Roblox/luau_corpus huggingface dataset:
-- loop through all the arm parts and make them visible in first person
local function visiblearms(bool)
	if armsvisible then
		local castshadow = not bool
		for i, part in ipairs(armparts) do
			part.LocalTransparencyModifier = armtransparency
			part.CanCollide = false
			part.CastShadow = castshadow
		end
	end
end
--[[[Default Controls]]
	--Peripheral Deadzones
	Tune.Peripherals = {
		MSteerWidth				= 67		,	-- Mouse steering control width	(0 - 100% of screen width)
		MSteerDZone				= 10		,	-- Mouse steering deadzone (0 - 100%)
		
		ControlLDZone			= 5			,	-- Controller steering L-deadzone (0 - 100%)
		ControlRDZone			= 5			,	-- Controller steering R-deadzone (0 - 100%)
	}
	
	--Control Mapping
	Tune.Controls = {
		
	--Keyboard Controls
		--Mode Toggles
		ToggleTCS				= Enum.KeyCode.KeypadEquals					,
		ToggleABS				= Enum.KeyCode.KeypadZero					,
		ToggleTransMode			= Enum.KeyCode.KeypadEight					,
		ToggleMouseDrive		= Enum.KeyCode.F1					,
		
		--Primary Controls
		Throttle				= Enum.KeyCode.Up					,
		Brake					= Enum.KeyCode.Down					,
		SteerLeft				= Enum.KeyCode.Left					,
		SteerRight				= Enum.KeyCode.Right				,
		
		--Secondary Controls
		Throttle2				= Enum.KeyCode.W					,
		Brake2					= Enum.KeyCode.S					,
		SteerLeft2				= Enum.KeyCode.A					,
		SteerRight2				= Enum.KeyCode.D					,
		
		--Manual Transmission
		ShiftUp					= Enum.KeyCode.E					,
		ShiftDown				= Enum.KeyCode.Q					,
		Clutch					= Enum.KeyCode.LeftShift			,
		
		--Handbrake
		PBrake					= Enum.KeyCode.P					,
		
	--Mouse Controls
		MouseThrottle			= Enum.UserInputType.MouseButton1	,
		MouseBrake				= Enum.UserInputType.MouseButton2	,
		MouseClutch				= Enum.KeyCode.W					,
		MouseShiftUp			= Enum.KeyCode.E					,
		MouseShiftDown			= Enum.KeyCode.Q					,
		MousePBrake				= Enum.KeyCode.LeftShift			,
		
	--Controller Mapping
		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				,
		ContlrToggleABS			= Enum.KeyCode.DPadRight			,
	}
--[[[Default Controls]]
	--Peripheral Deadzones
	Tune.Peripherals = {
		MSteerWidth				= 67		,	-- Mouse steering control width	(0 - 100% of screen width)
		MSteerDZone				= 10		,	-- Mouse steering deadzone (0 - 100%)
		
		ControlLDZone			= 5			,	-- Controller steering L-deadzone (0 - 100%)
		ControlRDZone			= 5			,	-- Controller steering R-deadzone (0 - 100%)
	}
	
	--Control Mapping
	Tune.Controls = {
		
	--Keyboard Controls
		--Mode Toggles
		ToggleABS				= Enum.KeyCode.Y					,
		ToggleTransMode			= Enum.KeyCode.M					,
		--Primary Controls
		Throttle				= Enum.KeyCode.Up					,
		Brake					= Enum.KeyCode.Down					,
		SteerLeft				= Enum.KeyCode.Left					,
		SteerRight				= Enum.KeyCode.Right				,
		
		--Secondary Controls
		Throttle2				= Enum.KeyCode.W					,
		Brake2					= Enum.KeyCode.S					,
		SteerLeft2				= Enum.KeyCode.A					,
		SteerRight2				= Enum.KeyCode.D					,
		
		--Manual Transmission
		ShiftUp					= Enum.KeyCode.E					,
		ShiftDown				= Enum.KeyCode.Q					,
		Clutch					= Enum.KeyCode.LeftShift			,
		
		--Handbrake
		PBrake					= Enum.KeyCode.P					,
		
	--Mouse Controls
		MouseThrottle			= Enum.UserInputType.MouseButton1	,
		MouseBrake				= Enum.UserInputType.MouseButton2	,
		MouseClutch				= Enum.KeyCode.W					,
		MouseShiftUp			= Enum.KeyCode.E					,
		MouseShiftDown			= Enum.KeyCode.Q					,
		MousePBrake				= Enum.KeyCode.LeftShift			,
		
