Roblox/luau_corpus huggingface dataset:
-- Public Functions
function GameManager:Initialize()
	MapManager:SaveMap()
end

function GameManager:RunIntermission()
	IntermissionRunning = true
	TimeManager:StartTimer(Configurations.INTERMISSION_DURATION)
	DisplayManager:StartIntermission()
	EnoughPlayers = Players.NumPlayers >= Configurations.MIN_PLAYERS	
	DisplayManager:UpdateTimerInfo(true, not EnoughPlayers)
	spawn(function()
		repeat
			if EnoughPlayers and Players.NumPlayers < Configurations.MIN_PLAYERS then
				EnoughPlayers = false
			elseif not EnoughPlayers and Players.NumPlayers >= Configurations.MIN_PLAYERS then
				EnoughPlayers = true
			end
			DisplayManager:UpdateTimerInfo(true, not EnoughPlayers)
			wait(.5)
		until IntermissionRunning == false
	end)
	
	wait(Configurations.INTERMISSION_DURATION)
	IntermissionRunning = false
end

function GameManager:StopIntermission()
	--IntermissionRunning = false
	DisplayManager:UpdateTimerInfo(false, false)
	DisplayManager:StopIntermission()
end

function GameManager:GameReady()
	return Players.NumPlayers >= Configurations.MIN_PLAYERS
end

function GameManager:StartRound()
	TeamManager:ClearTeamScores()
	
	PlayerManager:AllowPlayerSpawn(true)
	PlayerManager:LoadPlayers()
	
	GameRunning = true
	PlayerManager:SetGameRunning(true)
	TimeManager:StartTimer(Configurations.ROUND_DURATION)
end

function GameManager:Update()
	--TODO: Add custom custom game code here
end

function GameManager:RoundOver()
	local winningTeam = TeamManager:HasTeamWon()
	if winningTeam then
		DisplayManager:DisplayVictory(winningTeam)
		return true
	end
	if TimeManager:TimerDone() then
		if TeamManager:AreTeamsTied() then
			DisplayManager:DisplayVictory('Tie')
		else
			winningTeam = TeamManager:GetWinningTeam()
			DisplayManager:DisplayVictory(winningTeam)
		end
		return true
	end
	return false
end

function GameManager:RoundCleanup()
	PlayerManager:SetGameRunning(false)
	wait(Configurations.END_GAME_WAIT)
	PlayerManager:AllowPlayerSpawn(false)
	PlayerManager:DestroyPlayers()
	DisplayManager:DisplayVictory(nil)
	TeamManager:ClearTeamScores()
	TeamManager:ShuffleTeams()
	MapManager:ClearMap()
	MapManager:LoadMap()
	
end
--- Splits a string by a single delimeter chosen from the given set.
-- The first matching delimeter from the set becomes the split character.
function Util.SplitPrioritizedDelimeter(text, delimeters)
	for i, delimeter in ipairs(delimeters) do
		if text:find(delimeter) or i == #delimeters then
			return Util.SplitStringSimple(text, delimeter)
		end
	end
end
--[[
	Flush all pending actions since the last change event was dispatched.
]]
function Store:flush()
	if not self._mutatedSinceFlush then
		return
	end

	self._mutatedSinceFlush = false

	-- On self.changed:fire(), further actions may be immediately dispatched, in
	-- which case self._lastState will be set to the most recent self._state,
	-- unless we cache this value first
	local state = self._state

	-- If a changed listener yields, *very* surprising bugs can ensue.
	-- Because of that, changed listeners cannot yield.
	NoYield(function()
		self.changed:fire(state, self._lastState)
	end)

