Roblox/luau_corpus huggingface dataset:
-- Requires
LoadSceneRemoteEventModule.DefaultLoadScene = require(script.Parent.Parent.Utilities.DefaultLoadScene)
LoadSceneRemoteEventModule.GetSceneByName = require(script.Parent.Parent.Modules.GetSceneByName)
LoadSceneRemoteEventModule.UpdateLightModule = require(script.Parent.UpdateLightingModule)
local enums = require(script.Parent.Parent.enums)
--Rescripted by Luckymaxer

Functions = {}

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

ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Bullet"}

function Functions.IsTeamMate(Player1, Player2)
	return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end

function Functions.Round(Number, Decimal)
	Decimal = (Decimal or 0)
	local Multiplier = (10 ^ Decimal)
	return (math.floor(Number * Multiplier + 0.5) / Multiplier)
end

function Functions.SigNum(Number)
	if Number == 0 then
		return 1
	end
	return (math.abs(Number) / Number)
end

function Functions.TagHumanoid(humanoid, player)
	local Creator_Tag = Instance.new("ObjectValue")
	Creator_Tag.Name = "creator"
	Creator_Tag.Value = player
	Debris:AddItem(Creator_Tag, 2)
	Creator_Tag.Parent = humanoid
end

function Functions.UntagHumanoid(humanoid)
	for i, v in pairs(humanoid:GetChildren()) do
		if v:IsA("ObjectValue") and v.Name == "creator" then
			v:Destroy()
		end
	end
end

function Functions.FindCharacterAncestor(Object)
	if Object and Object ~= game:GetService("Workspace") then
		if Object:FindFirstChild("Humanoid") then
			return Object
		else
			return Functions.FindCharacterAncestor(Object.Parent)
		end
	end
	return nil
end

function Functions.WeldBetween(Part1, Part2)
    local Weld = Instance.new("Weld")
    Weld.Part0 = Part1
    Weld.Part1 = Part2
    Weld.C0 = CFrame.new()
    Weld.C1 = Part2.CFrame:inverse() * Part1.CFrame
    Weld.Parent = Part1
    return Weld
end

function CheckTableForString(Table, String)
	for i, v in pairs(Table) do
		if string.lower(v) == string.lower(String) then
			return true
		end
	end
	return false
end

function CheckIntangible(Hit)
	if Hit and Hit.Parent then
		if Hit.Transparency > 0.8 or CheckTableForString(ProjectileNames, Hit.Name) then
			return true
		end
	end
	return false
end

function Functions.CastRay(StartPos, Vec, Length, Ignore, DelayIfHit)
	local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
	local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)
	if RayHit and CheckIntangible(RayHit) then
		if DelayIfHit then
			wait()
		end
		RayHit, RayPos, RayNormal = Functions.CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
	end
	return RayHit, RayPos, RayNormal
end

return Functions
-- 7 SEGMENT / 30 CHARACTERS

display = {
	{1, 2, 3, 4, 5, 6},    -- 0
	{2, 3},                -- 1
	{1, 2, 4, 5, 7},       -- 2
	{1, 2, 3, 4, 7},       -- 3
	{2, 3, 6, 7},          -- 4
	{1, 3, 4, 6, 7},       -- 5
	{1, 3, 4, 5, 6, 7},    -- 6
	{1, 2, 3},             -- 7
	{1, 2, 3, 4, 5, 6, 7}, -- 8
	{1, 2, 3, 4, 6, 7},    -- 9
	{1, 2, 3, 5, 6, 7},    -- A
	{3, 4, 5, 6, 7},       -- B
	{1, 4, 5, 6},          -- C
	{4, 5, 7},             -- c (Lowercase)
	{2, 3, 4, 5, 7},       -- D
	{1, 4, 5, 6, 7},       -- E
	{1, 2, 4, 5, 6, 7},    -- e (Lowercase)
	{1, 5, 6, 7},          -- F
	{2, 3, 5, 6, 7},       -- H
	{2, 3, 4, 5},          -- J
	{4, 5, 6},             -- L
	{3, 5, 7},             -- n
	{3, 4, 5, 7},          -- o
	{1, 2, 5, 6, 7},       -- P
	{5, 7},                -- r
	{4, 5, 6, 7},          -- t
	{2, 3, 4, 5, 6},       -- U
	{3, 4, 5},             -- u (Lowercase)
	{2, 3, 4, 6, 7},       -- y
	{}                     -- Blank
}

function clear()
	for _,a in pairs(script.Parent:GetChildren()) do if a.ClassName == "Frame" then
		a.Visible = false
	end end
end