	--Controller Mapping
		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				,
		ContlrToggleABS			= Enum.KeyCode.DPadRight			,
	}
--!strict
local ClientBridge = require(script.ClientBridge)
local ClientIdentifiers = require(script.ClientIdentifiers)
local ClientProcess = require(script.ClientProcess)
local Types = require(script.Parent.Types)

local Client = {}

function Client.start()
	ClientProcess.start()
	ClientIdentifiers.start()
end

function Client.ser(identifierName: Types.Identifier): Types.Identifier?
	return ClientIdentifiers.ser(identifierName)
end

function Client.deser(compressedIdentifier: Types.Identifier): Types.Identifier?
	return ClientIdentifiers.deser(compressedIdentifier)
end

function Client.makeIdentifier(name: string, timeout: number?)
	return ClientIdentifiers.ref(name, timeout)
end

function Client.makeBridge(name: string)
	return ClientBridge(name)
end

return Client
--[[Steering]]

local function Steering()
	local SteerLocal = script.Parent.Values.SteerC.Value
	--Mouse Steer
	if _MSteer then
		local msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200)
		local mdZone = _Tune.Peripherals.MSteerDZone/100
		local mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth)
		if math.abs(mST)<=mdZone then
			_GSteerT = 0
		else
			_GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST))
		end
	end

	--Interpolate Steering
	if SteerLocal < _GSteerT then
		if SteerLocal<0 then
			SteerLocal = math.min(_GSteerT,SteerLocal+_Tune.ReturnSpeed)
		else
			SteerLocal = math.min(_GSteerT,SteerLocal+_Tune.SteerSpeed)
		end
	else
		if SteerLocal>0 then
			SteerLocal = math.max(_GSteerT,SteerLocal-_Tune.ReturnSpeed)
		else
			SteerLocal = math.max(_GSteerT,SteerLocal-_Tune.SteerSpeed)
		end
	end

	--Steer Decay Multiplier
	local sDecay = (1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))

	--Apply Steering
	for _,v in ipairs(car.Wheels:GetChildren()) do
		if v.Name=="F" then
			v.Arm.Steer.CFrame=car.Wheels.F.Base.CFrame*CFrame.Angles(0,-math.rad(SteerLocal*_Tune.SteerInner*sDecay),0)
		elseif v.Name=="FL" then
			if SteerLocal>= 0 then
				v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(SteerLocal*_Tune.SteerOuter*sDecay),0)
			else
				v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(SteerLocal*_Tune.SteerInner*sDecay),0)
			end
		elseif v.Name=="FR" then
			if SteerLocal>= 0 then
				v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(SteerLocal*_Tune.SteerInner*sDecay),0)
			else
				v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(SteerLocal*_Tune.SteerOuter*sDecay),0)
			end
		end
	end
end
-- Stuff (do not edit below)

local configModel = script.Parent.Config
local scoreBlock = script.Parent.ScoreBlock

local uS = configModel.UploadScore
local rS = configModel.RemoteScore
local lSU = configModel.LocalScoreUpdate

uS.Refresh.Value = SCORE_UPDATE
rS.Score.Value = NAME_OF_STAT
rS.Original.Value = PLAYER_SAVE
rS.DataStore.Value = DATA_STORE
lSU.Refresh.Value = PLAYER_UPDATE

uS.Disabled = false
uS.Parent = game.ServerScriptService

rS.Disabled = false
rS.Parent = game.Workspace

lSU.Disabled = false
lSU.Parent = game.StarterGui
-- tween engine sound volume when we start driving
local engineStartTween = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.In, 0, false, 0)

local Remotes = Vehicle:WaitForChild("Remotes")
local SetThrottleRemote = Remotes:WaitForChild("SetThrottle")
local SetThrottleConnection = nil

local EngineSoundEnabled = true
local TireTrailEnabled = true

local ignitionTime = 1.75 -- seconds

local lastAvgAngularVelocity = 0
local throttleEnabled = false
local lastThrottleUpdate = 0

local enginePower = 0 -- current rpm of the engine
local gainModifier = 1 -- modifier to engine rpm gain (lower if approaching max speed)
--[[
	A simplistic spring implementation.
]]

