Roblox/luau_corpus huggingface dataset:
--Event
ClickDetector.MouseClick:Connect(function()
	if ClickReady.Value == true then
		ClickReady.Value = false
		ButtonClick:Play()
		Button.Size = Size1
		Button.Material = Material1
		DigitNumber.Value = DigitNumber.Value + 1
		if DigitNumber.Value > Max then
			DigitNumber.Value = Min
		end
		NumberGUI.Text = DigitNumber.Value
		EnteredCode.Value = tostring(Digit1.Value)..""..tostring(Digit2.Value)..""..tostring(Digit3.Value)
		wait(.5)
		Button.Size = Size0
		Button.Material = Material0
		wait(.25)
		ClickReady.Value = true
	end
end)
--!strict
--[=[
  @function values
  @within Dictionary

  @param dictionary {[K]: V} -- The dictionary to get the values from.
  @return {V} -- The values in the dictionary.

  Gets the values in the given dictionary.

  ```lua
  local dictionary = { hello = "roblox", goodbye = "world" }

  local values = Values(dictionary) -- { "roblox", "world" }
  ```
]=]
local function values<K, V>(dictionary: { [K]: V }): { V }
	local result = {}

	for _, value in pairs(dictionary) do
		table.insert(result, value)
	end

	return result
end

return values
--local Music = game.Workspace.Music
local GrabSFX = game.Workspace.GrabSFX

script.Parent.Touched:Connect(function(hit)
	if hit then
		--Music.Volume = 0
		GrabSFX:Play()
		--hit.Parent.PlayerScript.Disabled = true
		hit.Parent.Humanoid.WalkSpeed = 0
		hit.Parent.Humanoid.JumpPower = 0
		local AnimationTracks = hit.Parent.Humanoid:GetPlayingAnimationTracks()
		for i, track in pairs (AnimationTracks) do
			track:Stop()
		end
		local StarAnim = hit.Parent.Humanoid:LoadAnimation(hit.Parent.StarGet)
		StarAnim:Play()
		script.Parent.Parent = game.ReplicatedStorage
	end
end)

Popup = script.Parent.TrophyGrab
Ready = true
function onTouch(hit)
	local h = hit.Parent:FindFirstChild("Humanoid")
	if h ~= nil and Ready == true then
		Ready = false
		local plyr = game.Players:FindFirstChild(h.Parent.Name) 
		local c = Popup:clone()
		c.Script.Disabled = false
		c.Parent = plyr.PlayerGui
	end
end

script.Parent.Touched:connect(onTouch)
-- Services
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ReplicatedFirst = game:GetService("ReplicatedFirst")
local TeleportService = game:GetService("TeleportService")
local Players = game:GetService("Players")
-- Decompiled with the Synapse X Luau decompiler.

return function(p1, p2)
	for v1, v2 in pairs(p1) do
		if v2 == p2 then
			return v1;
		end;
	end;
end;
-- events

UserInputService.InputBegan:connect(function(inputObject, processed)
	local action	= ActionFromInputObject(inputObject)
	
	if action then
		actionBegan:Fire(action, processed)
	end
end)

UserInputService.InputEnded:connect(function(inputObject, processed)
	local action	= ActionFromInputObject(inputObject)
	
	if action then
		actionEnded:Fire(action, processed)
	end
end)
----- Script -----

Button.Activated:Connect(function()
	Events.BatEvent:FireServer()
	Frame.Visible = false
end)
-- Return the mock or actual service depending on environment:
if shouldUseMock then
	warn("INFO: Using MockDataStoreService instead of DataStoreService")
	return require(MockDataStoreServiceModule)
else
	return game:GetService("DataStoreService")
end
-- Now with exciting TeamColors HACK!
--[[script.Parent:WaitForChild("Torso")
script.Parent:WaitForChild("HumanoidRootPart")
script.Parent:WaitForChild("Right Leg")
script.Parent:WaitForChild("Left Leg")
script.Parent:WaitForChild("Left Arm")
script.Parent:WaitForChild("Right Arm")
script.Parent:WaitForChild("Head")

local sp = script.Parent
local torso = script.Parent.Torso


local nName = "Neck"
local n = Instance.new("Motor6D")
n.Name = nName
n.Part0 = torso
n.Part1 = sp["Head"]
n.C0 = script[nName].C0
n.C1 = script[nName].C1
n.MaxVelocity = 0.1
local nOld = torso:FindFirstChild(nName)
n.Parent = torso
if nOld ~= nil then nOld:Destroy() end