	self._lastState = state
end

return Store
--Miscellaneous Settings:
HANDBRAKE_ANG	= 17	--Angle of handbrake when active in degrees
PADDLE_ANG		= 15	--Angle of paddle shifter
PADDLE_INVERTED	= false	--Sets right paddle to shift down and vice versa
PEDAL_ANGLE		= 55	--Angle of pedals when active in degrees
PED_INVERTED	= true	--Inverts the pedal angle (for top mounted pedals)
SHIFTER_TYPE	= "H"	--"H" for H-Pattern, "Seq" for sequential shifter
SEQ_INVERTED	= false	--Inverts the sequential shifter motion
SHIFT_TIME		= 0.15	--Time it takes to shift between all parts (Clutch pedal, Paddle shifter, Shifter
VERTICAL_ANG	= 10	--Vertical shifter movement angle in degrees
HORIZONTAL_ANG	= 10.0	--Horizontal shifter increments in degrees (H-Pattern only)
STEER_MULT		= 7.0	--Steering multiplier angle (Arbitrary)
-- Player specific convenience variables
local MyPlayer = nil
local MyCharacter = nil
local MyHumanoid = nil
local MyTorso = nil
local MyMouse = nil


local RecoilAnim
local RecoilTrack = nil

local ReloadAnim
local ReloadTrack = nil

local IconURL = Tool.TextureId  
local DebrisService = game:GetService('Debris')
local PlayersService = game:GetService('Players')


local FireSound

local OnFireConnection = nil
local OnReloadConnection = nil

local DecreasedAimLastShot = false
local LastSpreadUpdate = time()

local flare = script.Parent:WaitForChild("Flare")
---It's a while wait() because of how badly it interacts with framerate changes
while wait(0.2) do
	
	---Activating/Dezactivating the mobile controls
	if script.Parent.Parent.Parent:FindFirstChild("TouchGui") then
		script.Parent.Parent.Parent["TouchGui"].Enabled = false
		script.Parent.Parent.MobileControls.Visible = true
		script.Parent.Parent.PCHandbrake.Visible = false
	else
		script.Parent.Parent.MobileControls.Visible = false
		script.Parent.Parent.PCHandbrake.Visible = true
	end
	
	if Humanoid.SeatPart ~= nil and Humanoid.SeatPart.Parent:FindFirstChild("Stats") then

		local Cached_Magnitude = Char.Head.Velocity.magnitude
		---Camera shake on collision
		--if Old_Magnitude ~= nil then
		--	print(Cached_Magnitude)
		--	print(Old_Magnitude)
		--	print(Cached_Magnitude - Old_Magnitude)
		--	print("__")
		--end	

		if Old_Magnitude ~= nil and Cached_Magnitude - Old_Magnitude < -70 then
			--print("Collision")
			--Sound
			--game.SoundService.CrashSound:Play(0.1)

			-- Explosion shake:
			--camShake:Shake(CameraShaker.Presets.Explosion)
		end
		Old_Magnitude = Cached_Magnitude
	end
end
-- wait for local player PlayerGui
local LocalPlayer = Players.LocalPlayer
local playerGui = LocalPlayer:WaitForChild("PlayerGui")
-- Data Type Handling

local function ToString(value, type)
	if type == "float" then
		return tostring(Round(value,2))
	elseif type == "Content" then
		if string.find(value,"/asset") then
			local match = string.find(value, "=") + 1
			local id = string.sub(value, match)
			return id
		else
			return tostring(value)
		end
	elseif type == "Vector2" then
		local x = value.x
		local y = value.y
		return string.format("%g, %g", x,y)
	elseif type == "Vector3" then
		local x = value.x
		local y = value.y
		local z = value.z
		return string.format("%g, %g, %g", x,y,z)
	elseif type == "Color3" then
		local r = value.r
		local g = value.g
		local b = value.b
		return string.format("%d, %d, %d", r*255,g*255,b*255)
	elseif type == "UDim2" then
		local xScale = value.X.Scale
		local xOffset = value.X.Offset
		local yScale = value.Y.Scale
		local yOffset = value.Y.Offset
		return string.format("{%d, %d}, {%d, %d}", xScale, xOffset, yScale, yOffset)
	else
		return tostring(value)
	end
end