local e=2.718281828459045

local function posvel(d,s,p0,v0,p1,v1,x)
	if s==0 then
		return p0
	elseif d<1-1e-8 then
		local h=(1-d*d)^0.5
		local c1=(p0-p1+2*d/s*v1)
		local c2=d/h*(p0-p1)+v0/(h*s)+(2*d*d-1)/(h*s)*v1
		local co=math.cos(h*s*x)
		local si=math.sin(h*s*x)
		local ex=e^(d*s*x)
		return co/ex*c1+si/ex*c2+p1+(x-2*d/s)*v1, s*(co*h-d*si)/ex*c2-s*(co*d+h*si)/ex*c1+v1
	elseif d<1+1e-8 then
		local c1=p0-p1+2/s*v1
		local c2=p0-p1+(v0+v1)/s
		local ex=e^(s*x)
		return (c1+c2*s*x)/ex+p1+(x-2/s)*v1, v1-s/ex*(c1+(s*x-1)*c2)
	else
		local h=(d*d-1)^0.5
		local a=(v1-v0)/(2*s*h)
		local b=d/s*v1-(p1-p0)/2
		local c1=(1-d/h)*b+a
		local c2=(1+d/h)*b-a
		local co=e^(-(h+d)*s*x)
		local si=e^((h-d)*s*x)
		return c1*co+c2*si+p1+(x-2*d/s)*v1, si*(h-d)*s*c2-co*(d+h)*s*c1+v1
	end
end

local function targposvel(p1,v1,x)
	return p1+x*v1,v1
end

local Spring = {}

Spring.__index = Spring
-- << CUSTOM >>
-- Theme
local ratio = 6.1/#themeColors
local themeFrame = pages.custom["AB ThemeSelection"]
local themeDe = true
local function updateThemeSelection(themeName, themeColor)
	if themeName == nil then
		for i,v in pairs(themeColors) do
			if v[1] == main.pdata.Theme then
				themeName = v[1]
				themeColor = v[2]
				break
			end
		end
	end
	if themeName then
		local themeFrames = {}
		for a,b in pairs(main.gui:GetDescendants()) do
			if b:IsA("BoolValue") and b.Name == "Theme" then
				table.insert(themeFrames, b.Parent)
			end
		end 
		for _,f in pairs(themeFrames) do
			local newThemeColor = themeColor
			if f.Theme.Value then
				local h,s,v = Color3.toHSV(themeColor)
				newThemeColor = Color3.fromHSV(h, s, v*1.35)
			end
			if f:IsA("TextLabel") then
				local h,s,v = Color3.toHSV(themeColor)
				newThemeColor = Color3.fromHSV(h, s, v*2)
				f.TextColor3 = newThemeColor
			else
				f.BackgroundColor3 = newThemeColor
			end
		end
		for a,b in pairs(themeFrame:GetChildren()) do
			if b:IsA("TextButton") then
				if b.Name == themeName then
					b.BorderSizePixel = 1
				else
					b.BorderSizePixel = 0
				end
			end
		end
	end
end
for i, theme in pairs(themeColors) do
	local themeName = theme[1]
	local themeColor = theme[2]
	local box = themeFrame.ThemeTemplate:Clone()
	box.Name = themeName
	box.UIAspectRatioConstraint.AspectRatio = ratio
	box.BackgroundColor3 = themeColor
	box.MouseButton1Down:Connect(function()
		if themeDe then
			themeDe = false
			main.signals.ChangeSetting:InvokeServer{"Theme", themeName}
			updateThemeSelection(themeName, themeColor)
			themeDe = true
		end
	end)
	box.Visible = true
	box.Parent = themeFrame
end
--Library
local DataStoreCache = {}

local DataStore2 = {}
local combinedDataStoreInfo = {}
--------------------------------------------------------------------------------------
--------------------[ GUN SETUP ]-----------------------------------------------------
--------------------------------------------------------------------------------------

serverMain:WaitForChild("Plyr").Value = Player

local gunMomentum = Spring.new(V3())
gunMomentum.s = S.momentumSettings.Speed
gunMomentum.d = S.momentumSettings.Damper

local gunRecoilSpring = Spring.new(V3())
gunRecoilSpring.s = S.recoilSettings.springSpeed
gunRecoilSpring.d = S.recoilSettings.springDamper

local camRecoilSpring = Spring.new(V3())
camRecoilSpring.s = 35
camRecoilSpring.d = 0.5

local crossSpring = Spring.new(V3(crossOffset + (baseSpread + currentSpread) * 50, 0, 0))
crossSpring.s = 20
crossSpring.d = 0.75
--[[
	berezaa's method of saving data (from the dev forum):

	What I do and this might seem a little over-the-top but it's fine as long as you're not using datastores excessively elsewhere is have a datastore and an ordereddatastore for each player. When you perform a save, add a key (can be anything) with the value of os.time() to the ordereddatastore and save a key with the os.time() and the value of the player's data to the regular datastore. Then, when loading data, get the highest number from the ordered data store (most recent save) and load the data with that as a key.