script.Parent.Value.Changed:connect(function()
	if script.Parent.Value.Value <= #display and script.Parent.Value.Value > 0 then
		clear()
		for _,b in pairs(display[script.Parent.Value.Value]) do
			script.Parent[tostring(b)].Visible = true
		end
	end
end)
--[[ 
strings-override
Theta Technologies 2021
eFlex Next Generation
It's all at the door...
]]

local doorvalue = script.Parent.Parent.Parent.Outputs.DoorOpen

function MoveDoor(angle)
	local tweenservice = game:GetService("TweenService")
	local tweeninfo = TweenInfo.new(2.5 , Enum.EasingStyle.Sine , Enum.EasingDirection.InOut)
	local tween = tweenservice:Create(script.Parent.Door.Hinge.HingeConstraint , tweeninfo , {TargetAngle = angle})
	tween:Play()
end

doorvalue.Changed:Connect(function(newdoorvalue)
	wait(0.5)
	if script.Parent.Parent.Parent.Outputs.DoorOpen.Value == false then
		MoveDoor(0)
		return
	end
	if newdoorvalue then
		MoveDoor(90)
	else
		MoveDoor(0)
	end
end)
-- Management of which options appear on the Roblox User Settings screen
do
	local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts")

	PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default)
	PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow)
	PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic)

	PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default)
	PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow)
	PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic)
	if FFlagUserCameraToggle then
		PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.CameraToggle)
	end
end


function CameraModule.new()
	local self = setmetatable({},CameraModule)

	-- Current active controller instances
	self.activeCameraController = nil
	self.activeOcclusionModule = nil
	self.activeTransparencyController = nil
	self.activeMouseLockController = nil

	self.currentComputerCameraMovementMode = nil

	-- Connections to events
	self.cameraSubjectChangedConn = nil
	self.cameraTypeChangedConn = nil

	-- Adds CharacterAdded and CharacterRemoving event handlers for all current players
	for _,player in pairs(Players:GetPlayers()) do
		self:OnPlayerAdded(player)
	end

	-- Adds CharacterAdded and CharacterRemoving event handlers for all players who join in the future
	Players.PlayerAdded:Connect(function(player)
		self:OnPlayerAdded(player)
	end)

	self.activeTransparencyController = TransparencyController.new()
	self.activeTransparencyController:Enable(true)
--Weld stuff here

car.DriveSeat.ChildAdded:connect(function(child)
	if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
		child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
	end
end)
--Rescripted by Luckymaxer

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

Players = game:GetService("Players")

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

ClientControl.OnClientInvoke = (function(Mode, Value)
	if Mode == "PlaySound" and Value then
		Value:Play()
	end
end)

function InvokeServer(Mode, Value, arg)
	pcall(function()
		ServerControl:InvokeServer(Mode, Value, arg)
	end)
end

function Equipped(Mouse)
	local Character = Tool.Parent
	local Player = Players:GetPlayerFromCharacter(Character)
	local Humanoid = Character:FindFirstChild("Humanoid")
	if not Player or not Humanoid or Humanoid.Health == 0 then
		return
	end
	Mouse.Button1Down:connect(function()
		InvokeServer("Click", true, Mouse.Hit.p)
	end)
end

local function Unequipped()
	
end

Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
 																																																																																																	--[[ 																																																																																																					]]
--[[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 ]]		3.5		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2		,
		--[[ 3 ]]		1.5		,
		--[[ 4 ]]		1.1		,
		--[[ 5 ]]		0.8		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Input end
userInputService.InputEnded:connect(function(inputObject, gameProcessedEvent)
	if inputObject.KeyCode == Enum.KeyCode.W then
		if movement.Y == 1 then
			movement = Vector2.new(movement.X, 0)
		end
	elseif inputObject.KeyCode == Enum.KeyCode.A then
		if movement.X == -1 then
			movement = Vector2.new(0, movement.Y)
		end
	elseif inputObject.KeyCode == Enum.KeyCode.S then
		if movement.Y == -1 then
			movement = Vector2.new(movement.X, 0)
		end
	elseif inputObject.KeyCode == Enum.KeyCode.D then
		if movement.X == 1 then
			movement = Vector2.new(0, movement.Y)
		end
	end
end)

local force = 0
local damping = 0

local mass = 0

for i, v in pairs(car:GetChildren()) do
	if v:IsA("BasePart") then
		mass = mass + (v:GetMass() * 196.2)
	end
end

force = mass * stats.Suspension.Value
damping = force / stats.Bounce.Value

local bodyVelocity = Instance.new("BodyVelocity", car.Chassis)
bodyVelocity.velocity = Vector3.new(0, 0, 0)
bodyVelocity.maxForce = Vector3.new(0, 0, 0)

