Roblox/luau_corpus huggingface dataset:
--Made by Repressed_Memories
-- Edited by Truenus
local component = script.Parent.Parent
local car = script.Parent.Parent.Parent.Parent.Car.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local leftsignal = "z"
local rightsignal = "c"
local hazards = "x"
local hazardson = false
local lefton = false
local righton = false
local leftlight = car.Body.Lights.Left.TurnSignal.TSL
local rightlight = car.Body.Lights.Right.TurnSignal.TSL
local leftfront = car.Body.Lights.Left.TurnSignal2
local rightfront = car.Body.Lights.Right.TurnSignal2
local signalblinktime = 0.32
local neonleft = car.Body.Lights.Left.TurnSignal
local neonright = car.Body.Lights.Right.TurnSignal
local off =  BrickColor.New("Mid gray")
local on = BrickColor.New("Deep orange")
mouse.KeyDown:connect(function(lkey)
	local key = string.lower(lkey)
	if key == leftsignal then
		if lefton == false then
			lefton = true
			repeat
				neonleft.BrickColor = on
				leftlight.Enabled = true
				neonleft.Material = "Neon"
				leftfront.Material = "Neon"
				component.TurnSignal:play()
				wait(signalblinktime)
				neonleft.BrickColor = off
				component.TurnSignal:play()
				neonleft.Material = "SmoothPlastic"
				leftfront.Material = "SmoothPlastic"
				leftlight.Enabled = false
				wait(signalblinktime)
			until
			lefton == false or righton == true
		elseif lefton == true or righton == true then
			lefton = false
			component.TurnSignal:stop()
			leftlight.Enabled = false
		end
	elseif key == rightsignal then
		if righton == false then
			righton = true
			repeat
				neonright.BrickColor = on
				rightlight.Enabled = true
				neonright.Material = "Neon"
				rightfront.Material = "Neon"
				component.TurnSignal:play()
				wait(signalblinktime)
				neonright.BrickColor = off
				component.TurnSignal:play()
				neonright.Material = "SmoothPlastic"
				rightfront.Material = "SmoothPlastic"
				rightlight.Enabled = false
				wait(signalblinktime)
			until
			righton == false or lefton == true
		elseif righton == true or lefton == true then
			righton = false
			component.TurnSignal:stop()
			rightlight.Enabled = false
		end
	elseif key == hazards then
		if hazardson == false then
			hazardson = true
			repeat
				neonright.BrickColor = on
				neonleft.BrickColor = on
				neonright.Material = "Neon"
				rightfront.Material = "Neon"
				neonleft.Material = "Neon"
				leftfront.Material = "Neon"
				component.TurnSignal:play()
				rightlight.Enabled = true
				leftlight.Enabled = true
				wait(signalblinktime)
				neonright.BrickColor = off
				neonleft.BrickColor = off
				component.TurnSignal:play()
				neonright.Material = "SmoothPlastic"
				rightfront.Material = "SmoothPlastic"
				neonleft.Material = "SmoothPlastic"
				leftfront.Material = "SmoothPlastic"
				rightlight.Enabled = false
				leftlight.Enabled = false
				wait(signalblinktime)
			until
			hazardson == false
		elseif hazardson == true then
			hazardson = false
			component.TurnSignal:stop()
			rightlight.Enabled = false
			leftlight.Enabled = false
		end
	end
end)
--// Settings //--

Prompt.Triggered:Connect(function(plr)
	plr.leaderstats.Coins.Value = plr.leaderstats.Coins.Value + amount
end)
--/Recoil Modification
module.camRecoil = {
	RecoilUp 		= 1
	,RecoilTilt 	= 1
	,RecoilLeft 	= 1
	,RecoilRight 	= 1
}

module.gunRecoil = {
	RecoilUp 		= 1
	,RecoilTilt 	= 1
	,RecoilLeft 	= 1
	,RecoilRight 	= 1
}

module.AimRecoilReduction = 1
module.AimSpreadReduction = 1

module.MinRecoilPower 			= 0.5
module.MaxRecoilPower 			= 0.5
module.RecoilPowerStepAmount 	= 1

module.MinSpread 				= 0.5
module.MaxSpread 				= 0.5		
module.AimInaccuracyStepAmount 	= 1
module.AimInaccuracyDecrease 	= 1
module.WalkMult 				= 1