	Ever since I implemented this, pretty much no one has ever lost data. There's no caches to worry about either because you're never overriding any keys. Plus, it has the added benefit of allowing you to restore lost data, since every save doubles as a backup which can be easily found with the ordereddatastore

	edit: while there's no official comment on this, many developers including myself have noticed really bad cache times and issues with using the same datastore keys to save data across multiple places in the same game. With this method, data is almost always instantly accessible immediately after a player teleports, making it useful for multi-place games.
--]]

local DataStoreService = game:GetService("DataStoreService")

local OrderedBackups = {}
OrderedBackups.__index = OrderedBackups

function OrderedBackups:Get()
	local success, value = pcall(function()
		return self.orderedDataStore:GetSortedAsync(false, 1):GetCurrentPage()[1]
	end)

	if not success then
		return false, value
	end

	if value then
		local mostRecentKeyPage = value

		local recentKey = mostRecentKeyPage.value
		self.dataStore2:Debug("most recent key", mostRecentKeyPage)
		self.mostRecentKey = recentKey

		local success, value = pcall(function()
			return self.dataStore:GetAsync(recentKey)
		end)

		if not success then
			return false, value
		end

		return true, value
	else
		self.dataStore2:Debug("no recent key")
		return true, nil
	end
end

function OrderedBackups:Set(value)
	local key = (self.mostRecentKey or 0) + 1

	local success, problem = pcall(function()
		self.dataStore:SetAsync(key, value)
	end)

	if not success then
		return false, problem
	end

	local success, problem = pcall(function()
		self.orderedDataStore:SetAsync(key, key)
	end)

	if not success then
		return false, problem
	end

	self.mostRecentKey = key
	return true
end

function OrderedBackups.new(dataStore2)
	local dataStoreKey = dataStore2.Name .. "/" .. dataStore2.UserId

	local info = {
		dataStore2 = dataStore2,
		dataStore = DataStoreService:GetDataStore(dataStoreKey),
		orderedDataStore = DataStoreService:GetOrderedDataStore(dataStoreKey),
	}

	return setmetatable(info, OrderedBackups)
end

return OrderedBackups
---------------------------------------------------

This = script.Parent
Elevator = This.Parent.Parent.Parent
CustomLabel = require(This.Parent.Parent.Parent.CustomLabel)
Characters = require(script.Characters)

CustomText = CustomLabel["CUSTOMFLOORLABEL"]

Elevator:WaitForChild("Floor").Changed:connect(function(floor)
	--custom indicator code--
	ChangeFloor(tostring(floor))
end)

function ChangeFloor(SF)
	if CustomText[tonumber(SF)] then
		SF = CustomText[tonumber(SF)]
	end
	SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL"))		
	SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF))
end



function SetDisplay(ID,CHAR)
	if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then
		for i,l in pairs(Characters[CHAR]) do 
			for r=1,7 do	
				This.Display["DIG"..ID]["D"..r].Color = (l:sub(r,r) == "1" and DisplayColor or DisabledColor)
				This.Display["DIG"..ID]["D"..r].Material = (l:sub(r,r) == "1" and Lit or Unlit)
			end
		end
	end
end
--Variables--
local Enabled = true
local mouse = Player:GetMouse()
local ButtonDown = false
local Key = nil

local cooldown = 5
local Debounce = 1
-- initiate

for _, drop in pairs(DROPS:GetChildren()) do
	HandleDrop(drop)
end

local t	= 0

RunService.Stepped:connect(function(_, deltaTime)
	t	= t + deltaTime
	for drop, dropInfo in pairs(drops) do
		local offset	= drop.Position - CAMERA.CFrame.p
		
		if math.abs(offset.X) < UPDATE_RANGE and math.abs(offset.Y) < UPDATE_RANGE and math.abs(offset.Z) < UPDATE_RANGE then
			local localT	= t + (drop.Position.X + drop.Position.Z) * 0.2
			local cframe	= CFrame.new(drop.Position) * CFrame.new(0, math.sin(localT) * 0.2, 0) * CFrame.Angles(0, localT / 4, 0)
			