local function ToValue(value,type)
	if type == "Vector2" then
		local list = Split(value,",")
		if #list < 2 then return nil end
		local x = tonumber(list[1]) or 0
		local y = tonumber(list[2]) or 0
		return Vector2_new(x,y)
	elseif type == "Vector3" then
		local list = Split(value,",")
		if #list < 3 then return nil end
		local x = tonumber(list[1]) or 0
		local y = tonumber(list[2]) or 0
		local z = tonumber(list[3]) or 0
		return Vector3_new(x,y,z)
	elseif type == "Color3" then
		local list = Split(value,",")
		if #list < 3 then return nil end
		local r = tonumber(list[1]) or 0
		local g = tonumber(list[2]) or 0
		local b = tonumber(list[3]) or 0
		return Color3_new(r/255,g/255, b/255)
	elseif type == "UDim2" then
		local list = Split(string.gsub(string.gsub(value, "{", ""),"}",""),",")
		if #list < 4 then return nil end
		local xScale = tonumber(list[1]) or 0
		local xOffset = tonumber(list[2]) or 0
		local yScale = tonumber(list[3]) or 0
		local yOffset = tonumber(list[4]) or 0
		return UDim2_new(xScale, xOffset, yScale, yOffset)
	elseif type == "Content" then
		if tonumber(value) ~= nil then
			value = ContentUrl .. value
		end
		return value
	elseif type == "float" or type == "int" or type == "double" then
		return tonumber(value)
	elseif type == "string" then
		return value
	elseif type == "NumberRange" then
		local list = Split(value,",")
		if #list == 1 then
			if tonumber(list[1]) == nil then return nil end
			local newVal = tonumber(list[1]) or 0
			return NumberRange.new(newVal)
		end
		if #list < 2 then return nil end
		local x = tonumber(list[1]) or 0
		local y = tonumber(list[2]) or 0
		return NumberRange.new(x,y)
	elseif type == "UserName" then
		return Players:FindFirstChild(value)
	else
		return nil
	end
end
--[=[
	Returns the magnitude of the linear value.

	@return number -- The magnitude of the linear value.
]=]
function LinearValue:GetMagnitude()
	local dot = 0
	for i=1, #self._values do
		local value = self._values[i]
		dot = dot + value*value
	end
	return math.sqrt(dot)
end
-- functions

local function wait(t)
	local start	= tick()
	repeat
		RunService.Stepped:Wait()
	until tick() - start >= t
end

local function Raycast(position, direction, ignore)
	local ray		= Ray.new(position, direction)
	local success	= false
	local h, p, n, humanoid
	
	table.insert(ignore, Workspace.Effects)
	
	repeat
		h, p, n	= Workspace:FindPartOnRayWithIgnoreList(ray, ignore)
		
		if h then
			humanoid	= h.Parent:FindFirstChildOfClass("Humanoid")
			if humanoid and humanoid.Health <= 0 then
				humanoid	= nil
			end
			if humanoid then
				success	= true
			else
				if h.CanCollide and h.Transparency < 1 then
					success	= true
				else
					table.insert(ignore, h)
					success	= false
				end
			end
		else
			success	= true
		end
	until success
	
	return h, p, n, humanoid
end
-- Main Work --

myaccbtn.MouseButton1Click:Connect(function()
	
	
		
	myaccpage:TweenPosition(openState, 'Out', 'Sine', '1')
	deppage:TweenPosition(closeState, 'Out', 'Sine', '1')
	wthpage:TweenPosition(closeState, 'Out', 'Sine', '1')
	trnpage:TweenPosition(closeState, 'Out', 'Sine', '1')
	cshpage:TweenPosition(closeState, 'Out', 'Sine', '1')
	
end)


depbtn.MouseButton1Click:Connect(function()
	
	myaccpage:TweenPosition(closeState, 'Out', 'Sine', '1')
	deppage:TweenPosition(openState, 'Out', 'Sine', '1')
	wthpage:TweenPosition(closeState, 'Out', 'Sine', '1')
	trnpage:TweenPosition(closeState, 'Out', 'Sine', '1')
	cshpage:TweenPosition(closeState, 'Out', 'Sine', '1')
	
end)


wthbtn.MouseButton1Click:Connect(function()

	myaccpage:TweenPosition(closeState, 'Out', 'Sine', '1')
	deppage:TweenPosition(closeState, 'Out', 'Sine', '1')
	wthpage:TweenPosition(openState, 'Out', 'Sine', '1')
	trnpage:TweenPosition(closeState, 'Out', 'Sine', '1')
	cshpage:TweenPosition(closeState, 'Out', 'Sine', '1')

