins.Value
end)
-- MISCELLANEOUS

settings.AntiIllegalAttributes = true
settings.AntiStateChange = true
-- Make signal strict
setmetatable(Signal, {
	__index = function(tb, key)
		error(("Attempt to get Signal::%s (not a valid member)"):format(tostring(key)), 2)
	end,
	__newindex = function(tb, key, value)
		error(("Attempt to set Signal::%s (not a valid member)"):format(tostring(key)), 2)
	end
})


return Signal
--[ Pre-Funcs ]:

local Ang = CFrame.Angles;	--[ Storing these as variables so I dont have to type them out. ]
local aSin = math.asin;
local aTan = math.atan;
-- SOULDRAGON'S INSANAQUARIUM FOUNTAIN LIKE MOVEMENT SCRIPT
function rv()
	return 5*math.random()-2.5;
end
while true do
script.Parent.Velocity = Vector3.new(rv(),0,rv())
wait(3)
end
-- TEAM COLORS


function onTeamChanged(player)

	wait(1)

	local char = player.Character
	if char == nil then return end

	if player.Neutral then 
		-- Replacing the current BodyColor object will force a reset
		local old = char:findFirstChild("Body Colors")
		if not old then return end
		old:clone().Parent = char
		old.Parent = nil
	else
		local head = char:findFirstChild("Head")
		local torso = char:findFirstChild("Torso") 
		local left_arm = char:findFirstChild("Left Arm") 
		local right_arm = char:findFirstChild("Right Arm") 
		local left_leg = char:findFirstChild("Left Leg") 
		local right_leg = char:findFirstChild("Right Leg") 

		if head then head.BrickColor = BrickColor.new(24) end
		if torso then torso.BrickColor = player.TeamColor end
		if left_arm then left_arm.BrickColor = BrickColor.new(26) end
		if right_arm then right_arm.BrickColor = BrickColor.new(26) end
		if left_leg then left_leg.BrickColor = BrickColor.new(26) end
		if right_leg then right_leg.BrickColor = BrickColor.new(26) end
	end
end

function onPlayerPropChanged(property, player)
	if property == "Character" then
		onTeamChanged(player)
	end
	if property== "TeamColor" or property == "Neutral" then
		onTeamChanged(player)
	end
end


local cPlayer = game.Players:GetPlayerFromCharacter(script.Parent)
cPlayer.Changed:connect(function(property) onPlayerPropChanged(property, cPlayer) end )
onTeamChanged(cPlayer)
--[[Run]]

	local ver=require(car["A-Chassis Tune"].README)
	
	--Runtime Loop
	while wait() do
		--Steering
		Steering()
		
		--Powertrain
		Engine()
		
		--Flip
		if _Tune.AutoFlip then Flip() end
		
		--Update External Values
		_IsOn = script.Parent.IsOn.Value
		_InControls = script.Parent.ControlsOpen.Value
		script.Parent.Values.Gear.Value = _CGear
		script.Parent.Values.RPM.Value = _RPM
		script.Parent.Values.Horsepower.Value = _HP
		script.Parent.Values.Torque.Value = _HP * 5250 / _RPM
		script.Parent.Values.TransmissionMode.Value = _TMode
		script.Parent.Values.Throttle.Value = _GThrot
		script.Parent.Values.Brake.Value = _GBrake
		script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))
		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.ABS.Value = _ABS
		script.Parent.Values.ABSActive.Value = _ABSActive
		script.Parent.Values.MouseSteerOn.Value = _MSteer
		script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity
		
	end
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(1013)

game.Workspace.doorleft.l12.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(1023)

game.Workspace.doorleft.l13.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(106)

game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
-- COLOR SETTINGS
--[[
	COLOR PRESETS:
		
	Headlights
		- OEM White
		- Xenon
		- Pure White
		- Brilliant Blue
		- Light Green
		- Golden Yellow
		- Bubu's Purple
		- Yellow
	Indicators
		- Light Orange
		- Dark Orange
		- Yellow
		- Red
		