local jName = "RootJoint"
local j = Instance.new("Motor6D")
j.Name = jName
j.Part0 = sp.HumanoidRootPart
j.Part1 = sp["Torso"]
j.C0 = script[jName].C0
j.C1 = script[jName].C1
j.MaxVelocity = 0.1
local jOld = sp.HumanoidRootPart:FindFirstChild(jName)
j.Parent = sp.HumanoidRootPart
if jOld ~= nil then jOld:Destroy() end


local rsName = "Right Shoulder"
local rs = Instance.new("Motor6D")
rs.Name = rsName
rs.Part0 = torso
rs.Part1 = sp["Right Arm"]
rs.C0 = script[rsName].C0
rs.C1 = script[rsName].C1
rs.MaxVelocity = 0.1
local rsOld = torso:FindFirstChild(rsName)
rs.Parent = torso
if rsOld ~= nil then rsOld:Destroy() end


local lsName = "Left Shoulder"
local ls = Instance.new("Motor6D")
ls.Name = lsName
ls.Part0 = torso
ls.Part1 = sp["Left Arm"]
ls.C0 = script[lsName].C0
ls.C1 = script[lsName].C1
ls.MaxVelocity = 0.1
local lsOld = torso:FindFirstChild(lsName)
ls.Parent = torso
if lsOld ~= nil then lsOld:Destroy() end

local rhName = "Right Hip"
local rh = Instance.new("Motor6D")
rh.Name = rhName
rh.Part0 = torso
rh.Part1 = sp["Right Leg"]
rh.C0 = script[rhName].C0
rh.C1 = script[rhName].C1
rh.MaxVelocity = 0.1
local rhOld = torso:FindFirstChild(rhName)
rh.Parent = torso
if rhOld ~= nil then rhOld:Destroy() end
RightHip = rh

local lhName = "Left Hip"
local lh = Instance.new("Motor6D")
lh.Name = lhName
lh.Part0 = torso
lh.Part1 = sp["Left Leg"]
lh.C0 = script[lhName].C0
lh.C1 = script[lhName].C1
lh.MaxVelocity = 0.1
local lhOld = torso:FindFirstChild(lhName)
lh.Parent = torso
if lhOld ~= nil then lhOld:Destroy() end
local LeftHip = lh

script.Parent.Head:MakeJoints()

]]


function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end
--[[

	enumList = EnumList.new(name: string, enums: string[])

	enumList:Is(item)


	Example:

		direction = EnumList.new("Direction", {"Up", "Down", "Left", "Right"})
		leftDir = direction.Left
		print("IsDirection", direction:Is(leftDir))

--]]


type EnumNames = {string}

local Symbol = require(script.Parent.Symbol)

local EnumList = {}


function EnumList.new(name: string, enums: EnumNames)
	local scope = Symbol.new(name, nil)
	local enumItems: {[string]: Symbol.Symbol} = {}
	for _,enumName in ipairs(enums) do
		enumItems[enumName] = Symbol.new(enumName, scope)
	end
	local self = setmetatable({
		_scope = scope;
	}, {
		__index = function(_t, k)
			if enumItems[k] then
				return enumItems[k]
			elseif EnumList[k] then
				return EnumList[k]
			else
				error("Unknown " .. name .. ": " .. tostring(k), 2)
			end
		end;
		__newindex = function()
			error("Cannot add new " .. name, 2)
		end;
	})
	return self
end


function EnumList:Is(obj: any): boolean
	return Symbol.IsInScope(obj, self._scope)
end


export type EnumList = typeof(EnumList.new("", {""}))


return EnumList
--[[ Constants ]]--
local ZERO_VECTOR3 = Vector3.new(0,0,0)
local TOUCH_CONTROLS_SHEET = "rbxasset://textures/ui/Input/TouchControlsSheetV2.png"

local MIDDLE_TRANSPARENCIES = {
	1 - 0.89,
	1 - 0.70,
	1 - 0.60,
	1 - 0.50,
	1 - 0.40,
	1 - 0.30,
	1 - 0.25
}
local NUM_MIDDLE_IMAGES = #MIDDLE_TRANSPARENCIES

local FADE_IN_OUT_BACKGROUND = true
local FADE_IN_OUT_MAX_ALPHA = 0.35

local FADE_IN_OUT_HALF_DURATION_DEFAULT = 0.3
local FADE_IN_OUT_BALANCE_DEFAULT = 0.5
local ThumbstickFadeTweenInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut)