end)


trnbtn.MouseButton1Click:Connect(function()

	myaccpage:TweenPosition(closeState, 'Out', 'Sine', '1')
	deppage:TweenPosition(closeState, 'Out', 'Sine', '1')
	wthpage:TweenPosition(closeState, 'Out', 'Sine', '1')
	trnpage:TweenPosition(openState, 'Out', 'Sine', '1')
	cshpage:TweenPosition(closeState, 'Out', 'Sine', '1')

end)


cshbtn.MouseButton1Click:Connect(function()
	
		myaccpage:TweenPosition(closeState, 'Out', 'Sine', '1')
		deppage:TweenPosition(closeState, 'Out', 'Sine', '1')
		wthpage:TweenPosition(closeState, 'Out', 'Sine', '1')
		trnpage:TweenPosition(closeState, 'Out', 'Sine', '1')
		cshpage:TweenPosition(openState, 'Out', 'Sine', '1')
end)
--------------------------------------------------------------------------

local _WHEELTUNE = {
																		--[[	
			SS6 Presets
	[Eco]		
		WearSpeed = 1,
		TargetFriction = .7,
		MinFriction = .1,
	[Road]		
		WearSpeed = 2,
		TargetFriction = .7,
		MinFriction = .1,
	[Sport]		
		WearSpeed = 3,
		TargetFriction = .79,
		MinFriction = .1,											]]

	TireWearOn 		= true	,
	
	--Friction and Wear
	FWearSpeed		= .1	,
	FTargetFriction	= .75	,
	FMinFriction 	= .1	,
	
	RWearSpeed		= .1	,
	RTargetFriction	= .75	,
	RMinFriction	= .1	,
	
	--Tire Slip
	TCSOffRatio		= 1		,
	WheelLockRatio	= 1/4	,	--SS6 Default = 1/4
	WheelspinRatio	= 1/1.2	,	--SS6 Default = 1/1.2
	
	--Wheel Properties
	FFrictionWeight	= 1		,	--SS6 Default = 1
	RFrictionWeight	= 1		,	--SS6 Default = 1
	FLgcyFrWeight	= 10	,
	RLgcyFrWeight	= 10	,
	
	FElasticity		= .5		,	--SS6 Default = .5
	RElasticity		= .5		,	--SS6 Default = .5
	FLgcyElasticity	= 0		,
	RLgcyElasticity	= 0		,
	
	FElastWeight	= 1		,	--SS6 Default = 1
	RElastWeight	= 1		,	--SS6 Default = 1
	FLgcyElWeight	= 10	,
	RLgcyElWeight	= 10	,
	
	--Wear Regen
	RegenSpeed		= 3.6		--SS6 Default = 3.6
}
--Brake.InputChanged:Connect(TouchBrake)

local function TouchHandbrake(input, GPE)
	if input.UserInputState == Enum.UserInputState.Begin then
		_PBrake = not _PBrake
	elseif input.UserInputState == Enum.UserInputState.End then
		if car.DriveSeat.Velocity.Magnitude>5 then
			_PBrake = false
		end
	end
end
Handbrake.InputBegan:Connect(TouchHandbrake)
Handbrake.InputEnded:Connect(TouchHandbrake)
------------------------------------------------------------------------------


while true do
	wait(3)
	--UpdateEveryone()  commented out by David.  OtherStats isn't currently being used anywhere
end
-- Moves a tree node to a new parent. Called when an existing object's parent
-- changes.
local function moveObject(object,parent)
	local objectNode = NodeLookup[object]
	if not objectNode then
		return
	end

	local parentNode = NodeLookup[parent]
	if not parentNode then
		return
	end

	local visible = nodeIsVisible(objectNode)

	remove(objectNode.Parent,objectNode.Index)
	objectNode.Parent = parentNode

	objectNode.Depth = depth(object)
	local function r(node,d)
		for i = 1,#node do
			node[i].Depth = d
			r(node[i],d+1)
		end
	end
	r(objectNode,objectNode.Depth+1)

