Roblox/luau_corpus huggingface dataset:
-- Keyboard controller is really keyboard and mouse controller
local computerInputTypeToModuleMap = {
	[Enum.UserInputType.Keyboard] = Keyboard,
	[Enum.UserInputType.MouseButton1] = Keyboard,
	[Enum.UserInputType.MouseButton2] = Keyboard,
	[Enum.UserInputType.MouseButton3] = Keyboard,
	[Enum.UserInputType.MouseWheel] = Keyboard,
	[Enum.UserInputType.MouseMovement] = Keyboard,
	[Enum.UserInputType.Gamepad1] = Gamepad,
	[Enum.UserInputType.Gamepad2] = Gamepad,
	[Enum.UserInputType.Gamepad3] = Gamepad,
	[Enum.UserInputType.Gamepad4] = Gamepad,
}

function ControlModule.new()
	local self = setmetatable({},ControlModule)

	-- The Modules above are used to construct controller instances as-needed, and this
	-- table is a map from Module to the instance created from it
	self.controllers = {}

	self.activeControlModule = nil	-- Used to prevent unnecessarily expensive checks on each input event
	self.activeController = nil
	self.touchJumpController = nil
	self.moveFunction = Players.LocalPlayer.Move
	self.humanoid = nil
	self.lastInputType = Enum.UserInputType.None

	-- For Roblox self.vehicleController
	self.humanoidSeatedConn = nil
	self.vehicleController = nil

	self.touchControlFrame = nil

	self.vehicleController = VehicleController.new(CONTROL_ACTION_PRIORITY)

	Players.LocalPlayer.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end)
	Players.LocalPlayer.CharacterRemoving:Connect(function(char) self:OnCharacterRemoving(char) end)
	if Players.LocalPlayer.Character then
		self:OnCharacterAdded(Players.LocalPlayer.Character)
	end

	RunService:BindToRenderStep("ControlScriptRenderstep", Enum.RenderPriority.Input.Value, function(dt) self:OnRenderStepped(dt) end)

	UserInputService.LastInputTypeChanged:Connect(function(newLastInputType) self:OnLastInputTypeChanged(newLastInputType) end)

	local propertyChangeListeners = {
		UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function() self:OnTouchMovementModeChange() end),
		Players.LocalPlayer:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function() self:OnTouchMovementModeChange() end),

		UserGameSettings:GetPropertyChangedSignal("ComputerMovementMode"):Connect(function() self:OnComputerMovementModeChange() end),
		Players.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function() self:OnComputerMovementModeChange() end),
	}

	--[[ Touch Device UI ]]--
	self.playerGui = nil
	self.touchGui = nil
	self.playerGuiAddedConn = nil

	if UserInputService.TouchEnabled then
		self.playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui")
		if self.playerGui then
			self:CreateTouchGuiContainer()
			self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
		else
			self.playerGuiAddedConn = Players.LocalPlayer.ChildAdded:Connect(function(child)
				if child:IsA("PlayerGui") then
					self.playerGui = child
					self:CreateTouchGuiContainer()
					self.playerGuiAddedConn:Disconnect()
					self.playerGuiAddedConn = nil
					self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
				end
			end)
		end
	else
		self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
	end

