Roblox/luau_corpus huggingface dataset:
--|| VARIABLES ||--
local Player = Players.LocalPlayer
local Character = script.Parent
local Humanoid = Character:WaitForChild"Humanoid"

local HumanoidRootPart = Character.HumanoidRootPart
local Torso = Character.Torso

local RootJoint = HumanoidRootPart.RootJoint
local LeftHipJoint = Torso["Left Hip"]
local RightHipJoint = Torso["Right Hip"]

local function Lerp(a, b, c)
	return a + (b - a) * c
end

local Force = nil
local Direction = nil
local Value1 = 0
local Value2 = 0

local RootJointC0 = RootJoint.C0
local LeftHipJointC0 = LeftHipJoint.C0
local RightHipJointC0 = RightHipJoint.C0

RunService.RenderStepped:Connect(function()
	--> To get the force, we multiply the velocity by 1,0,1, we don't want the Y value so we set y to 0
	Force = HumanoidRootPart.Velocity * Vector3.new(1,0,1)
	if Force.Magnitude > 2 then
		--> This represents the direction
		Direction = Force.Unit	
		Value1 = HumanoidRootPart.CFrame.RightVector:Dot(Direction)
		Value2 = HumanoidRootPart.CFrame.LookVector:Dot(Direction)
	else
		Value1 = 0
		Value2 = 0
	end

	--> the values being multiplied are how much you want to rotate by

	RootJoint.C0 = RootJoint.C0:Lerp(RootJointC0 * CFrame.Angles(math.rad(Value2 * 5), math.rad(-Value1 * 5), 0), 0.2)
end)
-- not working --
script.Parent = nil
ClockTime = true
GeographicLatitude = true
FogColor = true
Color = 206,255,252
DynamicLighting = true
SimulatedShadows = true
DarkAmbient = false
AmbientBrightness = 1  
Fog = true
FogDistance = 3000

if Fog then
	game.Lighting.FogEnd = FogDistance
end

if DarkAmbient and DynamicLighting then
game.Lighting.OutdoorAmbient = Color3.new(AmbientBrightness/255, AmbientBrightness/255, AmbientBrightness/255)
end

if DynamicLighting then
	game.Lighting.GlobalShadows = true
	if SimulatedShadows then
		game.Lighting.Brightness = 1
		game.Lighting.Ambient = Color3.new(0/255, 0/255, 0/255)
		game.Lighting.ShadowColor = Color3.new(61/255, 61/255, 61/255)
	end

if FogColor then
	game.Lighting.FogColor = FogColor
end

if Color then
    game.Lighting.FogColor = Color 
end

if GeographicLatitude then
	game.Lighting.GeographicLatitude = 51
end

if ClockTime then
	game.Lighting.ClockTime = 12
end
---- Services
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local PlayersService = game:GetService("Players")
--[[
	Add a new describe node with the given method as a callback. Generates or
	reuses all the describe nodes along the path.
]]
function TestPlan:addRoot(path, method, instance)
	local curNode = self
	for i = #path, 1, -1 do
		local nextNode = nil

		for _, child in ipairs(curNode.children) do
			if child.phrase == path[i] then
				nextNode = child
				break
			end
		end

		if nextNode == nil then
			local filePath = getFilePathFromInstance(instance)
			nextNode = curNode:addChild(path[i], TestEnum.NodeType.Describe, nil, filePath)
		end

		curNode = nextNode
	end

	curNode.isRoot = true
	curNode.instance = instance
	curNode.callback = method
	curNode:expand()
end
-- << CONFIGURATION >>
local rankAndBelowToRemove = "Mod"
local successColor = Color3.fromRGB(0,255,0)
local errorColor = Color3.fromRGB(255,0,0)
--// WebPanel module uploaded as a group model due to there being multiple maintainers
--// Module source available at https://www.roblox.com/library/6289861017/WebPanel-Module


return function(Vargs, GetEnv)
	local env = GetEnv(nil, {script = script})
	setfenv(1, env)

	local server = Vargs.Server;
	local service = Vargs.Service;

	local Settings = server.Settings
	local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps =
		server.Functions, server.Commands, server.Admin, server.Anti, server.Core, server.HTTP, server.Logs, server.Remote, server.Process, server.Variables, server.Deps