module.MuzzleVelocityMod	 	= 1

return module
--Creates a server-side buffer. Inherits the base buffer class.
function BufferCreator:CreateServerBuffer(BufferName)
	local BufferFolder = Instance.new("Folder")
	BufferFolder.Name = BufferName
	BufferFolder.Parent = Tool
	
	local Buffer = CreateBuffer(BufferFolder)
	local Player
	
	--Adds an item to the buffer.
	function Buffer:AddItem(NewItem)
		NewItem.Parent = BufferFolder
		
		local Part = (NewItem:IsA("BasePart") and NewItem) or NewItem:FindFirstChildWhichIsA("BasePart",true)
		if Part then
			--Add a position lock.
			local HoldPos = Vector3.new(math.random(-1000,1000),100000,math.random(-1000,1000))
			Part.CFrame = CFrame.new(HoldPos)
			local PositionLock = Instance.new("BodyPosition")
			PositionLock.Position = HoldPos
			PositionLock.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
			PositionLock.Name = "BufferPositionLock"
			PositionLock.Parent = Part
			
			--Set the network ownership to the client so it can control physics.
			if Part:IsDescendantOf(game.Workspace) and not Part.Anchored and Player then
				Part:SetNetworkOwner(Player)
			end
		end
	end
	
	--Sets the network ownership of the buffer.
	function Buffer:SetCurrentPlayer(NewPlayer)
		Player = NewPlayer
		
		for _,Item in pairs(BufferFolder:GetChildren()) do
			local Part = (Item:IsA("BasePart") and Item) or Item:FindFirstChildWhichIsA("BasePart",true)
			
			if Part and Part:IsDescendantOf(game.Workspace) and not Part.Anchored and Player then
				Part:SetNetworkOwner(NewPlayer)
			end
		end
	end
	
	--Return the buffer class.
	return Buffer
end
-- reporters
local Src = script.Parent
local ReporterGoogleAnalytics = require(Src.Reporters.GoogleAnalytics)
local ReporterPlayFab = require(Src.Reporters.PlayFab)
----- Private functions -----

local function WaitForLiveAccessCheck() -- This function was created to prevent the ProfileService module yielding execution when required
	while IsLiveCheckActive == true do
		Madwork.HeartbeatWait()
	end
end

local function WaitForPendingProfileStore(profile_store)
	while profile_store._is_pending == true do
		Madwork.HeartbeatWait()
	end
end

local function RegisterIssue(error_message, profile_store_name, profile_key) -- Called when a DataStore API call errors
	warn("[ProfileService]: DataStore API error (Store:\"" .. profile_store_name .. "\";Key:\"" .. profile_key .. "\") - \"" .. tostring(error_message) .. "\"")
	table.insert(IssueQueue, os.clock()) -- Adding issue time to queue
	ProfileService.IssueSignal:Fire(tostring(error_message), profile_store_name, profile_key)
end

local function RegisterCorruption(profile_store_name, profile_key) -- Called when a corrupted profile is loaded
	warn("[ProfileService]: Profile corruption - ProfileStore = \"" .. profile_store_name .. "\", Key = \"" .. profile_key .. "\"")
	ProfileService.CorruptionSignal:Fire(profile_store_name, profile_key)
end

local function MockUpdateAsync(mock_data_store, profile_store_name, key, transform_function)
	local profile_store = mock_data_store[profile_store_name]
	if profile_store == nil then
		profile_store = {}
		mock_data_store[profile_store_name] = profile_store
	end
	local transform = transform_function(profile_store[key])
	if transform == nil then
		return nil
	else
		profile_store[key] = DeepCopyTable(transform)
		return DeepCopyTable(profile_store[key])
	end
end

local function IsThisSession(session_tag)
	return session_tag[1] == PlaceId and session_tag[2] == JobId
end
--[[
	Fired when Finished is entered, throwing out a player state update, as well as transitioning the player state
]]
function Transitions.onEnterFinished(stateMachine, event, from, to, playerComponent)
	Logger.trace(playerComponent.player.Name, " state change: ", from, " -> ", to)
	playerComponent:updateStatus("currentState", to)
	PlayerFinished.enter(stateMachine, playerComponent)
end
-- delete the line above me if you already made this script's parent visible = false

uis = game:GetService("UserInputService") -- this line gets the service
ismobile = uis.TouchEnabled -- this line checks if the user is on mobile

script.Parent.Visible = ismobile -- this line makes the script's parent visible on mobile user screen
--[[