	return self
end
------------------------------------------------------------------------
-- ORDER OP
------------------------------------------------------------------------
local i = 0
for v in string.gmatch([[
MOVE LOADK LOADBOOL LOADNIL GETUPVAL
GETGLOBAL GETTABLE SETGLOBAL SETUPVAL SETTABLE
NEWTABLE SELF ADD SUB MUL
DIV MOD POW UNM NOT
LEN CONCAT JMP EQ LT
LE TEST TESTSET CALL TAILCALL
RETURN FORLOOP FORPREP TFORLOOP SETLIST
CLOSE CLOSURE VARARG
]], "%S+") do
  local n = "OP_"..v
  luaP.opnames[i] = v
  luaP.OpCode[n] = i
  luaP.ROpCode[i] = n
  i = i + 1
end
luaP.NUM_OPCODES = i
--Penthouse OC SPRAY
function onTouched(hit)
	h = hit.Parent:findFirstChild("Humanoid")
	xead = hit.Parent:findFirstChild("Head")
	if h ~= nil then
		h.Sit = true
		h.Health = h.Health - 0.1
		if game.Players:FindFirstChild(hit.Parent.Name) ~= nil then
			local player = game.Players:FindFirstChild(hit.Parent.Name)
			local gui = script.Parent.MaceGui:clone() 
			local sound = script.Parent.cough:clone() 
			gui.Parent = player.PlayerGui
			gui.Script.Disabled = false
			gui.Mute.Disabled = false
			local oldsound = xead:FindFirstChild("cough")
			if oldsound then oldsound:Destroy() end
			if sound then sound.Parent = xead end
			if sound then sound:Play() end
			if sound then sound.TimePosition = 35 end
		end
	end
end
script.Parent.Touched:connect(onTouched)
--[[
	Searches children of an instance, returning the first child containing an attribute
	matching the given name and value.
--]]

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Sift = require(ReplicatedStorage.Dependencies.Sift)
local Attribute = require(ReplicatedStorage.Source.SharedConstants.Attribute)

local function findFirstChildWithAttribute(
	parent: Instance,
	attributeName: Attribute.EnumType,
	attributeValue: any
): Instance?
	local children = parent:GetChildren()
	local index = Sift.Array.findWhere(children, function(instance: Instance)
		return instance:GetAttribute(attributeName) == attributeValue
	end)

	return if index then children[index] else nil
end

return findFirstChildWithAttribute
-- Testing AC FE support

local event = script.Parent
local car=script.Parent.Parent
local LichtNum = 0


event.OnServerEvent:connect(function(player,data)
	if data['ToggleLight'] then
		if car.Body.Light.on.Value==true then
			car.Body.Light.on.Value=false
		else
			car.Body.Light.on.Value=true
		end
	elseif data['EnableBrakes'] then
		car.Body.Brakes.on.Value=true
	elseif data['DisableBrakes'] then
		car.Body.Brakes.on.Value=false
	elseif data['ToggleLeftBlink'] then
		if car.Body.Left.on.Value==true then
			car.Body.Left.on.Value=false
		else
			car.Body.Left.on.Value=true
		end
	elseif data['ToggleRightBlink'] then
		if car.Body.Right.on.Value==true then
			car.Body.Right.on.Value=false
		else
			car.Body.Right.on.Value=true
		end
	elseif data['ReverseOn'] then
		car.Body.Reverse.on.Value=true
	elseif data['ReverseOff'] then
		car.Body.Reverse.on.Value=false
	elseif data['ToggleStandlicht'] then
		if LichtNum == 0 then
			LichtNum = 2
			car.Body.Headlight.on.Value = true
		elseif LichtNum == 1 then
			LichtNum = 2
			car.Body.Headlight.on.Value = true
		elseif LichtNum == 2 then
			LichtNum = 3
			car.Body.Highlight.on.Value = true
		elseif LichtNum == 3 then
			LichtNum = 1
			car.Body.Highlight.on.Value = false
			car.Body.Headlight.on.Value = false
		end
	elseif data["ToggleHazards"] then
		if car.Body.hazards.Value == false then
			car.Body.hazards.Value = true
			car.Body.Left.on.Value=false
			car.Body.Right.on.Value=false
			car.Body.Left.on.Value=true
			car.Body.Right.on.Value=true	
		elseif car.Body.hazards.Value == true then
			car.Body.hazards.Value = false
			car.Body.Left.on.Value=false
			car.Body.Right.on.Value=false
		end
	end
end)
--[[
	An xpcall() error handler to collect and parse useful information about
	errors, such as clean messages and stack traces.