	--[[
		settings.WebPanel_Enabled = true;
		wait(1)
		settings.WebPanel_ApiKey = _G.ADONIS_WEBPANEL_TESTING_APIKEY;
	--]]

	--// Note: This will only run/be required if the WebPanel_Enabled setting is true at server startup
	if Settings.WebPanel_Enabled then
		local ran, WebModFunc = pcall(require, 6289861017)

		if ran and type(WebModFunc) == "function" then
			task.defer(WebModFunc, Vargs, env)
		elseif not ran then
			warn("Unexpected error while loading WebPanel!", tostring(WebModFunc))
		end
	end

	Logs:AddLog("Script", "WebPanel Module Loaded");
end
--// All global vars will be wiped/replaced except script

return function(data, env)
	if env then
		setfenv(1, env)
	end
	
	local gui = script.Parent.Parent--client.UI.Prepare(script.Parent.Parent)
	local frame = gui.Frame
	local frame2 = frame.Frame
	local msg = frame2.Message
	local ttl = frame2.Title
	
	local gIndex = data.gIndex
	local gTable = data.gTable
	
	local title = data.Title
	local message = data.Message
	local scroll = data.Scroll
	local tim = data.Time
	
	local gone = false
	
	if not data.Message or not data.Title then gTable:Destroy() end
	
	ttl.Text = title
	msg.Text = message
	ttl.TextTransparency = 1
	msg.TextTransparency = 1
	ttl.TextStrokeTransparency = 1
	msg.TextStrokeTransparency = 1
	frame.BackgroundTransparency = 1
	
	local log  = {
		Type = "Small Screen Message";
		Title = title;
		Message = message;
		Icon = "rbxassetid://7501175708";
		Time = os.date("%X");
		Function = nil;
	}

	table.insert(client.Variables.CommunicationsHistory, log) 
	service.Events.CommsPanel:Fire(log)
	
	local fadeSteps = 10
	local blurSize = 10
	local textFade = 0.1
	local strokeFade = 0.5
	local frameFade = 0.3
	
	local blurStep = blurSize/fadeSteps
	local frameStep = frameFade/fadeSteps
	local textStep = 0.1
	local strokeStep = 0.1
	
	local function fadeIn()
		gTable:Ready()
		for i = 1,fadeSteps do
			if msg.TextTransparency>textFade then
				msg.TextTransparency = msg.TextTransparency-textStep
				ttl.TextTransparency = ttl.TextTransparency-textStep
			end
			if msg.TextStrokeTransparency>strokeFade then
				msg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep
				ttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep
			end
			if frame.BackgroundTransparency>frameFade then
				frame.BackgroundTransparency = frame.BackgroundTransparency-frameStep
				frame2.BackgroundTransparency = frame.BackgroundTransparency
			end
			service.Wait("Stepped")
		end
	end
	
	local function fadeOut()
		if not gone then
			gone = true
			for i = 1,fadeSteps do
				if msg.TextTransparency<1 then
					msg.TextTransparency = msg.TextTransparency+textStep
					ttl.TextTransparency = ttl.TextTransparency+textStep
				end
				if msg.TextStrokeTransparency<1 then
					msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep
					ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep
				end
				if frame.BackgroundTransparency<1 then
					frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep
					frame2.BackgroundTransparency = frame.BackgroundTransparency
				end
				service.Wait("Stepped")
			end
			service.UnWrap(gui):Destroy()
		end
	end
	
	gTable.CustomDestroy = function()
		fadeOut()
	end
	
	fadeIn()
	if not tim then
		local _,time = message:gsub(" ","")
		time = math.clamp(time/2,4,11)+1
		wait(time)
	else
		wait(tim)
	end
	if not gone then
		fadeOut()
	end
end
--[[
		___      _______                _     
	   / _ |____/ ___/ /  ___ ____ ___ (_)__ 
	  / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
	 /_/ |_|   \___/_//_/\_,_/___/___/_/___/
 						SecondLogic @ Inspare
]]


local autoscaling	= false					--Estimates top speed

local UNITS	= {								--Click on speed to change units
											--First unit is default	
	{
		units			= "MPH"				,
		scaling			= (10/12) * (60/88)	, -- 1 stud : 10 inches | ft/s to MPH
		maxSpeed		= 180				,
		spInc			= 20				, -- Increment between labelled notches
	},
	