local bodyAngularVelocity = Instance.new("BodyAngularVelocity", car.Chassis)
bodyAngularVelocity.angularvelocity = Vector3.new(0, 0, 0)
bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0)

local rotation = 0

local function UpdateThruster(thruster)
	--Make sure we have a bodythrust to move the wheel
	local bodyThrust = thruster:FindFirstChild("BodyThrust")
	if not bodyThrust then
		bodyThrust = Instance.new("BodyThrust", thruster)
	end
	--Do some raycasting to get the height of the wheel
	local hit, position = Raycast.new(thruster.Position, thruster.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * stats.Height.Value)
	local thrusterHeight = (position - thruster.Position).magnitude
	if hit and hit.CanCollide then
		--If we're on the ground, apply some forces to push the wheel up
		bodyThrust.force = Vector3.new(0, ((stats.Height.Value - thrusterHeight)^2) * (force / stats.Height.Value^2), 0)
		local thrusterDamping = thruster.CFrame:toObjectSpace(CFrame.new(thruster.Velocity + thruster.Position)).p * damping
		bodyThrust.force = bodyThrust.force - Vector3.new(0, thrusterDamping.Y, 0)
	else
		bodyThrust.force = Vector3.new(0, 0, 0)
	end
	
	--Wheels
	local wheelWeld = thruster:FindFirstChild("WheelWeld")
	if wheelWeld then
		wheelWeld.C0 = CFrame.new(0, -math.min(thrusterHeight, stats.Height.Value * 0.8) + (wheelWeld.Part1.Size.Y / 2), 0)
		-- Wheel turning
		local offset = car.Chassis.CFrame:inverse() * thruster.CFrame
		local speed = car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity)
		if offset.Z < 0 then
			local direction = 1
			if speed.Z > 0 then
				direction = -1
			end
			wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(0, (car.Chassis.RotVelocity.Y / 2) * direction, 0)
		end
		wheelWeld.C0 = wheelWeld.C0 * CFrame.Angles(rotation, 0, 0)
	end
end
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

function onSwimming(speed)
	if speed > 1.00 then
		local scale = 10.0
		playAnimation("swim", 0.4, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Swimming"
	else
		playAnimation("swimidle", 0.4, Humanoid)
		pose = "Standing"
	end
end

function animateTool()
	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

local lastTick = 0

function stepAnimate(currentTime)
	local amplitude = 1
	local frequency = 1
  	local deltaTime = currentTime - lastTick
  	lastTick = currentTime

	local climbFudge = 0
	local setAngles = false

  	if (jumpAnimTime > 0) then
  		jumpAnimTime = jumpAnimTime - deltaTime
  	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.2, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
		stopAllAnimations()
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end

	-- Tool Animation handling
	local tool = Character:FindFirstChildOfClass("Tool")
	local requireHandleCheck = true
	if tool and ((requireHandleCheck and tool.RequiresHandle) or tool:FindFirstChild("Handle")) then
		local animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = currentTime + .3
		end

		if currentTime > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end

		animateTool()		
	else
		stopToolAnimations()
		toolAnim = "None"
		toolAnimInstance = nil
		toolAnimTime = 0
	end
end
------------------------------------------------------------------------
-- NEW ADDITION: ALLOWS EXTERNAL SCRIPTS TO TOGGLE

local ForceToggleShiftLock = Instance.new('BindableEvent')
ForceToggleShiftLock.Name = "ToggleShiftLock"
ForceToggleShiftLock.Parent = script
ForceToggleShiftLock.Event:Connect(onShiftLockToggled)
--// Declarables
local L_14_ = false

local L_15_ = L_1_:WaitForChild('Resource')
local L_16_ = L_15_:WaitForChild('FX')
local L_17_ = L_15_:WaitForChild('Events')
local L_18_ = L_15_:WaitForChild('HUD')
local L_19_ = L_15_:WaitForChild('Modules')
local L_20_ = L_15_:WaitForChild('SettingsModule')
local L_21_ = require(L_20_:WaitForChild("ClientConfig"))
local L_22_ = L_15_:WaitForChild('Vars')

local L_23_

local L_24_
local L_25_
local L_26_
local L_27_
local L_28_
local L_29_
local L_30_

local L_31_ = L_21_.AimZoom

local L_32_ = L_21_.MouseSensitivity
local L_33_ = L_12_.MouseDeltaSensitivity
--[[
		___      _______                _     
	   / _ |____/ ___/ /  ___ ____ ___ (_)__ 
	  / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
	 /_/ |_|   \___/_//_/\_,_/___/___/_/___/
 						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		= 150				,
		spInc			= 20				, -- Increment between labelled notches
	},
	
	{
		units			= "KM/H"			,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to KP/H
		maxSpeed		= 230				,
		spInc			= 40				, -- Increment between labelled notches
	},
	
	{
		units			= "SPS"				,
		scaling			= 1					, -- Roblox standard
		maxSpeed		= 400				,
		spInc			= 40				, -- Increment between labelled notches
	}
}
--[[
	
	Grabs devProduct info - cleaner alternative to GetProductInfo. Caches and may potentially yield.
	