	TODO: this should have a 'type' field for runtime type checking!
]]

local Package = script.Parent.Parent
local Types = require(Package.Types)

local function parseError(err: string): Types.Error
	return {
		type = "Error",
		raw = err,
		message = err:gsub("^.+:%d+:%s*", ""),
		trace = debug.traceback(nil, 2)
	}
end

return parseError
-------- OMG HAX

r = game:service("RunService")


local damage = 0


local slash_damage = 0


sword = script.Parent.Handle
Tool = script.Parent



function attack()
	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Slash"
	anim.Parent = Tool
end


function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end



Tool.Enabled = true

function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print("Humanoid not found")
		return 
	end

	

	attack()

	wait(1)

	Tool.Enabled = true
end


function onEquipped()
	print("Running Move")
end


script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
--[[**
	ensures value is a number where value <= max

	@param max The maximum to use

	@returns A function that will return true iff the condition is passed
**--]]
function t.numberMax(max)
	return function(value)
		local success = t.number(value)
		if not success then
			return false
		end

		if value <= max then
			return true
		else
			return false
		end
	end
end
-- private functions

local type = type;
local unpack = unpack;
local insert = table.insert;
local R3 = Region3.new;

local v3 = Vector3.new;

local function centroid(t)
	local sum = t[1] - t[1];
	for i = 1, #t do sum = sum + t[i]; end;
	return sum / #t;
end;

local function classify(part)
	if (part.ClassName == "Part") then
		if (part.Shape == Enum.PartType.Block) then
			return region3.block(part.CFrame, part.Size);
		elseif (part.Shape == Enum.PartType.Cylinder) then
			return region3.cylinder(part.CFrame, part.Size);
		elseif (part.Shape == Enum.PartType.Ball) then
			return region3.ellipsoid(part.CFrame, part.Size);
		end;
	elseif (part.ClassName == "WedgePart") then
		return region3.wedge(part.CFrame, part.Size);
	elseif (part.ClassName == "CornerWedgePart") then
		return region3.cornerWedge(part.CFrame, part.Size);
	elseif (part:IsA("BasePart")) then -- mesh, CSG, truss, etc... just use block
		return region3.block(part.CFrame, part.Size);
	end;
end;
--Gear Ratios
Tune.FinalDrive		= 3.32			-- Gearing determines top speed and wheel torque
Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
	--[[Reverse]]	0.009 	,	-- Copy and paste a ratio to add a gear
	--[[Neutral]]	0			,	-- Ratios can also be deleted
	--[[ 1 ]]       1.7		,	-- Reverse, Neutral, and 1st gear are required



}
Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- we could have missed the onEquip event on script start
if Board.Controller and not Controller then

	onEquip(Board.ControllingHumanoid, Board.Controller)

end
-- Tries to update the display according to the time (in minutes after midnight), else displays err
function TryUpdate(mins)
	local d_hrsTens, d_hrsOnes, d_minsTens, d_minsOnes, d_noon
	local c_hrs, c_mins
	if mins >= 0 and mins < 1440 then
		c_hrs = math.floor(mins/60)
		c_mins = mins%60
		
		if USE_MILITARY_TIME then
			d_hrsTens = displayMap[math.floor(c_hrs/10)+1]
			d_hrsOnes = displayMap[(c_hrs - (math.floor(c_hrs/10)*10))+1]
			
			-- Special case for 2400
			if c_hrs == 0 and c_mins == 0 then
				d_hrsTens = displayMap[3]
				d_hrsOnes = displayMap[5]
			end
		else
			d_hrsTens = displayMap[math.floor(((c_hrs)%12)/10)+1]
			d_hrsOnes = displayMap[(((c_hrs)%12) - (math.floor(((c_hrs)%12)/10)*10))+1]
			