local Players = game:GetService("Players")
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")
-- Helper functions
local function loadAnimation(controller, animationId)
	animation.AnimationId = "rbxassetid://" .. animationId
	return controller:LoadAnimation(animation)
end

local function isolateAndDampenYAngle(targetCFrame, proportionMultiplier)
	proportionMultiplier = proportionMultiplier or 1
	local _, y = targetCFrame:ToEulerAnglesXYZ()
	
	return CFrame.new(targetCFrame.Position) * CFrame.Angles(
		0,
		y * proportionMultiplier,
		0
	)
end

local function makeNPCLookAt(lookAtPosition)
    -- If the streaming is enabled then NPC might be streamed out which in that case this function should return immediately.
	if not npcModel:IsDescendantOf(workspace) then
		return
	end
	
	if not lookAtPosition then
		return
	end
	local differenceVector = lookAtPosition - npcModel.PrimaryPart.Position
	local targetCFrame = rotationOffset * CFrame.new(Vector3.new(), differenceVector.Unit) or rotationOffset
	
	-- Let the waving animation move the body
	if not waveAnimationTrack.IsPlaying then
		NPC.Root.Transform = isolateAndDampenYAngle(targetCFrame, TwistProportions.Root)
		NPC.Waist.Transform = isolateAndDampenYAngle(targetCFrame, TwistProportions.Waist)
	end
	NPC.Neck.Transform = isolateAndDampenYAngle(targetCFrame, waveAnimationTrack.IsPlaying and TwistProportions.Full or TwistProportions.Neck)
	
	return differenceVector.Magnitude
end
--// Set cam
repeat
	wait()
	cam.CameraType = Enum.CameraType.Scriptable
until
cam.CameraType == Enum.CameraType.Scriptable
-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"

while Figure.Parent ~= nil do
	local time = task.wait()
	move(time)
end
--// Functions
function MakeFakeArms()
	Arms = Instance.new("Model")
	Arms.Name = "Arms"
	Arms.Parent = L_5_

	local L_175_ = Instance.new("Humanoid")
	L_175_.MaxHealth = 0
	L_175_.Health = 0
	L_175_.Name = ""
	L_175_.Parent = Arms
		
	if L_3_:FindFirstChild("Shirt") then
		local L_180_ = L_3_:FindFirstChild("Shirt"):clone()
		L_180_.Parent = Arms
	end
	
	local L_176_ = L_3_:FindFirstChild("Right Arm"):clone()
	for L_181_forvar1, L_182_forvar2 in pairs(L_176_:GetChildren()) do
		if L_182_forvar2:IsA('Motor6D') then
			L_182_forvar2:Destroy()
		end
	end
	L_176_.Name = "Right Arm"
	L_176_.FormFactor = "Custom"
	L_176_.Size = Vector3.new(0.8, 2.5, 0.8)
	L_176_.Transparency = 0.0
	
	local L_177_ = Instance.new("Motor6D")
	L_177_.Part0 = L_176_
	L_177_.Part1 = L_3_:FindFirstChild("Right Arm")
	L_177_.C0 = CFrame.new()
	L_177_.C1 = CFrame.new()
	L_177_.Parent = L_176_	
	L_176_.Parent = Arms
		
	local L_178_ = L_3_:FindFirstChild("Left Arm"):clone()
	L_178_.Name = "Left Arm"
	L_178_.FormFactor = "Custom"
	L_178_.Size = Vector3.new(0.8, 2.5, 0.8)
	L_178_.Transparency = 0.0	
	
	local L_179_ = Instance.new("Motor6D")
	L_179_.Part0 = L_178_
	L_179_.Part1 = L_3_:FindFirstChild("Left Arm")
	L_179_.C0 = CFrame.new()
	L_179_.C1 = CFrame.new()
	L_179_.Parent = L_178_	
	L_178_.Parent = Arms
end