	Functions.GetProductInfo(
		id, 					<-- |REQ|	ID of devProduct. (w/o link)
	)
	
--]]



return function(id)
	--- Check cache
	if cachedProductInfo[id] == nil then
		--- Get product info
		local productInfo = _L.MarketplaceService:GetProductInfo(id, Enum.InfoType.Product)

		--- Update cache
		if productInfo ~= nil then
			cachedProductInfo[id] = productInfo
		end

		--
		return productInfo
	else

		--- Return cache
		return cachedProductInfo[id]
	end
end
-- the Tool, reffered to here as "Block." Do not change it!
Block = script.Parent.Parent.Bell3 -- You CAN change the name in the quotes "Example Tool"
-- Decompiled with the Synapse X Luau decompiler.

local u1 = tick() - 5;
return function()
	if tick() < u1 + 0.32 then
		return;
	end;
	u1 = tick();
	local l__TweenService__1 = game:GetService("TweenService");
	for v2, v3 in pairs(game:GetService("CollectionService"):GetTagged("WindowLight")) do
		local v4, v5 = pcall(function()
			coroutine.wrap(function()
				delay(math.random(0, 10) / 100, function()
					l__TweenService__1:Create(v3.Lightning, TweenInfo.new(0.03, Enum.EasingStyle.Back, Enum.EasingDirection.InOut, 3, true, 0), {
						Brightness = 2
					}):Play();
					v3.Attachment.Thunder.Pitch = 1 + math.random(-100, 100) / 1000;
					v3.Attachment.Thunder:Play();
					if v3.Parent:FindFirstChild("Sally") then
						v3.Parent:FindFirstChild("Sally"):Destroy();
					end;
				end);
			end)();
		end);
		if v5 then
			warn(v5);
		end;
	end;
	local v6, v7, v8 = pairs(game.Workspace:GetDescendants());
	while true do
		local v9, v10 = v6(v7, v8);
		if not v9 then
			break;
		end;
		if v10.Name == "Skybox" then
			l__TweenService__1:Create(v10, TweenInfo.new(0.15, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out, 0, true, 0), {
				Color = Color3.fromRGB(72, 70, 85)
			}):Play();
		end;
		if v10.Name == "Lightning" and v10:IsA("BasePart") then
			l__TweenService__1:Create(v10, TweenInfo.new(0.03, Enum.EasingStyle.Back, Enum.EasingDirection.InOut, 3, true, 0), {
				Brightness = 2
			}):Play();
		end;
		if v10.Name == "Thunder" and v10:IsA("Sound") then
			v10.Pitch = 1 + math.random(-100, 100) / 1000;
			v10:Play();
		end;	
	end;
end;
--[[Misc]]
	Tune.LoadDelay		= .9		-- Delay before initializing chassis (in seconds)
	Tune.AutoStart		= true		-- Set to false if using manual ignition plugin
	Tune.AutoFlip		= true		-- Set to false if using manual flip plugin
-- горизонатальный вектор
function module.lookAt(target, eye)
    local forwardVector = (eye - target)
    local upVector = Vector3.new(0, 1, 0)
    -- You have to remember the right hand rule or google search to get this right
    local rightVector = forwardVector:Cross(upVector)
--- Builds and returns a button for each item in the scope hierarchy.
-- @returns ScopeHierarchyItemButton[]
function ScopeHUD:BuildScopeHierarchyButtons()
    local Hierarchy = {}
    local Buttons = {}

    -- Navigate up hierarchy from scope target
    local CurrentScopePosition = self.state.ScopeTarget or
                                 self.state.Scope
    while (CurrentScopePosition ~= nil) and
          (CurrentScopePosition ~= Workspace.Parent) do
        table.insert(Hierarchy, 1, CurrentScopePosition)
        CurrentScopePosition = CurrentScopePosition.Parent
    end