	{
		units			= "KM/H"			,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to KP/H
		maxSpeed		= 289				,
		spInc			= 40				, -- Increment between labelled notches
	},
	
	{
		units			= "SPS"				,
		scaling			= 1					, -- Roblox standard
		maxSpeed		= 289				,
		spInc			= 40				, -- Increment between labelled notches
	}
}
--[[
	Adds a Spring to be updated every render step.
]]
function SpringScheduler.add(spring: Spring)
	local damping: number
	local speed: number

	if spring._dampingIsState then
		local state: PubTypes.StateObject<number> = spring._damping
		damping = state:get(false)
	else
		damping = spring._damping
	end

	if spring._speedIsState then
		local state: PubTypes.StateObject<number> = spring._speed
		speed = state:get(false)
	else
		speed = spring._speed
	end

	if typeof(damping) ~= "number" then
		logError("mistypedSpringDamping", nil, typeof(damping))
	elseif damping < 0 then
		logError("invalidSpringDamping", nil, damping)
	end

	if typeof(speed) ~= "number" then
		logError("mistypedSpringSpeed", nil, typeof(speed))
	elseif speed < 0 then
		logError("invalidSpringSpeed", nil, speed)
	end

	spring._lastDamping = damping
	spring._lastSpeed = speed

	local dampingBucket = springBuckets[damping]

	if dampingBucket == nil then
		dampingBucket = {}
		springBuckets[damping] = dampingBucket
	end

	local speedBucket = dampingBucket[speed]

	if speedBucket == nil then
		speedBucket = {}
		dampingBucket[speed] = speedBucket
	end

	speedBucket[spring] = true
end
-- Place this script inside a LocalScript in a part or a GUI button

local button = script.Parent -- Assuming the script is inside a button's LocalScript
local objectToClone = game.Workspace.Dummy -- Replace "ObjectToClone" with the name of the object you want to clone

button.MouseButton1Click:Connect(function()
	local clonedObject = objectToClone:Clone()
	clonedObject.Parent = game.Workspace -- Adjust the parent as needed

	clonedObject.Anchored = false
	-- Additional customization for the cloned object can be done here

	-- Optional: Make the cloned object disappear after a few seconds
	spawn(function()
		wait(1000000000000) -- Adjust the delay as needed
		clonedObject:Destroy()
	end)
end)
----- local -----

local BuyCasesEvents = game:GetService("ReplicatedStorage").Events.BuyCase
local OpenCasesEvents = game:GetService("ReplicatedStorage").Events.OpenCase
local MessagesEvents = game:GetService("ReplicatedStorage").Events.Messages
-- you can mess with these settings
CanToggleMouse = {allowed = true; activationkey = Enum.KeyCode.F;} -- lets you move your mouse around in firstperson
CanViewBody = true 		-- whether you see your body
Sensitivity = 0.6		-- anything higher would make looking up and down harder; recommend anything between 0~1
Smoothness = 0.05		-- recommend anything between 0~1
FieldOfView = 100		-- fov
HeadOffset = CFrame.new(0,0.7,0) -- how far your camera is from your head

local cam = game.Workspace.CurrentCamera
local player = players.LocalPlayer
local m = player:GetMouse()
m.Icon = "http://www.roblox.com/asset/?id=569021388" -- replaces mouse icon
local character = player.Character or player.CharacterAdded:wait()
local human = character.Humanoid
local humanoidpart = character.HumanoidRootPart

local head = character:WaitForChild("Head")
local CamPos,TargetCamPos = cam.CoordinateFrame.p,cam.CoordinateFrame.p 
local AngleX,TargetAngleX = 0,0
local AngleY,TargetAngleY = 0,0

local running = true
local freemouse = false
local defFOV = FieldOfView

local w, a, s, d, lshift = false, false, false, false, false
-------- OMG HAX

r = game:service("RunService")