function RemoveArmModel()
	if Arms then
		Arms:Destroy()
		Arms = nil
	end
end

local L_138_

function CreateShell()
	L_138_ = time()
	local L_183_ = L_1_.Shell:clone()
	if L_183_:FindFirstChild('Shell') then
		L_183_.Shell:Destroy()
	end
	L_183_.CFrame =  L_1_.Chamber.CFrame
	L_183_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0)
	--shell.RotVelocity = Vector3.new(-10,40,30)
	L_183_.Parent = L_104_
	L_183_.CanCollide = false
	game:GetService("Debris"):addItem(L_183_, 1)
	delay(0.5, function()
		if L_19_:FindFirstChild('ShellCasing') then
			local L_184_ = L_19_.ShellCasing:clone()
			L_184_.Parent = L_2_.PlayerGui
			L_184_:Play()
			game:GetService('Debris'):AddItem(L_184_, L_184_.TimeLength)
		end
	end)
end
--Settings
local blood_destroy_delay = 10
local blood_part_per_hit = 1
---will call func when instance's parent is changed to nil
function UTIL.DefineDestructor(instance,func)
	instance.AncestryChanged:connect(function (child,parent)
		if child == instance and not parent then
			func()
		end
	end)
end
--Classes
export type SubtitleWindow = {
    Visible: boolean,
    new: () -> (SubtitleWindow),
    SubtitleEntries: {SubtitleEntry},
    RowAdornFrame: Frame,
    UpdateSize: (SubtitleWindow) -> (),
    ShowSubtitle: (SubtitleWindow, Message: string, Duration: number, ReferenceSound: Sound?) -> (),
}

export type SubtitleEntry = {
    new: (Message: string, Window: SubtitleWindow) -> (SubtitleWindow),
    UpdatePosition: (SubtitleEntry) -> (),
    AddMultiple: (SubtitleEntry) -> (),
    RemoveMultiple: (SubtitleEntry) -> (),
    AddReferenceSound: (SubtitleEntry, ReferenceSound: Sound) -> (),
    RemoveReferenceSound: (SubtitleEntry, ReferenceSound: Sound) -> (),
    Destroy: (SubtitleEntry) -> (),
}



return {}
----- sink plug handler -----

plug.Interactive.ClickDetector.MouseClick:Connect(function()
	if plugged.Value == false then
		plugged.Value = true
		plug.Plug.CFrame = plug.Plug.CFrame * CFrame.new(0, -0.08, 0)
		plug.Interactive.CFrame = plug.Interactive.CFrame * CFrame.new(0, 0.14, 0)
		plug.Shaft.CFrame = plug.Shaft.CFrame * CFrame.new(0, 0.14, 0)
		script.Parent.Plug.Plug.Open.Playing = false
		script.Parent.Plug.Plug.Draining.Playing = false
	else
		plugged.Value = false
		plug.Plug.CFrame = plug.Plug.CFrame * CFrame.new(0, 0.08, 0)
		plug.Interactive.CFrame = plug.Interactive.CFrame * CFrame.new(0, -0.14, 0)
		plug.Shaft.CFrame = plug.Shaft.CFrame * CFrame.new(0, -0.14, 0)
		script.Parent.Plug.Plug.Open.Playing = true
		script.Parent.Plug.Plug.Draining.Playing = true
		wait(10)
		script.Parent.Plug.Plug.Open.Playing = false
		script.Parent.Plug.Plug.Draining.Playing = false
	end
end)
-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)
local runService = game:GetService("RunService");
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
while wait(0)do
    local _,time=wait(0)
    move(time)
end

function onTouched(hit)
    local player = game.Players:GetPlayerFromCharacter(hit.Parent)
    if player then
        game:GetService("TeleportService"):Teleport(4641921091,player)  --replace the numbers with your place id
    end
end


script.Parent.Torso.Touched:connect(onTouched)
--		Button.Size = Size1
--		Button.Material = Material1
		DigitNumber.Value = DigitNumber.Value + 1
		if DigitNumber.Value > Max then
			DigitNumber.Value = Min
		end
		NumberGUI.Text = DigitNumber.Value
		EnteredCode.Value = tostring(Digit1.Value)..""..tostring(Digit2.Value)..""..tostring(Digit3.Value)
		wait(.5)
-- Current UI layout
local CurrentLayout;

function ChangeLayout(Layout)
	-- Sets the UI to the given layout

	-- Make sure the new layout isn't already set
	if CurrentLayout == Layout then
		return;
	end;

	-- Set this as the current layout
	CurrentLayout = Layout;

	-- Reset the UI
	for _, ElementName in pairs(UIElements) do
		local Element = UI[ElementName];
		Element.Visible = false;
	end;

	-- Keep track of the total vertical extents of all items
	local Sum = 0;

	-- Go through each layout element
	for ItemIndex, ItemName in ipairs(Layout) do

		local Item = UI[ItemName];

		-- Make the item visible
		Item.Visible = true;

		-- Position this item underneath the past items
		Item.Position = UDim2.new(0, 0, 0, 20) + UDim2.new(
			Item.Position.X.Scale,
			Item.Position.X.Offset,
			0,
			Sum + 10
		);