	For custom color use Color3.fromRGB(R, G, B). You can get your RGB code from the "Color" property.
]]--

local Low_Beam_Color = "OEM White"

local High_Beam_Color = "OEM White"

local Running_Light_Color = "OEM White"

local Front_Indicator_Color = "Dark Orange"

local Rear_Indicator_Color = "Dark Orange"

local Fog_Light_Color = "OEM White"

local Plate_Light_Color = "OEM White"
--[[ Modules ]]--
local CurrentControlModule = nil
local ClickToMoveTouchControls = nil
local ControlModules = {}

local MasterControl = require(script:WaitForChild('MasterControl'))

if IsTouchDevice then
	ControlModules.Thumbstick = require(script.MasterControl:WaitForChild('Thumbstick'))
	ControlModules.Thumbpad = require(script.MasterControl:WaitForChild('Thumbpad'))
	ControlModules.DPad = require(script.MasterControl:WaitForChild('DPad'))
	ControlModules.Default = ControlModules.Thumbstick
	TouchJumpModule = require(script.MasterControl:WaitForChild('TouchJump'))
	BindableEvent_OnFailStateChanged = script.Parent:WaitForChild('OnClickToMoveFailStateChange')
else
	ControlModules.Keyboard = require(script.MasterControl:WaitForChild('KeyboardMovement'))
end
ControlModules.Gamepad = require(script.MasterControl:WaitForChild('Gamepad'))
--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.Name = "weld1"
weld1.Part0 = torso
weld1.Parent = torso
weld1.Part1 = arms[1]
weld1.C1 = CFrame.new(1.2, 0, 0.) * CFrame.fromEulerAnglesXYZ(math.rad(-10), math.rad(-6), 0)
welds[1] = weld1
local weld2 = Instance.new("Weld")
weld2.Name = "weld2"
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-1.2, 1, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), -.4)
welds[2] = 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(1.2, 0, 0.) * CFrame.fromEulerAnglesXYZ(math.rad(-10), math.rad(-6), 0)
welds[1] = weld1
local weld2 = Instance.new("Weld")
weld2.Name = "weld2"
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-1.2, 1, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), -.4)
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)
--[[
	Loop that flashes the alert lights for rooms that are not pressurized.
]]
function RoomManager._flashAlerts()
	coroutine.wrap(
		function()
			local onColor = Color3.fromRGB(255, 0, 0)
			local offColor = Color3.fromRGB(0, 0, 0)
			while true do
				local allAlerts = {}

				for _, room in pairs(RoomManager.getRooms()) do
					if not room:isPressurized() then
						local alerts = room:getModel().AlertLights:GetChildren()
						for _, alert in pairs(alerts) do
							table.insert(allAlerts, alert)
						end
					end
				end

				for _, alert in pairs(allAlerts) do
					local lamp = alert:FindFirstChild("Lamp")
					local light = lamp:FindFirstChild("Bulb"):FindFirstChild("Light")

					light.Enabled = true
					lamp.Part.Color = onColor
				end

				wait(1)

				for _, alert in pairs(allAlerts) do
					local lamp = alert:FindFirstChild("Lamp")
					local light = lamp:FindFirstChild("Bulb"):FindFirstChild("Light")

					light.Enabled = false
					lamp.Part.Color = offColor
				end

				wait(1)
			end
		end
	)()
end

function RoomManager.resetRooms()
	for _, room in pairs(rooms:getAll()) do
		room:reset()
	end
end
-- Create variables
pet = script.Parent
Model = pet.Parent.Model
master = nil
--| Players, Character
local Players = game:GetService("Players").LocalPlayer
local Characters = Players.Character or Players.CharacterAdded:Wait()
--[[Brakes]]
	Tune.ABSEnabled		= true		-- Implements ABS
	Tune.ABSThreshold	= 20		-- Slip speed allowed before ABS starts working (in SPS) 

	Tune.FBrakeForce	= 30000		-- Front brake force
	Tune.RBrakeForce	= 20000	-- Rear brake force
	Tune.PBrakeForce	= 100000	-- Handbrake force
	
	Tune.FLgcyBForce	= 25000		-- Front brake force [PGS OFF]
	Tune.RLgcyBForce	= 20000		-- Rear brake force [PGS OFF]
	Tune.LgcyPBForce	= 35000		-- Handbrake force [PGS OFF]
-- ================================================================================
-- VARIABLES
-- ================================================================================
local Sounds = script.Parent.Parent.Parent:WaitForChild("Sounds")
local MotorSound = Sounds.MotorRunSound
local pitchFx = MotorSound.PitchFx
local StartSound = Sounds.StartSound

local v3 = Vector3.new
local cf = CFrame.new
local atan2 = math.atan2
local acos = math.acos
local asin = math.asin
local sin = math.sin
local cos = math.cos
local pi = math.pi
local abs = math.abs
local Dot = v3().Dot
local Cross = v3().Cross
local EulerXYZ = CFrame.Angles
local GetChildren = game.GetChildren

local v3null = v3()

local propMaxAngle = pi*128
local rad = math.pi/180

local minThrottle = 0
local EngineRate
--[[
	Takes a list and returns a table whose
	keys are elements of the list and whose
	values are all true
]]
local function membershipTable(list)
	local result = {}
	for i = 1, #list do
		result[list[i]] = true
	end
	return result
end
--// Firemode Shot Customization
	BurstNum = 3; -- How many bullets per burst
	ShotNum = 10; -- How many bullets per shot
-- Compatibility methods for TopbarPlus
ScriptConnection.destroy = ScriptConnection.Disconnect
ScriptConnection.Destroy = ScriptConnection.Disconnect
ScriptConnection.disconnect = ScriptConnection.Disconnect
ScriptSignal.destroy = ScriptSignal.Destroy
ScriptSignal.Disconnect = ScriptSignal.Destroy
ScriptSignal.disconnect = ScriptSignal.Destroy