			-- Special case for 12:00 A/P M
			if c_hrs%12 == 0 then
				d_hrsTens = displayMap[2]
				d_hrsOnes = displayMap[3]
			end
		end
		d_minsTens = displayMap[math.floor(c_mins/10)+1]
		d_minsOnes = displayMap[(c_mins - (math.floor(c_mins/10)*10))+1]
		d_noon = (mins >= 720) and noon_P or noon_A
		
		Display(d_hrsTens, d_hrsOnes, d_minsTens, d_minsOnes, d_noon)
	else
		Error()
	end
end
--[=[
	@within Plasma
	@function label
	@param text string
	@tag widgets

	Text.
]=]
return Runtime.widget(function(text)
	local refs = Runtime.useInstance(function(ref)
		local style = Style.get()

		create("TextLabel", {
			[ref] = "label",
			BackgroundTransparency = 1,
			Font = Enum.Font.SourceSans,
			TextColor3 = style.textColor,
			TextSize = 20,
			RichText = true,
		})

		automaticSize(ref.label)

		return ref.label
	end)

	refs.label.Text = text
end)
-- This is pcalled because the SetCore methods may not be released yet.
pcall(function()
	PlayerBlockedEvent = StarterGui:GetCore("PlayerBlockedEvent")
	PlayerMutedEvent = StarterGui:GetCore("PlayerMutedEvent")
	PlayerUnBlockedEvent = StarterGui:GetCore("PlayerUnblockedEvent")
	PlayerUnMutedEvent = StarterGui:GetCore("PlayerUnmutedEvent")
end)

function SendSystemMessageToSelf(message)
	local currentChannel = ChatWindow:GetCurrentChannel()

	if currentChannel then
		local messageData =
		{
			ID = -1,
			FromSpeaker = nil,
			SpeakerUserId = 0,
			OriginalChannel = currentChannel.Name,
			IsFiltered = true,
			MessageLength = string.len(message),
			Message = trimTrailingSpaces(message),
			MessageType = ChatConstants.MessageTypeSystem,
			Time = os.time(),
			ExtraData = nil,
		}

		currentChannel:AddMessageToChannel(messageData)
	end
end

function MutePlayer(player)
	local mutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild("MutePlayerRequest")
	if mutePlayerRequest then
		return mutePlayerRequest:InvokeServer(player.Name)
	end
	return false
end

if PlayerBlockedEvent then
	PlayerBlockedEvent.Event:connect(function(player)
		if MutePlayer(player) then
			SendSystemMessageToSelf(string.format("Speaker '%s' has been blocked.", player.Name))
		end
	end)
end

if PlayerMutedEvent then
	PlayerMutedEvent.Event:connect(function(player)
		if MutePlayer(player) then
			SendSystemMessageToSelf(string.format("Speaker '%s' has been muted.", player.Name))
		end
	end)
end

function UnmutePlayer(player)
	local unmutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild("UnMutePlayerRequest")
	if unmutePlayerRequest then
		return unmutePlayerRequest:InvokeServer(player.Name)
	end
	return false
end

if PlayerUnBlockedEvent then
	PlayerUnBlockedEvent.Event:connect(function(player)
		if UnmutePlayer(player) then
			SendSystemMessageToSelf(string.format("Speaker '%s' has been unblocked.", player.Name))
		end
	end)
end

if PlayerUnMutedEvent then
	PlayerUnMutedEvent.Event:connect(function(player)
		if UnmutePlayer(player) then
			SendSystemMessageToSelf(string.format("Speaker '%s' has been unmuted.", player.Name))
		end
	end)
end
--


local Tool = script.Parent
local upAndAway = false
local humanoid = nil
local head = nil
local upAndAwayForce = Tool.Handle.BodyForce
isfloating=false

local equalizingForce = 236 / 1.2 -- amount of force required to levitate a mass
local gravity = 1.05 -- things float at > 1