	insert(parentNode,#parentNode+1,objectNode)

	if visible or nodeIsVisible(objectNode) then
		updateList()
	elseif nodeIsVisible(objectNode.Parent) then
		updateScroll()
	end
end
--// Animations
local L_171_

function IdleAnim(L_342_arg1)
	L_24_.IdleAnim(L_3_, L_171_, {
		L_45_,
		L_46_,
		L_47_
	});
end;

function EquipAnim(L_343_arg1)
	L_24_.EquipAnim(L_3_, L_171_, {
		L_45_
	});
end;

function UnequipAnim(L_344_arg1)
	L_24_.UnequipAnim(L_3_, L_171_, {
		L_45_
	});
end;

function FireModeAnim(L_345_arg1)
	L_24_.FireModeAnim(L_3_, L_171_, {
		L_45_,
		L_47_,
		L_46_,
		L_58_
	});
end

function ReloadAnim(L_346_arg1)
	L_24_.ReloadAnim(L_3_, L_171_, {
		L_45_,
		L_46_,
		L_47_,
		L_61_,
		L_3_:WaitForChild('Left Arm'),
		L_58_,
		L_49_,
		L_3_:WaitForChild('Right Arm'),
		L_43_
	});
end;

function BoltingBackAnim(L_347_arg1)
	L_24_.BoltingBackAnim(L_3_, L_171_, {
		L_49_
	});
end

function BoltingForwardAnim(L_348_arg1)
	L_24_.BoltingForwardAnim(L_3_, L_171_, {
		L_49_
	});
end

function BoltingForwardAnim(L_349_arg1)
	L_24_.BoltingForwardAnim(L_3_, L_171_, {
		L_49_
	});
end

function BoltBackAnim(L_350_arg1)
	L_24_.BoltBackAnim(L_3_, L_171_, {
		L_49_,
		L_47_,
		L_46_,
		L_45_,
		L_62_
	});
end

function BoltForwardAnim(L_351_arg1)
	L_24_.BoltForwardAnim(L_3_, L_171_, {
		L_49_,
		L_47_,
		L_46_,
		L_45_,
		L_62_
	});
end

function InspectAnim(L_352_arg1)
	L_24_.InspectAnim(L_3_, L_171_, {
		L_47_,
		L_46_
	});
end

function nadeReload(L_353_arg1)
	L_24_.nadeReload(L_3_, L_171_, {
		L_46_,
		L_47_
	});
end

function AttachAnim(L_354_arg1)
	L_24_.AttachAnim(L_3_, L_171_, {
		L_46_,
		L_47_
	});
end

function PatrolAnim(L_355_arg1)
	L_24_.PatrolAnim(L_3_, L_171_, {
		L_46_,
		L_47_
	});
end
-- Decompiled with Visenya | https://targaryentech.com
local car = script.Parent.Car.Value
local cam = workspace.CurrentCamera
local RS = game:GetService("RunService")
car.DriveSeat.ChildRemoved:connect(function(child)
  if child.Name == "SeatWeld" then
    RS:UnbindFromRenderStep("MCam")
    cam.CameraType = Enum.CameraType.Custom
  end
end)
script.Parent.Values.MouseSteerOn.Changed:connect(function(property)
  if script.Parent.Values.MouseSteerOn.Value then
    RS:BindToRenderStep("MCam", Enum.RenderPriority.Camera.Value, function()
      cam.CameraType = Enum.CameraType.Scriptable
      local pspeed = math.min(1, car.DriveSeat.Velocity.Magnitude / 500)
      local cc = car.DriveSeat.Position + Vector3.new(0, 8 + pspeed * 2, 0) - car.DriveSeat.CFrame.lookVector * 17 + car.DriveSeat.Velocity.Unit * -7 * pspeed
      cam.CoordinateFrame = CFrame.new(cc, car.DriveSeat.Position)
    end)
  else
    RS:UnbindFromRenderStep("MCam")
    cam.CameraType = Enum.CameraType.Custom
  end
end)
--[[
	Adds a Spring to be updated every render step.
]]
function SpringScheduler.add(spring: Spring)
	local damping = spring._damping
	local speed = spring._speed