Tool = script.Parent

local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass
local gravity = .75 -- things float at > 1

local ghostEffect = nil
local massCon1 = nil
local massCon2 = nil

function recursiveGetLift(node)
	local m = 0
	local c = node:GetChildren()
	for i=1,#c do
		if c[i].className == "Part" then
			if c[i].Name == "Handle" then
				m = m + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so different hats don't change your jump height
			else
				m = m + (c[i]:GetMass() * equalizingForce * gravity)
			end
		end
		m = m + recursiveGetLift(c[i])
	end
	return m
end


function onMassChanged(child, char)
	print("Mass changed:" .. child.Name .. "    " .. char.Name)
	if (ghostEffect ~= nil) then
		ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)
	end
end



function UpdateGhostState(isUnequipping)

	if isUnequipping == true then
		ghostEffect:Remove()
		ghostEffect = nil
		massCon1:disconnect()
		massCon2:disconnect()
	else
		if ghostEffect == nil then
			local char = Tool.Parent
			if char == nil then return end
			ghostEffect = Instance.new("BodyForce")
			ghostEffect.Name = "GravityCoilEffect"
			ghostEffect.force = Vector3.new(0, recursiveGetLift(char) ,0)
			ghostEffect.Parent = char.Head
			ghostChar = char
			massCon1 = char.ChildAdded:connect(function(child)  onMassChanged(child, char) end)
			massCon2 = char.ChildRemoved:connect(function(child)  onMassChanged(child, char) end)
		end
	end
	

end



function onEquipped()
	Tool.Handle.CoilSound:Play()
	UpdateGhostState(false)
end

function onUnequipped()
	UpdateGhostState(true)
end


script.Parent.Equipped:connect(onEquipped)
script.Parent.Unequipped:connect(onUnequipped)
-- Put this script in StarterPack or StarterGui





Player = game.Players.LocalPlayer
repeat
	wait()
until Player.Character
Mouser = Player:GetMouse()
name = Player.Name
char = game.Workspace[Player.Name]

Animation = script.Anim

animtrack = char.Humanoid:LoadAnimation(Animation)

 
Mouser.KeyDown:connect(function(key)
	if key == "c" then
		
		animtrack:Play()
		char.Humanoid.WalkSpeed = 8
			end
		end)
	
	Mouser.KeyUp:connect(function(key)
		
	 if key == "c"  then
		script.Disabled = true
		animtrack:Stop()
		char.Humanoid.WalkSpeed = 16
		script.Disabled = false
		
	end

	

end)
-- Return whether left or right shift keys are down
local function IsShiftKeyDown()
	return UserInputService:IsKeyDown(shiftKeyL) or UserInputService:IsKeyDown(shiftKeyR)
end
--[[
	Thank you for using Dex SaveInstance.
	You are recommended to save the game (if you used saveplace) right away to take advantage of the binary format (if you didn't save in binary).
	If your player cannot spawn into the game, please move the scripts in StarterPlayer elsewhere. (This is done by default)
	If the chat system does not work, please use the explorer and delete everything inside the Chat service. (Or run game:GetService("Chat"):ClearAllChildren())
	
	If union and meshpart collisions don't work, first run this script in the Studio command bar:
	local list = {}
	local coreGui = game:GetService("CoreGui")

	for i,v in pairs(game:GetDescendants()) do
		local s,e = pcall(function() return v:IsA("UnionOperation") or v:IsA("MeshPart") end)
		if s and e and not v:IsDescendantOf(coreGui) then
			list[#list+1] = v
		end
	end

	game.Selection:Set(list)
	
	After running it, go to the Properties window and change CollisionFidelity from "Box" to "Default".