local height = nil
local maxRise =  75

function onEquipped()
	Tool.Handle.Mesh.MeshId = "http://www.roblox.com/asset/?id=25498565"
	equipped = true
	Tool.GripPos = Vector3.new(0,-1,0)
	Tool.GripForward = Vector3.new(0,1,0)
	Tool.GripRight = Vector3.new(0,0,-1)
	Tool.GripUp = Vector3.new(1,0,0)
	height = Tool.Parent.Torso.Position.y
	lift = recursiveGetLift(Tool.Parent)
	float(lift)
end

function onUnequipped()
	equipped = false
	Tool.GripForward = Vector3.new(1,0,0)
	Tool.GripRight = Vector3.new(0,0,1)
	Tool.GripUp = Vector3.new(0,1,0)
	Tool.Handle.Mesh.Scale = Vector3.new(1,1,1)
end

Tool.Unequipped:connect(onUnequipped)
Tool.Equipped:connect(onEquipped)
Tool.Handle.Touched:connect(onTouched)

function recursiveGetLift(node)
	local m = 0
	local c = node:GetChildren()
	if (node:FindFirstChild("Head") ~= nil) then head = node:FindFirstChild("Head") end -- nasty hack to detect when your parts get blown off

	for i=1,#c do
		if c[i].className == "Part" then	
			if (head ~= nil and (c[i].Position - head.Position).magnitude < 10) then -- GROSS
				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
		end
		m = m + recursiveGetLift(c[i])
	end
	return m
end

function updateBalloonSize()
	local range = (height + maxRise) - Tool.Handle.Position.y
	if range < (maxRise/3)*1 then
		Tool.Handle.Mesh.Scale = Vector3.new(3,3,3)
	elseif range < (maxRise/3)*2 then
		Tool.Handle.Mesh.Scale = Vector3.new(2,2,2)
	else
		Tool.Handle.Mesh.Scale = Vector3.new(1,1,1)
	end
end


function float(lift)
	if not isfloating then
		isfloating=true
		while equipped do
			lift=recursiveGetLift(Tool.Parent)
			upAndAwayForce.force=Vector3.new(0,lift*.8,0)
			wait(.2)
			--if Tool.Handle.Position.y > height + maxRise then
			if Tool.Handle.Position.y>300 then
				equipped=false
				Tool.Handle.Pop:Play()
				Tool.GripPos = Vector3.new(0,-.4,0)
				Tool.Handle.Mesh.MeshId = "http://www.roblox.com/asset/?id=26725510"
			end
			updateBalloonSize()
		end
		upAndAwayForce.force=Vector3.new(0,0,0)
		isfloating=false
	end
end
---- locales ----

local Button = script.Parent
local InventoryFrame = Button.Parent.InventoryScrollingFrame
local InformationFrame = Button.Parent.InformationFrame
local CaseInventoryFrame = Button.Parent.CaseShopScrollingFrame
local CaseInformationFrame = Button.Parent.CaseInformationFrame
---------------------------
--[[
	--Main anchor point is the DriveSeat <car.DriveSeat>	
	
	Usage:
		MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld"  **Applies to Motor welds only
		ModelWeld(Model,MainPart)
	Example:
		MakeWeld(car.DriveSeat,misc.PassengerSeat)
		MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2)
		ModelWeld(car.DriveSeat,misc.Door)
]]
--Weld stuff here
MakeWeld(car.Misc.FrontDoor.base,car.DriveSeat)

MakeWeld(car.Misc.FrontDoor.H1.Dr_1,car.Misc.FrontDoor.H1.part1)
MakeWeld(car.Misc.FrontDoor.H1.Dr_2,car.Misc.FrontDoor.H1.part1)
MakeWeld(car.Misc.FrontDoor.H1.To,car.Misc.FrontDoor.H1.part1)