		-- Update the sum of item heights
		Sum = Sum + 10 + Item.AbsoluteSize.Y;

	end;

	-- Resize the container to fit the new layout
	UI.Size = UDim2.new(0, 200, 0, 40 + Sum);

end;

function UpdateUI()
	-- Updates information on the UI

	-- Make sure the UI's on
	if not UI then
		return;
	end;

	-- References to inputs
	local TransparencyInput = UI.TransparencyOption.Input.TextBox;
	local ReflectanceInput = UI.ReflectanceOption.Input.TextBox;

	-----------------------
	-- Update the UI layout
	-----------------------

	-- Figure out the necessary UI layout
	if #Selection.Items == 0 then
		ChangeLayout(Layouts.EmptySelection);
		return;

	-- When the selection isn't empty
	else
		ChangeLayout(Layouts.Normal);
	end;

	-- Get the common properties
	local Material = Support.IdentifyCommonProperty(Selection.Items, 'Material');
	local Transparency = Support.IdentifyCommonProperty(Selection.Items, 'Transparency');
	local Reflectance = Support.IdentifyCommonProperty(Selection.Items, 'Reflectance');

	-- Update the material dropdown
	MaterialDropdown.SetOption(Material and Materials[Material] or '*');

	-- Update inputs
	UpdateDataInputs {
		[TransparencyInput] = Transparency and Support.Round(Transparency, 2) or '*';
		[ReflectanceInput] = Reflectance and Support.Round(Reflectance, 2) or '*';
	};

end;

function TrackChange()

	-- Start the record
	HistoryRecord = {
		Before = {};
		After = {};

		Unapply = function (Record)
			-- Reverts this change

			-- Select the changed parts
			Selection.Replace(Support.GetListMembers(Record.Before, 'Part'));

			-- Send the change request
			Core.SyncAPI:Invoke('SyncMaterial', Record.Before);

		end;

		Apply = function (Record)
			-- Applies this change

			-- Select the changed parts
			Selection.Replace(Support.GetListMembers(Record.After, 'Part'));

			-- Send the change request
			Core.SyncAPI:Invoke('SyncMaterial', Record.After);

		end;

	};

end;

function RegisterChange()
	-- Finishes creating the history record and registers it

	-- Make sure there's an in-progress history record
	if not HistoryRecord then
		return;
	end;

	-- Send the change to the server
	Core.SyncAPI:Invoke('SyncMaterial', HistoryRecord.After);

	-- Register the record and clear the staging
	Core.History.Add(HistoryRecord);
	HistoryRecord = nil;

end;
--Define the methods for Register
function Register:SetTeleporter(model)
	--Give a warning if there's multiple teleporters with the same name
	if (info[model.Name]) then warn("Multiple teleporters with the name " .. model.Name) end
	
	--Store the teleporter model
	info[model.Name] = model
end
--[=[
	@return Enum.UserInputType?
	Gets the current gamepad UserInputType that the gamepad object
	is using. This will be `nil` if there is no connected gamepad.
]=]
function Gamepad:GetUserInputType(): Enum.UserInputType?
	return self._gamepad
end
--!strict

local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local UserGameSettings = UserSettings():GetService("UserGameSettings")

local CameraUtils = {}

local function round(num: number)
	return math.floor(num + 0.5)
end
----------------------------------------------------------------------------------------------------
-------------------=[ PROJETIL ]=-------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	,Distance = 2000
	,BDrop = .25
	,BSpeed = 1500

	,SuppressMaxDistance = 25	--- Studs
	,SuppressTime = 10			--- Seconds

	,BulletWhiz = true
	,BWEmitter = 25
	,BWMaxDistance = 200
	
	,BulletFlare = false
	,BulletFlareColor = Color3.fromRGB(255,255,255)

	,Tracer = true
	,TracerColor = Color3.fromRGB(255, 255, 255)
	,TracerLightEmission = 1
	,TracerLightInfluence = 0
	,TracerLifeTime = .2
	,TracerWidth = .1
	,RandomTracer = true
	,TracerEveryXShots = 1
	,TracerChance = 100
	
	,BulletLight = false
	,BulletLightBrightness = 1
	,BulletLightColor = Color3.fromRGB(255,255,255)
	,BulletLightRange = 10

	,ExplosiveHit = false
	,ExPressure = 500
	,ExpRadius = 25
	,DestroyJointRadiusPercent = 0	--- Between 0 & 1
	,ExplosionDamage = 100