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

local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
end)();
return function(p1, p2)
	for v1, v2 in pairs(p1) do
		if v2 == p2 then
			return v1;
		end;
	end;
end;
-----------------------------------
elseif script.Parent.Parent.Parent.TrafficControl.Value == "=" then

	script.Parent.Parent.A.BrickColor = BrickColor.new("Medium stone grey") 
	
	script.Parent.Parent.B.BrickColor = BrickColor.new("Medium stone grey") 
	
	script.Parent.Parent.C.BrickColor = BrickColor.new("Medium stone grey") 
	
	script.Parent.Parent.D.BrickColor = BrickColor.new("New Yeller") 
	
	script.Parent.Parent.E.BrickColor = BrickColor.new("Medium stone grey") 
	
	script.Parent.Parent.F.BrickColor = BrickColor.new("Medium stone grey") 

	script.Parent.Parent.G.BrickColor = BrickColor.new("Medium stone grey")


	
	wait(0.3)

	script.Parent.Parent.A.BrickColor = BrickColor.new("Medium stone grey") 
	
	script.Parent.Parent.B.BrickColor = BrickColor.new("Medium stone grey") 
	
	script.Parent.Parent.C.BrickColor = BrickColor.new("New Yeller") 
	
	script.Parent.Parent.D.BrickColor = BrickColor.new("New Yeller") 
	
	script.Parent.Parent.E.BrickColor = BrickColor.new("New Yeller") 
	
	script.Parent.Parent.F.BrickColor = BrickColor.new("Medium stone grey") 

	script.Parent.Parent.G.BrickColor = BrickColor.new("Medium stone grey")


	wait(0.35) 

	script.Parent.Parent.A.BrickColor = BrickColor.new("Medium stone grey") 
	
	script.Parent.Parent.B.BrickColor = BrickColor.new("New Yeller") 
	
	script.Parent.Parent.C.BrickColor = BrickColor.new("New Yeller") 
	
	script.Parent.Parent.D.BrickColor = BrickColor.new("New Yeller") 
	
	script.Parent.Parent.E.BrickColor = BrickColor.new("New Yeller") 
	
	script.Parent.Parent.F.BrickColor = BrickColor.new("New Yeller") 

	script.Parent.Parent.G.BrickColor = BrickColor.new("Medium stone grey")

	
	
	wait(0.35) 

	script.Parent.Parent.A.BrickColor = BrickColor.new("New Yeller") 
	
	script.Parent.Parent.B.BrickColor = BrickColor.new("New Yeller") 
	
	script.Parent.Parent.C.BrickColor = BrickColor.new("New Yeller") 
	
	script.Parent.Parent.D.BrickColor = BrickColor.new("New Yeller") 
	
	script.Parent.Parent.E.BrickColor = BrickColor.new("New Yeller") 
	
	script.Parent.Parent.F.BrickColor = BrickColor.new("New Yeller") 

	script.Parent.Parent.G.BrickColor = BrickColor.new("New Yeller")

	
	wait(0.35) 

	script.Parent.Parent.A.BrickColor = BrickColor.new("Medium stone grey") 
	
	script.Parent.Parent.B.BrickColor = BrickColor.new("Medium stone grey") 
	
	script.Parent.Parent.C.BrickColor = BrickColor.new("Medium stone grey") 
	
	script.Parent.Parent.D.BrickColor = BrickColor.new("Medium stone grey") 
	
	script.Parent.Parent.E.BrickColor = BrickColor.new("Medium stone grey") 
	
	script.Parent.Parent.F.BrickColor = BrickColor.new("Medium stone grey") 

	script.Parent.Parent.G.BrickColor = BrickColor.new("Medium stone grey")

	
	wait(0.35) 

end
end
-- add a leaderboard to the game
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = game.Players.LocalPlayer
--[[
	Constructs a new ForKeys state object which maps keys of an array using
	a `processor` function.

	Optionally, a `destructor` function can be specified for cleaning up
	calculated keys. If omitted, the default cleanup function will be used instead.