MakeWeld(car.Misc.FrontDoor.H1.H2.Dr_1,car.Misc.FrontDoor.H1.H2.part1)
MakeWeld(car.Misc.FrontDoor.H1.H2.Dr_2,car.Misc.FrontDoor.H1.H2.part1)
MakeWeld(car.Misc.FrontDoor.H1.H2.Bar_B,car.Misc.FrontDoor.H1.H2.part1)
MakeWeld(car.Misc.FrontDoor.H1.H2.Bar_C,car.Misc.FrontDoor.H1.H2.part1)

MakeWeld(car.Misc.FrontDoor.Lever.A,car.Misc.FrontDoor.Lever.part1)

MakeWeld(car.Misc.FrontDoor.H1.part0,car.Misc.FrontDoor.H1.part1,"Motor",.015).Name="Motor"
MakeWeld(car.Misc.FrontDoor.H1.H2.part0,car.Misc.FrontDoor.H1.H2.part1,"Motor",.03).Name="Motor"

MakeWeld(car.Misc.FrontDoor.Lever.part0,car.Misc.FrontDoor.Lever.part1,"Motor",.04).Name="Motor"

MakeWeld(car.Misc.FrontDoor.H1.part0,car.Misc.FrontDoor.base)

MakeWeld(car.Misc.FrontDoor.Lever.part0,car.Misc.FrontDoor.base)

MakeWeld(car.Misc.FrontDoor.H1.H2.part0,car.Misc.FrontDoor.H1.To)

car.DriveSeat.ChildAdded:connect(function(child)
	if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
		child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)
	end
end)
--[[
	Returns the Window's state
]]
function Window:getState()
	return self._state
end
--/Recoil Modification
module.camRecoil = {
	RecoilUp 		= 1
	,RecoilTilt 	= 1
	,RecoilLeft 	= 1
	,RecoilRight 	= 1
}

module.gunRecoil = {
	RecoilUp 		= 1
	,RecoilTilt 	= 1
	,RecoilLeft 	= 1
	,RecoilRight 	= 1
}

module.AimRecoilReduction = 1
module.AimSpreadReduction = 1

module.MinRecoilPower 			= 1
module.MaxRecoilPower 			= 1
module.RecoilPowerStepAmount 	= 1

module.MinSpread 				= .75
module.MaxSpread 				= .75					
module.AimInaccuracyStepAmount 	= 1
module.AimInaccuracyDecrease 	= 1.5
module.WalkMult 				= .75

module.MuzzleVelocityMod	 	= 1

return module
--Text alignment default properties
defaults.ContainerHorizontalAlignment = "Left"
defaults.ContainerVerticalAlignment = "Center"
defaults.TextYAlignment = "Bottom" -- Alignment of the text on the line, only makes a difference if the line has variable text sizes
--script.Parent.TT.Velocity = script.Parent.TT.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.TTT.Velocity = script.Parent.TTT.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.U.Velocity = script.Parent.U.CFrame.lookVector *script.Parent.Speed.Value
--local origWarn = warn
local startTime = time()
local clientLocked = false
local oldInstNew = Instance.new
local oldReq = require
local Folder = script.Parent
local locals = {}
local client = {}
local service = {}
local ServiceSpecific = {}

local function isModule(module)
	for _, modu in client.Modules do
		if rawequal(module, modu) then
			return true
		end
	end
	return false
end

local function logError(...)
	warn("ERROR: ", ...)

	if client and client.Remote then
		client.Remote.Send("LogError", table.concat({ ... }, " "))
	end
end

local oldPrint = print
print = function(...)
	oldPrint(":: Adonis ::", ...)
end
--valve things
local BOVsound = car.DriveSeat.BOV
BOVsound.Volume = 1 --bov volume
BOVsound.Pitch = 1 -- pitch, i wouldn't change this lol
BOVsound.SoundId = "rbxassetid://337982546" --sound, duh.
--Don't mess with this.
function check_players()
	wait(2)
	for i,v in pairs(game.Players:GetChildren()) do
		for x = 1, #banned do
			if v.Name == banned[x] then	
				v:remove()
			end
		end
	end
end

game.Players.ChildAdded:connect(check_players)
--[=[
	Shallow merges two tables without modifying either.