			for _, info in pairs(dropInfo.Parts) do
				info.Part.CFrame	= cframe * info.Offset
				local offset		= info.Part.Position - CAMERA.CFrame.p
				info.Outline.CFrame	= info.Part.CFrame + offset.Unit * OUTLINE_WIDTH * 2
			end
		end
	end
end)
--[[
	Returns the platform / user input of the client.
]]
local function getClientPlatform()
	-- TODO: Get input, and return Keyboard, Controller, or Touch
	return "Keyboard"
end
-- Util
-- Stephen Leitnick
-- April 29, 2022

type AnyTable = { [any]: any }

local Util = {}

Util.None = newproxy()
--[[Steering]]
	Tune.SteerInner		= 58		-- Inner wheel steering angle (in degrees)
	Tune.SteerOuter		= 58		-- Outer wheel steering angle (in degrees)
	Tune.SteerSpeed		= .5		-- Steering increment per tick (in degrees)
	Tune.ReturnSpeed	= .5		-- Steering increment per tick (in degrees)
	Tune.SteerDecay		= 325		-- Speed of gradient cutoff (in SPS)
	Tune.MinSteer		= 10		-- Minimum steering at max steer decay (in percent)
	Tune.MSteerExp		= 1			-- Mouse steering exponential degree
	
	--Steer Gyro Tuning
	Tune.SteerD			= 1000		-- Steering Dampening
	Tune.SteerMaxTorque	= 5000		-- Steering Force
	Tune.SteerP			= 3500		-- Steering Aggressiveness
-- Decompiled with the Synapse X Luau decompiler.

local l__Ice__1 = game.Players.LocalPlayer:WaitForChild("Data"):WaitForChild("Ice");
local l__Parent__1 = script.Parent;
l__Ice__1.Changed:Connect(function()
	if l__Ice__1.Value <= 0.9 and l__Ice__1.Value >= 1 then
		l__Parent__1.Crackle.Volume = 0.1;
		return;
	end;
	if l__Ice__1.Value <= 0.1 and l__Ice__1.Value >= 0 then
		l__Parent__1.Crackle.Volume = 0.9;
		return;
	end;
	if l__Ice__1.Value <= 0.2 and l__Ice__1.Value >= 0.1 then
		l__Parent__1.Crackle.Volume = 0.8;
		return;
	end;
	if l__Ice__1.Value <= 0.3 and l__Ice__1.Value >= 0.2 then
		l__Parent__1.Crackle.Volume = 0.7;
		return;
	end;
	if l__Ice__1.Value <= 0.4 and l__Ice__1.Value >= 0.3 then
		l__Parent__1.Crackle.Volume = 0.6;
		return;
	end;
	if l__Ice__1.Value <= 0.5 and l__Ice__1.Value >= 0.4 then
		l__Parent__1.Crackle.Volume = 0.5;
		return;
	end;
	if l__Ice__1.Value <= 0.6 and l__Ice__1.Value >= 0.5 then
		l__Parent__1.Crackle.Volume = 0.4;
		return;
	end;
	if l__Ice__1.Value <= 0.7 and l__Ice__1.Value >= 0.6 then
		l__Parent__1.Crackle.Volume = 0.3;
		return;
	end;
	if l__Ice__1.Value <= 0.8 and l__Ice__1.Value >= 0.7 then
		l__Parent__1.Crackle.Volume = 0.2;
		return;
	end;
	if l__Ice__1.Value <= 0.9 then
		l__Parent__1.Crackle.Volume = 0.1;
		return;
	end;
	if l__Ice__1.Value >= 1 then
		l__Parent__1.Crackle.Volume = 0;
	end;
end);
--Formula secreta del crustacio kaskarudo
local RebirthFormule = game:GetService("ReplicatedStorage").GameProperties.RebirthFormule
local Formula = RebirthFormule.Value + (RebirthFormule.Value * Multiplier.Value)
local MultiplierFormule = game:GetService("ReplicatedStorage").GameProperties.MultiplierFormule
--RUNNING SCRIPT--
-------------------------------