	Optionally, a `meta` value can be returned in the processor function as the
	second value to pass data from the processor to the destructor.
]]

local Dependencies = require(script.Parent.Parent.Dependencies)
local utility = Dependencies.utility

local class = {}

local CLASS_METATABLE = { __index = class }
-- << VARIABLES >>
local humanoidDescriptions = {}
local accessoryTypes = {
	[8] = "HatAccessory",
    [41] = "HairAccessory",
    [42] = "FaceAccessory",
    [43] = "NeckAccessory",
    [44] = "ShouldersAccessory",
    [45] = "FrontAccessory",
    [46] = "BackAccessory",
    [47] = "WaistAccessory",
}
local correspondingBodyParts = {
	["Torso"]		= {"UpperTorso","LowerTorso"};
	["Left Arm"] 	= {"LeftHand","LeftLowerArm","LeftUpperArm"};
	["Right Arm"]	= {"RightHand","RightLowerArm","RightUpperArm"};
	["Left Leg"]	= {"LeftFoot","LeftLowerLeg","LeftUpperLeg"};
	["Right Leg"]	= {"RightFoot","RightLowerLeg","RightUpperLeg"};
	}
--EEwwwwww gross
print("Made By OfficerVargas And FPSVision")
seat = script.Parent
s = script
-- Editable Values
local TurboId = 240323039
local SuperId = 404779487
local BovId = 3568930062

local TurboVol = .025				--Per Psi
local TurboRollOffMax = 1000
local TurboRollOffMin = 10

local SuperVol = .025				--Per Psi
local SuperRollOffMax = 1000
local SuperRollOffMin = 10

local BovVol = .025				--Per Psi
local BovRollOffMax = 1000
local BovRollOffMin = 10
local BovSensitivity = .5

local TurboSetPitch = 1		--Base Pitch
local SuperSetPitch = .8	--Base Pitch
local BovSetPitch = .7		--Base Pitch
local TurboPitchIncrease = .05	--Per Psi
local SuperPitchIncrease = .05	--Per Psi
local BovPitchIncrease = .05	--Per Psi

local FE=true
-- create beam
local beam = Instance.new("Beam")
beam.Segments = 1
beam.Width0 = 0.2
beam.Width1 = 0.2
beam.Color = ColorSequence.new(Color3.new(1, 0, 0))
beam.FaceCamera = true
-- Force attachment
EjectionForce.ForcePoint = Vector3.new(
	0,0,0
)

return EjectionForce
-- OTHER VARIABLES --
local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local hrp = char:WaitForChild("HumanoidRootPart")
local humanoid = char:WaitForChild("Humanoid")
-- connect to RenderStepped (update every frame)
RunService.RenderStepped:Connect(function()
 
	-- make sure the character exists
	local character = localPlayer.Character
	if not character then
		-- disable the beam
		beam.Enabled = false
		return
	end
 
	-- make sure the head exists
	local head = character:FindFirstChild("Head")
	if not head then
		-- disable the beam
		beam.Enabled = false
		return
	end
 
	-- enable the beam
	beam.Enabled = true
 
	-- define origin and finish
	local origin = head.Position
	local finish = mouse.Hit.p
 
	-- move the attachments 
	attachment0.Position = origin
	attachment1.Position = finish
end)
--[[
	Expand a node by setting its callback environment and then calling it. Any
	further it and describe calls within the callback will be added to the tree.
]]
function TestNode:expand()
	local originalEnv = getfenv(self.callback)
	local callbackEnv = setmetatable({}, { __index = originalEnv })
	for key, value in pairs(self.environment) do
		callbackEnv[key] = value
	end
	setfenv(self.callback, callbackEnv)

	local success, result = xpcall(self.callback, debug.traceback)

	if not success then
		self.loadError = result
	end
end

local TestPlan = {}
TestPlan.__index = TestPlan
--local Array = require(LuauPolyfill.Array)
local isArray = require(LuauPolyfill.Array.isArray)
local arrayFromString = require(LuauPolyfill.Array.from.fromString)
local arrayForEach = require(LuauPolyfill.Array.forEach)
local types = require(LuauPolyfill.types)
type Array<T> = types.Array<T>
type Object = types.Object
type setCallbackFn<T> = types.setCallbackFn<T>
type setCallbackFnWithThisArg<T> = types.setCallbackFnWithThisArg<T>
type Set<T> = types.Set<T>

local inspect = require(LuauPolyfill.util.inspect)