	local dampingBucket = springBuckets[damping]

	if dampingBucket == nil then
		springBuckets[damping] = {
			[speed] = setmetatable({[spring] = true}, WEAK_KEYS_METATABLE)
		}
		return
	end

	local speedBucket = dampingBucket[speed]

	if speedBucket == nil then
		dampingBucket[speed] = setmetatable({[spring] = true}, WEAK_KEYS_METATABLE)
		return
	end

	speedBucket[spring] = true
end
--[[
	automatically assings an ID for the user
--]]
game.Players.PlayerAdded:Connect(function(plr)
	Network:assign_id(plr)
end)
-- Decompiled with the Synapse X Luau decompiler.

local l__Character__1 = game.Players.LocalPlayer.Character;
local l__Humanoid__2 = l__Character__1:WaitForChild("Humanoid");
local l__StarterGui__3 = game:GetService("StarterGui");
local l__HumanoidRootPart__4 = l__Character__1:WaitForChild("HumanoidRootPart");
l__StarterGui__3:SetCore("ResetButtonCallback", true);
l__HumanoidRootPart__4:GetPropertyChangedSignal("Anchored"):Connect(function()
	print("god");
	if l__HumanoidRootPart__4.Anchored == true then
		print("lol");
		l__StarterGui__3:SetCore("ResetButtonCallback", false);
		return;
	end;
	if l__HumanoidRootPart__4.Anchored == false then
		l__StarterGui__3:SetCore("ResetButtonCallback", true);
	end;
end);
--If not admin, delete admin panel
if not table.find(admins, plrId) then
	panel:Destroy()
--[[

= DigitalSwirl =

Source: CommonModules/Switch.lua
Purpose: Switch case implementation
Author(s): Regan "CD/TheGreenDeveloper" Green

--]]

return function(v, a, cases)
	if cases[v] ~= nil then
		return cases[v](unpack(a))
	end
end
--------RIGHT DOOR --------

game.Workspace.doorright.l31.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(21)
--- Creates a listable type from a singlular type
function Util.MakeListableType(type, override)
	local listableType = {
		Listable = true,
		Transform = type.Transform,
		Validate = type.Validate,
		ValidateOnce = type.ValidateOnce,
		Autocomplete = type.Autocomplete,
		Default = type.Default,
		Parse = function(...)
			return {type.Parse(...)}
		end
	}

	if override then
		for key, value in pairs(override) do
			listableType[key] = value
		end
	end

	return listableType
end

local function encodeCommandEscape(text)
	return (text:gsub("\\%$", "___!CMDR_DOLLAR!___"))
end

local function decodeCommandEscape(text)
	return (text:gsub("___!CMDR_DOLLAR!___", "$"))
end

function Util.RunCommandString(dispatcher, commandString)
	commandString = Util.ParseEscapeSequences(commandString)
	commandString = Util.EncodeEscapedOperators(commandString)

	local commands = commandString:split("&&")

	local output = ""
	for i, command in ipairs(commands) do
		local outputEncoded = output:gsub("%$", "\\x24"):gsub("%%","%%%%")
		command = command:gsub("||", output:find("%s") and ("%q"):format(outputEncoded) or outputEncoded)

		output = tostring(
			dispatcher:EvaluateAndRun(
				(
					Util.RunEmbeddedCommands(dispatcher, command)
				)
			)
		)


		if i == #commands then
			return output
		end
	end
end
-- ROBLOX Services
local Players = game.Players
local Debris = game.Debris
--Controls
Tune.Peripherals = {
	MSteerWidth				= 67		,			-- 0 - 100% of screen width
	MSteerDZone				= 20		,			-- 0 - 100%

	ControlLDZone			= 5			,			-- 0 - 100%
	ControlRDZone			= 5			,			-- 0 - 100%
}

Tune.Controls = {
	ToggleTCS				= Enum.KeyCode.T					,
	ToggleTransMode			= Enum.KeyCode.M					,
	ToggleMouseDrive		= Enum.KeyCode.R					,