local RunSpeed = 23 -- Change this to the speed you want the player to go
local AfterSpeed = 16 -- Best if you leave this alone. This is the speed the player will be after pressing shift.
-- Libraries
local Support = require(Libraries:WaitForChild 'SupportLibrary')
--//Handling//--
SteeringAngle = 40 --{Steering angle in degrees}
SteerSpeed = 0.05 --{.01 being slow, 1 being almost instantly}
TiresFront = 2 --{1 = eco, 2 = road, 3 = sport}
TiresRear = 2 --{1 = eco, 2 = road, 3 = sport}
DownforceF = 0 --{[0-5] Provides downforce to the front at the cost of drag}
DownforceR = 0 --{[0-5] Provides downforce to the rear at the cost of drag}
BrakeBias = 72 --{100 = all on front || 0 = all on rear}
BrakePower = 80  --{100 = strong brakes 0 = close to no brakes}
TC = false
ABS = true
--[[Brakes]]--
	Tune.FBrakeForce	= 300 		-- Front brake force
	Tune.RBrakeForce	= 250 		-- Rear brake force
	Tune.PBrakeForce	= 500 		-- Parking brake force
	
	Tune.LinkedBrakes	= true 		-- Links brakes up, uses both brakes while braking
	Tune.BrakesRatio	= 60 		-- The ratio of the brakes (0 = rear brake; 100 = front brake)
-----------------------
Queue._gameMode = Conf.default_game_mode
Queue._destinationId = Conf.modes[Queue._gameMode].gameplay_place
Queue._timeoutEnabled = true
--// Extras
	WalkAnimEnabled = true; -- Set to false to disable walking animation, true to enable
	SwayEnabled = true;	 -- Set to false to disable sway, true to enable
	TacticalModeEnabled = false; -- SET THIS TO TRUE TO TURN ON TACTICAL MODEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
-- Decompiled with the Synapse X Luau decompiler.

local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
local v1 = {
	New = function(p1, p2, p3, p4)
		p2 = p2 or Color3.new(0.2, 0.2, 0.2);
		p3 = p3 or Enum.Font.FredokaOne;
		p4 = p4 or Enum.FontSize.Size18;
		u1.StarterGui:SetCore("ChatMakeSystemMessage", {
			Text = p1, 
			Color = p2, 
			Font = p3, 
			FontSize = p4
		});
	end
};
u1.Network.Fired("Chat Msg"):Connect(function(...)
	v1.New(...);
end);
return v1;
-- Compiled with roblox-ts v1.3.3
local function fields(defaults)
	if defaults == nil then
		defaults = {}
	end
	return function(input)
		local _object = {}
		for _k, _v in pairs(defaults) do
			_object[_k] = _v
		end
		if type(input) == "table" then
			for _k, _v in pairs(input) do
				_object[_k] = _v
			end
		end
		return _object
	end
end
return {
	fields = fields,
}
--Variables--
local set = script.Settings
local sp = set.Speed
local enabled = set.Enabled
local loop = set.Loop
local debug_ = set.Debug
local hum = script.Parent:WaitForChild("Humanoid")
if debug_.Value == true then
	if hum then
		print("Success")
	else
		print("No Humanoid")
	end
end
local humanim = hum:LoadAnimation(script:FindFirstChildOfClass("Animation"))
--Tuck in
R6TorsoTuckIn = .5
R6RightArmTuckIn = .2
R6LeftArmTuckIn = .2
--This module is for any client FX related to the DoubleDoor

local DoorFX = {}

local tweenService = game:GetService("TweenService")

local tweenInfo = TweenInfo.new(2, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut)

function DoorFX.OPEN(door)
	if not door then return end
	
	for i = 1, 2 do
		tweenService:Create(door["Door" .. i].PrimaryPart, tweenInfo, {CFrame = door["Door"..i.."Goal"].CFrame}):Play()
		door["Door" .. i].PrimaryPart.DoorOpenFADEOUT:Play()
	end
end

function DoorFX.CLOSE(door)
	if not door then return end
	
	for i = 1, 2 do
		door["Door" .. i].PrimaryPart.CFrame = door["Door"..i.."Start"].CFrame
	end

end

return DoorFX
--[=[
	Initializes the service bag and ensures recursive initialization
	can occur
]=]
function ServiceBag:Init()
	assert(not self._initializing, "Already initializing")
	assert(self._serviceTypesToInitializeSet, "Already initialized")
	self._initializing = true

	while next(self._serviceTypesToInitializeSet) do
		local serviceType = next(self._serviceTypesToInitializeSet)
		self._serviceTypesToInitializeSet[serviceType] = nil

		self:_ensureInitialization(serviceType)
	end

	self._serviceTypesToInitializeSet = nil
	self._initializing = false
end
--[[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		= 4.5			-- 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)