type Set_Statics = {
	new: <T>(iterable: Array<T> | Set<T> | string | nil) -> Set<T>,
}

local Set: Set<any> & Set_Statics = (
	{
		__iter = function(self)
			return next, self._array
		end,
		__tostring = function(self)
			local result = "Set "
			if #self._array > 0 then
				result ..= "(" .. tostring(#self._array) .. ") "
			end
			result ..= inspect(self._array)
			return result
		end,
	} :: any
) :: Set<any> & Set_Statics;
(Set :: any).__index = Set

function Set.new<T>(iterable: Array<T> | Set<T> | string | nil): Set<T>
	local array
	local map = {}
	if iterable ~= nil then
		local arrayIterable

		if typeof(iterable) == "table" then
			if isArray(iterable) then
				arrayIterable = table.clone(iterable)
			else
				local mt = getmetatable(iterable :: any)
				if mt and rawget(mt, "__iter") then
					arrayIterable = iterable :: Set<T>
				elseif _G.__DEV__ then
					error("cannot create array from an object-like table")
				end
			end
		elseif typeof(iterable) == "string" then
			-- TODO Luau: need overloads for `from` to avoid needing the manual cast
			arrayIterable = arrayFromString(iterable :: string) :: Array<string>
		else
			error(("cannot create array from value of type `%s`"):format(typeof(iterable)))
		end

		if arrayIterable then
			array = table.create(#arrayIterable)
			for _, element in arrayIterable do
				if not map[element] then
					map[element] = true
					table.insert(array, element)
				end
			end
		else
			array = {}
		end
	else
		array = {}
	end

	return (setmetatable({
		size = #array,
		_map = map,
		_array = array,
	}, Set) :: any) :: Set<T>
end

function Set:add(value)
	if not self._map[value] then
		-- Luau FIXME: analyze should know self is Set<T> which includes size as a number
		self.size = self.size :: number + 1
		self._map[value] = true
		table.insert(self._array, value)
	end
	return self
end

function Set:clear()
	self.size = 0
	table.clear(self._map)
	table.clear(self._array)
end

function Set:delete(value): boolean
	if not self._map[value] then
		return false
	end
	-- Luau FIXME: analyze should know self is Map<K, V> which includes size as a number
	self.size = self.size :: number - 1
	self._map[value] = nil
	local index = table.find(self._array, value)
	if index then
		table.remove(self._array, index)
	end
	return true
end
-- functions

function onDied()
	stopLoopedSounds()
end

local fallCount = 0
local fallSpeed = 0
function onStateFall(state, sound)
	fallCount = fallCount + 1
	if state then
		sound.Volume = 0
		sound:Play()
		Spawn( function()
			local t = 0
			local thisFall = fallCount
			while t < 1.5 and fallCount == thisFall do
				local vol = math.max(t - 0.3 , 0)
				sound.Volume = vol
				wait(0.1)
				t = t + 0.1
			end
		end)
	else
		sound:Stop()
	end
	fallSpeed = math.max(fallSpeed, math.abs(Head.Velocity.Y))
end


function onStateNoStop(state, sound)
	if state then
		sound:Play()
	end
end


function onRunning(speed)
	sClimbing:Stop()
	sSwimming:Stop()
	if (prevState == "FreeFall" and fallSpeed > 0.1) then
		local vol = math.min(1.0, math.max(0.0, (fallSpeed - 50) / 110))
		sLanding.Volume = vol
		sLanding:Play()
		fallSpeed = 0
	end
	if speed>0.5 then
		sRunning:Play()
		sRunning.Pitch = speed / 8.0
	else
		sRunning:Stop()
	end
	prevState = "Run"
end

function onSwimming(speed)
	if (prevState ~= "Swim" and speed > 0.1) then
		local volume = math.min(1.0, speed / 350)
		sSplash.Volume = volume
		sSplash:Play()
		prevState = "Swim"
	end
	sClimbing:Stop()
	sRunning:Stop()
	sSwimming.Pitch = 1.6
	sSwimming:Play()
end

function onClimbing(speed)
	sRunning:Stop()
	sSwimming:Stop()	
	if speed>0.01 then
		sClimbing:Play()
		sClimbing.Pitch = speed / 5.5
	else
		sClimbing:Stop()
	end
	prevState = "Climb"
end
-- Note: Overrides base class GetIsJumping with get-and-clear behavior to do a single jump
-- rather than sustained jumping. This is only to preserve the current behavior through the refactor.
function DynamicThumbstick:GetIsJumping()
	local wasJumping = self.isJumping
	self.isJumping = false
	return wasJumping
end