	Throttle				= Enum.KeyCode.Up					,
	Brake					= Enum.KeyCode.Down					,
	SteerLeft				= Enum.KeyCode.Left					,
	SteerRight				= Enum.KeyCode.Right				,

	Throttle2				= Enum.KeyCode.W					,
	Brake2					= Enum.KeyCode.S					,
	SteerLeft2				= Enum.KeyCode.A					,
	SteerRight2				= Enum.KeyCode.D					,

	ShiftUp					= Enum.KeyCode.E					,
	ShiftDown				= Enum.KeyCode.Q					,
	Clutch					= Enum.KeyCode.LeftShift			,
	PBrake					= Enum.KeyCode.P					,

	MouseThrottle			= Enum.UserInputType.MouseButton1	,
	MouseBrake				= Enum.UserInputType.MouseButton2	,
	MouseClutch				= Enum.KeyCode.W					,
	MouseShiftUp			= Enum.KeyCode.E					,
	MouseShiftDown			= Enum.KeyCode.Q					,
	MousePBrake				= Enum.KeyCode.LeftShift			,

	ContlrThrottle			= Enum.KeyCode.ButtonR2				,
	ContlrBrake				= Enum.KeyCode.ButtonL2				,
	ContlrSteer				= Enum.KeyCode.Thumbstick1			,
	ContlrShiftUp			= Enum.KeyCode.ButtonY				,
	ContlrShiftDown			= Enum.KeyCode.ButtonX				,
	ContlrClutch			= Enum.KeyCode.ButtonR1				,
	ContlrPBrake			= Enum.KeyCode.ButtonL1				,
	ContlrToggleTMode		= Enum.KeyCode.DPadUp				,
	ContlrToggleTCS			= Enum.KeyCode.DPadDown				,
}
return Tune
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --

while true do
	wait()
	if Elevator:WaitForChild("Direction").Value ~= 0 then
		for S=0,7 do
			wait(0.4)
			if Elevator:WaitForChild("Direction").Value == 0 then break end
			SetDisplay(1,(Elevator:WaitForChild("Direction").Value == 1 and "U" or "D")..S)
		end
	else
		SetDisplay(1,"NIL")
	end
end
--------STAGE LIGHTS--------
game.Workspace.sb1.BrickColor = BrickColor.new(194)
game.Workspace.sb2.BrickColor = BrickColor.new(194)
game.Workspace.sb3.BrickColor = BrickColor.new(194)
game.Workspace.sb4.BrickColor = BrickColor.new(194)
game.Workspace.sb5.BrickColor = BrickColor.new(194)
game.Workspace.sb6.BrickColor = BrickColor.new(194)
game.Workspace.post1.Light.BrickColor = BrickColor.new(194)
game.Workspace.post2.Light.BrickColor = BrickColor.new(194)
game.Workspace.post3.Light.BrickColor = BrickColor.new(194)
game.Workspace.post4.Light.BrickColor = BrickColor.new(194)
-- Create a loop that updates the timer
while true do
	wait(1)
	updateTimerLabel()
end
-- Disable the backpack
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
--[[Weight and CG]]
	Tune.Weight			= 1800		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		8.2		,
	 --[[Height]]		3.6		,
	 --[[Length]]		50		}
	Tune.WeightDist		= 0		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .8		-- 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	= 0.2		-- 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
-- Decompiled with the Synapse X Luau decompiler.

return {
	Name = "resolve", 
	Aliases = {}, 
	Description = "Resolves Argument Value Operators into lists. E.g., resolve players * gives you a list of all players.", 
	Group = "DefaultUtil", 
	AutoExec = { "alias \"me|Displays your username\" resolve players ." }, 
	Args = { {
			Type = "type", 
			Name = "Type", 
			Description = "The type for which to resolve"
		}, function(p1)
			if p1:GetArgument(1):Validate() == false then
				return;
			end;
			return {
				Type = p1:GetArgument(1):GetValue(), 
				Name = "Argument Value Operator", 
				Description = "The value operator to resolve. One of: * ** . ? ?N", 
				Optional = true
			};
		end }, 
	Run = function(p2)
		return table.concat(p2:GetArgument(2).RawSegments, ",");
	end
};