	
	This file was generated with the following settings:
	
	IgnoreDefaultProps = true
	Callback = false
	Binary = true
	Decompile = false
	ShowStatus = true
	Clipboard = false
	RemovePlayerCharacters = true
	MaxThreads = 3
	DecompileIgnore = { "Chat", "CoreGui", "CorePackages" }
	IsolateStarterPlayer = true
	SavePlayers = false
	DecompileTimeout = 10
	NilInstances = false
]]
NilInstances = false
--// # key, Yelp
mouse.KeyDown:connect(function(key)
	if key=="t" then 
		if veh.Lightbar.middle.Yelp.IsPlaying == true then
			veh.Lightbar.middle.Wail:Stop()
			veh.Lightbar.middle.Yelp:Stop()
			veh.Lightbar.middle.Priority:Stop()
			script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		else
			veh.Lightbar.middle.Wail:Stop()
			veh.Lightbar.middle.Yelp:Play()
			veh.Lightbar.middle.Priority:Stop()
			script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(215, 135, 110)
			script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
			script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		end
	end
end)
--script.Parent.QQ.Velocity = script.Parent.QQ.CFrame.lookVector *script.Parent.Speed.Value
--script.Parent.QQQ.Velocity = script.Parent.QQQ.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.R.Velocity = script.Parent.R.CFrame.lookVector *script.Parent.Speed.Value
--// This module is only used to generate and update a list of non-custom commands for the webpanel and will not operate under normal circumstances

return function(Vargs)
	--if true then return end --// fully disabled
	service.TrackTask("Thread: WEBPANEL_JSON_UPDATE", function()
		wait(1)
		local enabled = _G.ADONISWEB_CMD_JSON_DOUPDATE;
		local secret = _G.ADONISWEB_CMD_JSON_SECRET;
		local endpoint = _G.ADONISWEB_CMD_JSON_ENDPOINT;
		
		if not enabled or not secret or not endpoint then return end
		
		print("WEB ENABLED DO UPDATE");
		
		local server = Vargs.Server;
		local service = Vargs.Service;
		
		local Core = server.Core;
		local Commands = server.Commands;
		
		if Core.DebugMode and enabled then
			print("DEBUG DO LAUNCH ENABLED");
			wait(5)
			
			local list = {};
			local HTTP = service.HttpService;
			local Encode = server.Functions.Base64Encode
			local Decode = server.Functions.Base64Decode
			
			for i,cmd in next,Commands do
				table.insert(list, {
					Index = i;
					Prefix = cmd.Prefix;
					Commands = cmd.Commands;
					Arguments = cmd.Args;
					Description = cmd.Description;
					AdminLevel = cmd.AdminLevel;
					Hidden = cmd.Hidden or false;
					NoFilter = cmd.NoFilter or false;
				})
			end
			
			--warn("COMMANDS LIST JSON: ");
			--print("\n\n".. HTTP:JSONEncode(list) .."\n\n");
			--print("ENCODED")
			--// LAUNCH IT 
			print("LAUNCHING")
			local success, res = pcall(HTTP.RequestAsync, HTTP, {
				Url = endpoint;
				Method = "POST";
				Headers = {
					["Content-Type"] = "application/json",
					["Secret"] = secret
				};
				
				Body = HTTP:JSONEncode({
					["data"] = Encode(HTTP:JSONEncode(list))
				})
			});
			
			print("LAUNCHED TO WEBPANEL")
			print("RESPONSE BELOW")
			print("SUCCESS: ".. tostring(success).. "\n"..
				"RESPONSE:\n"..(res and HTTP.JSONEncode(res)) or res)
		end
	end)
end
--[[ @brief Performs an operation on heartbeat for a set amount of time.
     @details This fills a common need for animating things smoothly, esp. GUIs. Expect things animated through this function to be smoother than things animated on a while loop.
     @param fn The callback function for each heartbeat step.
     @param lengthOfTime The length of time which we should continually call the callback.
     @param yield Whether this function should yield or return immediately.
--]]
function AnimateLib.TemporaryOnHeartbeat(fn, lengthOfTime, yield, callback)
	local function PerfectDT(dt)
		if lengthOfTime > dt then
			lengthOfTime = lengthOfTime - dt;
			fn(dt);
		else
			local t = lengthOfTime;
			lengthOfTime = 0;
			fn(t);
		end
	end
	local function Condition()
		return lengthOfTime > 0;
	end
	return AnimateLib.ConditionalOnHeartbeat(PerfectDT, Condition, yield, callback);
end

return AnimateLib;
--This script makes the screen black when the player dies.
Player = script.Parent.Parent.Parent.Parent.Character
s = Player.Humanoid
while true do
if s.Health <= 1 then
script.Parent.Visible = true
script.Parent.Transparency = 1 --Invisible
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.9
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.8
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.7
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.6
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.5
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.4
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.3
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.2
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --0.1
wait(0.3)
script.Parent.Transparency = script.Parent.Transparency - 0.1 --Completely black screen
wait(999999999999999)
end
wait()
end
--// Handling Settings		
	Firerate = 60 / 5500; -- 60 = 1 Minute, 5500 = Rounds per that 60 seconds. DO NOT TOUCH THE 60!
	
	FireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
-- Syrchronized time

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

local ServerTime = {}

local _timeOffset = 0
local _serverTime = ReplicatedStorage:FindFirstChild("ServerTime")

if not _serverTime then
	_serverTime = Instance.new("NumberValue")
	_serverTime.Name = "ServerTime"
	_serverTime.Parent = ReplicatedStorage
end

local function _update()
	_serverTime.Value = tick() - _timeOffset
end

function ServerTime.run()
	_timeOffset = tick()
	_update()

	RunService.Stepped:Connect(_update)
end
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 35		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 800		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 3000		--		Use sliders to manipulate values
	Tune.Redline		= 6000		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 6000
	Tune.PeakSharpness	= 2
	Tune.CurveMult		= .2
	
	--Incline Compensation
	Tune.InclineComp	= 1.5		-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 450		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 150		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 0			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
-- Main Functions

function Animater.new(controller: controller?)
	local self = table.clone(Animater)

	self._maid = Maid.new()

	self.Tracks = {}
	self.Controller = controller

	self.FadeIn = 0
	self.FadeOut = 0
	self.Priority = Enum.AnimationPriority.Core

	return self
end
-- Functions
function MapManager:SaveMap(object)
	FindAndSaveSpawns(object)
	for i = #Spawns, 1, -1 do
		if Configurations.TEAMS then
			if Spawns[i].TeamColor.Name == "Bright red" or Spawns[i].TeamColor.Name == "Bright blue" then
				Spawns[i].Neutral = false
				Spawns[i].Transparency = 1
			else
				table.remove(Spawns, i):Destroy()
			end
		else
			Spawns[i].Neutral = true
			Spawns[i].Transparency = 1
		end
	end
	
	for _, child in pairs(object:GetChildren()) do
		if not child:IsA("Camera") and not child:IsA("Terrain") and child.Name ~= "MapPurgeProof" then
			local copy = child:Clone()
			if copy then
				copy.Parent = MapSave
			end
		end
	end
end

function MapManager:ClearMap()
	for _, child in ipairs(game.Workspace:GetChildren()) do
		if not child:IsA('Camera') and not child:IsA('Terrain') and child.Name ~= "MapPurgeProof" then
			child:Destroy()
		end
	end
end

function MapManager:LoadMap()
	spawn(function()
		for _, child in ipairs(MapSave:GetChildren()) do
			local copy = child:Clone()
			copy.Parent = game.Workspace
		end
	end)
end

return MapManager
--[[
	Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent._Index

local Package = require(PackageIndex["Cryo"]["Cryo"])

return Package
--// Events
local L_22_ = L_5_:WaitForChild('TurnOff')
local L_23_ = L_5_:WaitForChild('TurnOn')
local L_24_ = L_5_:WaitForChild('DustEvent')
local L_25_ = L_5_:WaitForChild('FXEvent')
local L_26_ = L_5_:WaitForChild('HitEvent')
local L_27_ = L_5_:WaitForChild('DamageEvent')
local L_28_ = L_5_:WaitForChild('CreateOwner')
--MODES NOT USED: All turns --
--"Signal1a or Signal2a" are NOT mandatory
	--Signal1 works well for both directions
	--Signal2 works well for both directions
------------------------------------------------------------------
local EngineOn = false
local Selected = false
local LockedCam = true
local LowestPoint = 0
local DesiredSpeed = 0
local CurrentSpeed = 0
local TrueAirSpeed = 0
local Throttle = 0
local HugeVector = Vector3.new(math.huge,math.huge,math.huge)