function DynamicThumbstick:EnableAutoJump(enable) -- Remove on FFlagUserDTDoesNotForceAutoJump
	if FFlagUserDTDoesNotForceAutoJump then
		return
	end
	local humanoid = LocalPlayer.Character and LocalPlayer.Character:FindFirstChildOfClass("Humanoid")
	if humanoid then
		if enable then
			self.shouldRevertAutoJumpOnDisable = (humanoid.AutoJumpEnabled == false) and (LocalPlayer.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice)
			humanoid.AutoJumpEnabled = true
		elseif self.shouldRevertAutoJumpOnDisable then
			humanoid.AutoJumpEnabled = false
		end
	end
end

function DynamicThumbstick:Enable(enable, uiParentFrame)
	if enable == nil then return false end			-- If nil, return false (invalid argument)
	enable = enable and true or false				-- Force anything non-nil to boolean before comparison
	if self.enabled == enable then return true end	-- If no state change, return true indicating already in requested state

	if enable then
		-- Enable
		if not self.thumbstickFrame then
			self:Create(uiParentFrame)
		end

		self:BindContextActions()

		if not FFlagUserDTDoesNotTrackTools then
			if LocalPlayer.Character then
				self:OnCharacterAdded(LocalPlayer.Character)
			else
				LocalPlayer.CharacterAdded:Connect(function(char)
					self:OnCharacterAdded(char)
				end)
			end
		end
	else
		ContextActionService:UnbindAction(DYNAMIC_THUMBSTICK_ACTION_NAME)
		-- Disable
		self:OnInputEnded() -- Cleanup
	end

	self.enabled = enable
	self.thumbstickFrame.Visible = enable
end

function DynamicThumbstick:OnCharacterAdded(char) -- Remove on FFlagUserDTDoesNotTrackTools
	assert(not FFlagUserDTDoesNotTrackTools)

	for _, child in ipairs(char:GetChildren()) do
		if child:IsA("Tool") then
			self.toolEquipped = child
		end
	end

	char.ChildAdded:Connect(function(child)
		if child:IsA("Tool") then
			self.toolEquipped = child
		elseif child:IsA("Humanoid") then
			self:EnableAutoJump(true) -- Remove on FFlagUserDTDoesNotForceAutoJump
		end
	end)
	char.ChildRemoved:Connect(function(child)
		if child == self.toolEquipped then
			self.toolEquipped = nil
		end
	end)

	self.humanoid = char:FindFirstChildOfClass("Humanoid")
	if self.humanoid then
		self:EnableAutoJump(true) -- Remove on FFlagUserDTDoesNotForceAutoJump
	end
end
---------END RIGHT DOOR

game.Workspace.backdoorleft.p1.CFrame = game.Workspace.backdoorleft.p1.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p2.CFrame = game.Workspace.backdoorleft.p2.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p3.CFrame = game.Workspace.backdoorleft.p3.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p4.CFrame = game.Workspace.backdoorleft.p4.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p5.CFrame = game.Workspace.backdoorleft.p5.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p6.CFrame = game.Workspace.backdoorleft.p6.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p7.CFrame = game.Workspace.backdoorleft.p7.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p8.CFrame = game.Workspace.backdoorleft.p8.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p9.CFrame = game.Workspace.backdoorleft.p9.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p10.CFrame = game.Workspace.backdoorleft.p10.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p11.CFrame = game.Workspace.backdoorleft.p11.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p12.CFrame = game.Workspace.backdoorleft.p12.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p13.CFrame = game.Workspace.backdoorleft.p13.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p14.CFrame = game.Workspace.backdoorleft.p14.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p15.CFrame = game.Workspace.backdoorleft.p15.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p16.CFrame = game.Workspace.backdoorleft.p16.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p17.CFrame = game.Workspace.backdoorleft.p17.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p18.CFrame = game.Workspace.backdoorleft.p18.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p19.CFrame = game.Workspace.backdoorleft.p19.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)
game.Workspace.backdoorleft.p20.CFrame = game.Workspace.backdoorleft.p20.CFrame * CFrame.new(0.5, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0)