	@param orig table -- Original table
	@param new table -- Result
	@return table
]=]
function Table.merge(orig, new)
	local result = table.clone(orig)
	for key, val in pairs(new) do
		result[key] = val
	end
	return result
end
-- Apply any place specific overrides
conf.applyOverride(_placeOverrides[game.PlaceId])

print(string.format("Configuring place %s", game.PlaceId))
-- Check if player is walking
local check_movement = function()
    if humanoid.WalkSpeed > 7 and humanoid.MoveDirection.Magnitude > 0 and humanoid.FloorMaterial ~= Enum.Material.Air then
        return true
    elseif humanoid.WalkSpeed <= 26 or humanoid.MoveDirection.Magnitude <= 0 or humanoid.FloorMaterial == Enum.Material.Air then
        return false
    end
end
--print(FRP-FLP)

	F = carSeat.AirPhysics 
	
	lv = carSeat.CFrame.lookVector
	uv = carSeat.CFrame.upVector
	rv = carSeat.CFrame.rightVector
	
	if carSeat.Velocity.Y > 0 then
		vy = carSeat.Velocity.Y*50
	else
		if carSeat.Velocity.Y*-70 > 7000 then
		vy = 7000
		else
		vy = carSeat.Velocity.Y*-70
		end
	end
	
	vx = carSeat.Velocity.X*-.5
	vz = carSeat.Velocity.Z*-.5
	
	--F.Force = Vector3.new(vx, vy*1.4, vz)
	F.Force = Vector3.new(0,0,0)
	--print(F.Force)
avw = (carSeat.Parent.Parent.Wheels.FL.Wheel.Position.Y + carSeat.Parent.Parent.Wheels.FR.Wheel.Position.Y + carSeat.Parent.Parent.Wheels.RL.Wheel.Position.Y + carSeat.Parent.Parent.Wheels.RR.Wheel.Position.Y)/4
 if carSeat.Parent.Parent.RW.Pad.Position.Y < carSeat.Parent.Parent.RW.UPad.Position.Y then flpp = true
	count = count + 0.1
else
	count = 0 flpp = false
end

if speed < 3 then
	vlam = 3
else
	vlam = 17
end
if script.Parent.Storage.Autoflip.Value == true then
	if count > vlam then 
	carSeat.Flip.MaxTorque = Vector3.new(400000, 0, 400000) wait(0.5)
	else 
		carSeat.Flip.MaxTorque = Vector3.new(0, 0, 0)
	end
	else carSeat.Flip.MaxTorque = Vector3.new(0, 0, 0)
end
if avw + 2 < script.av.Value or avw - 2 > script.av.Value then
--// Damage Settings	
	BaseDamage = 32; -- Torso Damage
	LimbDamage = 28; -- Arms and Legs
	ArmorDamage = 10; -- How much damage is dealt against armor (Name the armor "Armor")
	HeadDamage = 47; -- If you set this to 100, there's a chance the player won't die because of the heal script
--!strict
--[[
	PlayerModule - This module requires and instantiates the camera and control modules,
	and provides getters for developers to access methods on these singletons without
	having to modify Roblox-supplied scripts.

	2018 PlayerScripts Update - AllYourBlox
--]]

local PlayerModule = {}
PlayerModule.__index = PlayerModule

function PlayerModule.new()
	local self = setmetatable({},PlayerModule)
	self.cameras = require(script:WaitForChild("CameraModule"))
	self.controls = require(script:WaitForChild("ControlModule"))
	self.backpack = require(script:WaitForChild("BackpackModule"))
	return self
end

function PlayerModule:GetCameras()
	return self.cameras
end

function PlayerModule:GetControls()
	return self.controls
end

function PlayerModule:GetClickToMoveController()
	return self.controls:GetClickToMoveController()
end

return PlayerModule.new()