ScriptSignal.connect = ScriptSignal.Connect
ScriptSignal.wait = ScriptSignal.Wait
ScriptSignal.fire = ScriptSignal.Fire

return ScriptSignal
-- Libraries
local RbxUtility = LoadLibrary 'RbxUtility';

History = {

	-- Record stack
	Stack = {},

	-- Current position in record stack
	Index = 0,

	-- History change event
	Changed = RbxUtility.CreateSignal()

};

function History.Undo()
	-- Unapplies the previous record in stack

	-- Stay within boundaries
	if History.Index - 1 < 0 then
		return;
	end;

	-- Get the history record, unapply it
	local Record = History.Stack[History.Index];
	Record:Unapply();

	-- Update the index
	History.Index = History.Index - 1;

	-- Fire the Changed event
	History.Changed:fire();

end;

function History.Redo()
	-- Applies the next record in stack

	-- Stay within boundaries
	if History.Index + 1 > #History.Stack then
		return;
	end;

	-- Update the index
	History.Index = History.Index + 1;

	-- Get the history record and apply it
	local Record = History.Stack[History.Index];
	Record:Apply();

	-- Fire the Changed event
	History.Changed:fire();

end;

function History.Add(Record)
	-- Adds new history record to stack

	-- Update the index
	History.Index = History.Index + 1;

	-- Register the new history record
	History.Stack[History.Index] = Record;

	-- Clear history ahead
	for Index = History.Index + 1, #History.Stack do
		History.Stack[Index] = nil;
	end;

	-- Fire the Changed event
	History.Changed:fire();

end;

return History;
--[[local function attack(target)
	local distance = (TeddyAI.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
	if distance > 90 then
		humanoid:MoveTo(target.HumanoidRootPart.Position)
	else
		--stop movement
		--TeddyAI.Humanoid.WalkSpeed = 0
		--target.Humanoid.WalkSpeed = 0
		-- play sound
		--TeddyAI.Head.AttackSound:Play()
		--fire event
		local events = game.ReplicatedStorage:WaitForChild("Events")
		local player = game.Players:GetPlayerFromCharacter(target)
		events:WaitForChild("playerDeath"):FireClient(player, TeddyAI)
		-- play the animation
		local attackAnim = humanoid:LoadAnimation(script.AttackAnim)
		attackAnim:Play()
		attackAnim.Stopped:Wait()
		-- kill the player
		target.Humanoid.Health = 0
		--restart movement
		TeddyAI.Humanoid.WalkSpeed = script.Parent.Humanoid.WalkSpeed
	end
end]]

local function displayPath(waypoints)
	local color = BrickColor.Random()
	for index, waypoint in pairs(waypoints) do
		local part = Instance.new("Part")
		part.BrickColor = color
		part.Anchored = true
		part.CanCollide = false
		part.Size = Vector3.new(1,1,1)
		part.Position = waypoint.Position
		part.Parent = workspace
		local Debris = game:GetService("Debris")
		Debris:AddItem(part, 6)
	end
end

local function walkTo(destination)

	local path = getPath(destination)

	if path.Status == Enum.PathStatus.Success then
		for index, waypoint in pairs(path:GetWaypoints()) do
			local target = findTarget()
			if target and target.Humanoid.Health > 0 then
				attack(target)
				break
			else
				humanoid:MoveTo(waypoint.Position)
				humanoid.MoveToFinished:Wait()
			end
		end
	else
		humanoid:MoveTo(destination.Position - (TeddyAI.HumanoidRootPart.CFrame.LookVector * 10))
	end
end

function patrol()
	local waypoints = TeddyAI.Parent.TeddyWaypoints:GetChildren()
	local randomNum = math.random(1, #waypoints)
	walkTo(waypoints[randomNum])
end

while true do
	patrol()
end
-- Gradually regenerates the Pillarman's Health over time.