	,LauncherDamage = 100
	,LauncherRadius = 25
	,LauncherPressure = 500
	,LauncherDestroyJointRadiusPercent = 0
--Created by Drakerose
local flagZone = require(game:GetService("ServerScriptService").Zones.ZonesBase.FlagZone)
--[[Susupension]]
	Tune.SusEnabled		= true		-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
	
	--Front Suspension
	Tune.FSusDamping	= 100		-- Spring Dampening
	Tune.FSusStiffness	= 6000		-- Spring Force
	Tune.FAntiRoll 		= 2.5		-- Anti-Roll (Gyro Dampening)
	
	Tune.FSusLength		= 4			-- Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= 1		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= 3		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 48		-- Suspension Angle (degrees from horizontal)
		
	Tune.FWsBoneLen		= 3.5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward
	
	--Rear Suspension
	Tune.RSusDamping	= 100		-- Spring Dampening
	Tune.RSusStiffness	= 6000		-- Spring Force
	Tune.FAntiRoll 		= 2.5		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 4			-- Suspension length (in studs)
	Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= 1		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= 3		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 48		-- Suspension Angle (degrees from horizontal)
		
	Tune.RWsBoneLen		= 3.5			-- Wishbone Length
	Tune.RWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Aesthetics	
	Tune.SusVisible		= false			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .20			-- Suspension Coil Thickness
	Tune.SusColor		= "Bright red"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness
--[[Weight and CG]]
	Tune.Weight			= 3968		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		6		,
	 --[[Height]]		4		,
	 --[[Length]]		15		}
	Tune.WeightDist		= 51		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .8		-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible
	
	--Unsprung Weight
	Tune.FWheelDensity	= .1		-- Front Wheel Density
	Tune.RWheelDensity	= .1		-- Rear Wheel Density
	Tune.FWLgcyDensity	= 1			-- Front Wheel Density [PGS OFF]
	Tune.RWLgcyDensity	= 1			-- Rear Wheel Density [PGS OFF]
	
	Tune.AxleSize		= 2			-- Size of structural members (larger = MORE STABLE / carry more weight)
	Tune.AxleDensity	= .1		-- Density of structural members
-- Instances --
local ProximityPrompts = script["Proximity Prompts"]
local Settings = script.Settings


local Block = script.Parent
-- Decompiled with the Synapse X Luau decompiler.

local v1 = {};
for v2, v3 in pairs(table) do
	v1[v2] = v3;
end;
function v1.contains(p1, p2)
	return v1.indexOf(p1, p2) ~= nil;
end;
function v1.indexOf(p3, p4)
	local v4 = table.find(p3, p4);
	if v4 then
		return v4;
	end;
	return v1.keyOf(p3, p4);
end;
function v1.keyOf(p5, p6)
	for v5, v6 in pairs(p5) do
		if v6 == p6 then
			return v5;
		end;
	end;
	return nil;
end;
function v1.skip(p7, p8)
	return table.move(p7, p8 + 1, #p7, 1, table.create(#p7 - p8));
end;
function v1.take(p9, p10)
	return table.move(p9, 1, p10, 1, table.create(p10));
end;
function v1.range(p11, p12, p13)
	return table.move(p11, p12, p13, 1, table.create(p13 - p12 + 1));
end;
function v1.skipAndTake(p14, p15, p16)
	return table.move(p14, p15 + 1, p15 + p16, 1, table.create(p16));
end;
local u1 = Random.new();
function v1.random(p17)
	return p17[u1:NextInteger(1, #p17)];
end;
function v1.join(p18, p19)
	local v7 = table.create(#p18 + #p19);
	local v8 = table.move(p18, 1, #p18, 1, v7);
	return table.move(p19, 1, #p19, #p18 + 1, v7);
end;
function v1.removeObject(p20, p21)
	local v9 = v1.indexOf(p20, p21);
	if v9 then
		table.remove(p20, v9);
	end;
end;
function v1.expand(p22, p23)
	if p23 < 0 then
		error("Cannot expand a table by a negative amount of objects.");
	end;
	local v10 = table.create(#p22 + p23);
	for v11 = 1, #p22 do
		v10[v11] = p22[v11];
	end;
	return v10;
end;
return v1;
--local HUB = script.Parent.HUB
--local limitButton = HUB.Limiter

local carSeat = script.Parent.Car.Value
local mouse = game.Players.LocalPlayer:GetMouse()
carSeat.Values2:WaitForChild("DTR")
carSeat.Values2:WaitForChild("Lights")
mouse.KeyDown:connect(function (key)
key = string.lower(key)