    -- Create button for each scope hierarchy item
    for Index, ScopePosition in ipairs(Hierarchy) do
        Buttons[Index] = new(ScopeHierarchyItemButton, {
            Instance = ScopePosition;
            IsTarget = (self.state.ScopeTarget == ScopePosition);
            IsScopeParent = self.state.Scope and (self.state.Scope.Parent == ScopePosition);
            IsScope = (self.state.Scope == ScopePosition);
            IsScopable = (self.state.ScopeTarget == ScopePosition) and IsItemScopable(ScopePosition);
            IsScopeLocked = self.state.IsScopeLocked;
            SetScopeFromButton = self.SetScopeFromButton;
            IsAltDown = self.state.IsAltDown;
            LayoutOrder = Index + 1;
        })
    end

    -- Add hotkey tooltip if alt not held down
    if not self.state.IsAltDown then
        Buttons[#Hierarchy + 1] = new(HotkeyTooltip, {
            IsAltDown = false;
            DisplayAltHotkey = UserInputService.KeyboardEnabled;
            LayoutOrder = #Hierarchy + 2;
        })
    end

    -- Return list of buttons
    return Buttons
end

return ScopeHUD
--integer Order
--* responses are sorted by this number in order to determine in which order they appear.
Response.Order = 1
function Response:GetOrder()
	return self.Order
end
function Response:SetOrder(order)
	self.Order = order
end
--This script enables the zoom value that the tween script checks every .1 seconds if a c.ertain velocity is reached
--Simbuilder and TheAmazeman--|--June 23 2012--|


cam_vel = 20
cam_vel2 = -20

while true do
wait(.1)
head = script.Parent:findFirstChild("Head")
local vel = script.V3V
vel.Value = head.Velocity
local x,y,z = vel.Value.x, vel.Value.y, vel.Value.z
x,y,z = x,y,z
if vel.Value.x >= cam_vel or vel.Value.y >= cam_vel or vel.Value.z >= cam_vel 
or vel.Value.x <= cam_vel2 or vel.Value.y <= cam_vel2 or vel.Value.z <= cam_vel2
then
script.Tween.Zoom.Value = true
print("true")
else
script.Tween.Zoom.Value = false
print("false")
end
end
--!strict
local Sift = script.Parent.Parent

local ToSet = require(Sift.Array.toSet)
--		local ep = Instance.new("Part")
--		ep.Name = "Effect"
--		ep.FormFactor = Enum.FormFactor.Custom
--		ep.Size = Vector3.new(0, 0, 0)
--		ep.TopSurface = Enum.SurfaceType.Smooth
--		ep.BottomSurface = Enum.SurfaceType.Smooth
--		ep.CFrame = cfr
--		ep.Anchored = true
--		ep.CanCollide = false
--		ep.Transparency = 1
		
		local bb = Instance.new("BillboardGui", char.Head)
		bb.Size = UDim2.new(10, 0, 2, 0)
		
		local tl = Instance.new("TextLabel", bb)
		tl.Name = "Damage"
		tl.Size = UDim2.new(1, 0, 1, 0)
		tl.Text = new
		tl.BackgroundTransparency = 1
		tl.TextColor3 = color
		tl.TextStrokeColor3 = strokecolor
		tl.TextStrokeTransparency = 0
		tl.TextScaled = true
		tl.Font = Enum.Font.SourceSansBold
		
		--local v = Instance.new("BodyVelocity", ep)
		--v.P = 11
		--v.maxForce = Vector3.new(0, 250, 0)
		--v.velocity = Vector3.new(0, 20, 0)
		
		local rai = Game.ReplicatedStorage.Resources.Scripts.Raise:Clone()
		
		local ti = Instance.new("IntValue", rai)
		ti.Name = "Time"
		ti.Value = time
		
		local lb = Instance.new("ObjectValue", rai)
		lb.Name = "Label"
		lb.Value = tl
		
		--ep.Parent = char.Head
		rai.Parent = bb
		rai.Disabled = false
		--deb(ep, time + 0.1)
		deb(bb, time + 0.1)
	end)
end
--[[Weight and CG]]
	Tune.Weight			= 4079		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		8.2		,
	 --[[Height]]		5		,
	 --[[Length]]		19.2		}
	Tune.WeightDist		= 52		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= 1.7		-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible
	
	--Unsprung Weight
	Tune.FWheelDensity	= .1		-- Front Wheel Density
	Tune.RWheelDensity	= .1		-- Rear Wheel Density
	Tune.FWLgcyDensity	= 1			-- Front Wheel Density [PGS OFF]
	Tune.RWLgcyDensity	= 1			-- Rear Wheel Density [PGS OFF]
	
	Tune.AxleSize		= 2			-- Size of structural members (larger = MORE STABLE / carry more weight)
	Tune.AxleDensity	= .1		-- Density of structural members
----- Loaded services -----
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")