local REGEN_RATE = 1/50-- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 0.5 -- Wait this long between each regeneration step.
-- Event that inserts player into the racing module's activePlayers list 
local Events = ReplicatedStorage:FindFirstChild("Events")
local RemoveActivePlayer = Events:FindFirstChild("RemoveActivePlayer")
-- EVENTS --
local ResizeEvent = ParentContainer.Attribs.ResizeEvent

local RowCt = 5
local CellSize = 0.25
local Padding = 6
local ContainerPadding_Bottom = 32

function getNewCellSize()
	 CellSize = (Container.AbsoluteSize.X / RowCt) - Padding
end

function updateLayout()
	--[[
	if #Container.Cells:GetChildren() < 1 then
		Container.Parent.HeaderFrame.Visible = false
	else
		Container.Parent.HeaderFrame.Visible = true
	end
	]]
	getNewCellSize()

	local cells = Container.Cells:GetChildren()
	
	for i, cell in pairs(cells) do
		local index = i - 1
		local posX = ((index % RowCt) * (CellSize + Padding)) + (Padding / 2)
		local posY = (math.floor(index / RowCt) * (CellSize + Padding)) + (Padding / 2)

		cell.Size = UDim2.fromOffset(CellSize, CellSize)
		cell.Position = UDim2.fromOffset(posX, posY)
	end

	local rows = math.ceil((#cells / RowCt))

	local newSize = UDim2.new(1, -24, 0, (rows * CellSize + Padding) + ContainerPadding_Bottom)
	Container.Size = newSize

	ResizeEvent:Fire(ParentContainer.Name)
end


Container.Cells.ChildAdded:Connect(updateLayout)
Container.Cells.ChildRemoved:Connect(updateLayout)
Container:GetPropertyChangedSignal("AbsoluteSize"):Connect(updateLayout)
------

UIS.InputBegan:connect(function(i,GP) 
if not GP then 
	
if i.KeyCode == Enum.KeyCode.L then REvent:FireServer("L",true) end
if i.KeyCode == Enum.KeyCode.H then REvent:FireServer("H",true) end
if i.KeyCode == Enum.KeyCode.J then REvent:FireServer("J",true)	end

end
end)

UIS.InputEnded:connect(function(i,GP)
if not GP then 
	
if i.KeyCode == Enum.KeyCode.H then REvent:FireServer("H",false) end

end
end)
--// All global vars will be wiped/replaced except script

return function(data)
	local playergui = service.PlayerGui
	local localplayer = service.Player
	local toggle = script.Parent.Parent.Toggle
	
	if client.Core.Get("Chat") then
		toggle.Position = UDim2.new(1, -(45+40),1, -45)
	end
	
	toggle.MouseButton1Down:Connect(function()
		local found = client.Core.Get("UserPanel",nil,true)
		if found then
			found.Object:Destroy()
		else
			client.Core.Make("UserPanel",{})
		end
	end)
	
	script.Parent.Parent.Parent = playergui
end
-- double rd_dbl_basic(byte f1..8)
-- @f1..8 - The 8 bytes composing a little endian double
local function rd_dbl_basic(f1, f2, f3, f4, f5, f6, f7, f8)
	local sign = (-1) ^ bit.rshift(f8, 7)
	local exp = bit.lshift(bit.band(f8, 0x7F), 4) + bit.rshift(f7, 4)
	local frac = bit.band(f7, 0x0F) * 2 ^ 48
	local normal = 1

	frac = frac + (f6 * 2 ^ 40) + (f5 * 2 ^ 32) + (f4 * 2 ^ 24) + (f3 * 2 ^ 16) + (f2 * 2 ^ 8) + f1 -- help

	if exp == 0 then
		if frac == 0 then
			return sign * 0
		else
			normal = 0
			exp = 1
		end
	elseif exp == 0x7FF then
		if frac == 0 then
			return sign * (1 / 0)
		else
			return sign * (0 / 0)
		end
	end

	return sign * 2 ^ (exp - 1023) * (normal + frac / 2 ^ 52)
end
-- Отображение глобальной статистики с учётом DataStore2 значения 
-- Что больше, то и будет результатом 

local ServerScriptService = game:GetService("ServerScriptService") -- берём ссылку на сервис серверных скриптов
local DataStore2 = require(ServerScriptService.DataStore2) -- если скачали модуль и залили в игру
BASE = game.Workspace.BASE.Value
DataParam="Kill"	-- ключ для баз DataStoreService и DataStore2 
DataStore2.Combine(BASE,DataParam)

local tmp, DonateStore

local sg = script.Parent --Surface GUI
local sample = script:WaitForChild("Sample") --Our Sample frame
local sf = sg:WaitForChild("ScrollingFrame") --The scrolling frame
local ui = sf:WaitForChild("UI") --The UI list layout