Roblox/luau_corpus huggingface dataset:
--[[**
	Gets whatever object is stored with the given index, if it exists. This was added since Maid allows getting the task using `__index`.
	@param [t:any] Index The index that the object is stored under.
	@returns [t:any?] This will return the object if it is found, but it won't return anything if it doesn't exist.
**--]]
function Janitor.__index:Get(Index)
	local This = self[IndicesReference]
	if This then
		return This[Index]
	end
end
------------------
------------------


while true do
	local p = game.Players:GetChildren()
	for i = 1,#p do
		if p[i].Character~=nil then
			if p[i].Character:findFirstChild("Torso")~=nil then
				if (p[i].Character.Torso.Position - script.Parent.Torso.Position).magnitude < 5 then
					local anim = Instance.new("StringValue")
					anim.Value = possibleAnims[math.random(1, #possibleAnims)]
					anim.Name = "Axe"
					anim.Parent = script.Parent.LinkedSword
				end
			end
		end
	end
	wait(0.5)
end
-- Making Motor3D

local Joint = script.Parent.LimbsJoint

Joint.LeftLegAnimation.LeftL.Part1 = Joint.LeftLegAnimation
Joint.RightLegAnimation.RightL.Part1 = Joint.RightLegAnimation

Joint.LeftLegAnimation.LeftL.Part0 = script.Parent.UpperTorso
Joint.RightLegAnimation.RightL.Part0 = script.Parent.UpperTorso

Joint.LeftArmAnimation.LeftA.Part1 = Joint.LeftArmAnimation
Joint.RightArmAnimation.RightA.Part1 = Joint.RightArmAnimation

Joint.LeftArmAnimation.LeftA.Part0 = script.Parent.UpperTorso
Joint.RightArmAnimation.RightA.Part0 = script.Parent.UpperTorso
--!strict
export type WeakMap<K, V> = {
	-- method definitions
	get: (self: WeakMap<K, V>, K) -> V,
	set: (self: WeakMap<K, V>, K, V) -> WeakMap<K, V>,
	has: (self: WeakMap<K, V>, K) -> boolean,
}

type WeakMapPrivate<K, V> = {
	_weakMap: { [K]: V },
	-- method definitions
	get: (self: WeakMapPrivate<K, V>, K) -> V,
	set: (self: WeakMapPrivate<K, V>, K, V) -> WeakMapPrivate<K, V>,
	has: (self: WeakMapPrivate<K, V>, K) -> boolean,
}
type WeakMap_Statics = {
	new: <K, V>() -> WeakMap<K, V>,
}

local WeakMap: WeakMapPrivate<any, any> & WeakMap_Statics = {} :: any;
(WeakMap :: any).__index = WeakMap

function WeakMap.new<K, V>(): WeakMap<K, V>
	local weakMap = setmetatable({}, { __mode = "k" })
	return setmetatable({ _weakMap = weakMap }, WeakMap) :: any
end

function WeakMap:get(key)
	return self._weakMap[key]
end

function WeakMap:set(key, value)
	self._weakMap[key] = value
	return self
end

function WeakMap:has(key): boolean
	return self._weakMap[key] ~= nil
end

return WeakMap :: WeakMap<any, any> & WeakMap_Statics
--<DON'T TOUCH THE SCRIPT UNLESS YOU KNOW WHAT YOU ARE DOING!

local RS = game:GetService('ReplicatedStorage')
local TS = game:GetService('TweenService')

local Tool = script.Parent
local TextureArray = {}

local Activated = false
local Debounce = false
local Cooldown = 1
local Prop = nil
local LaughAnim = nil

Tool.Activated:Connect(function()
	if not Debounce then
		Debounce = true
		task.delay(Cooldown, function()
			Debounce = false
		end)
		
		local Character = Tool.Parent
		
		if not Activated then
			Activated = true
			
			LaughAnim = Character.Humanoid:LoadAnimation(RS.SkyV4.Laugh)
			LaughAnim:Play()
			Character.HumanoidRootPart.Anchored = true
			
			Prop = RS.SkyV4.Props.Wings:Clone()
			Prop.Parent = Character
	 
			local Attachment = Instance.new('Attachment')
			Attachment.Parent = Character.HumanoidRootPart
			Attachment.Position = Vector3.new(0,-2.5,0)

			local Wave = RS.SkyV4.Effects.Wave:Clone()
			Wave.Parent = Attachment

			local Smoke = RS.SkyV4.Effects.Smoke:Clone()
			Smoke.Parent = Character.HumanoidRootPart

			local Pixel = RS.SkyV4.Effects.Pixel:Clone()
			Pixel.Parent = Character.HumanoidRootPart

			local Laugh = RS.SkyV4.Sound.Laugh:Clone()
			Laugh.Parent = Character.HumanoidRootPart

			local SmokeSound = RS.SkyV4.Sound.Smoke:Clone()
			SmokeSound.Parent = Character.HumanoidRootPart

			Laugh:Play()

			task.delay(1.6,function()
				Laugh:Destroy()
				task.wait(0.25)
				Character.HumanoidRootPart.Anchored = false
				LaughAnim:Stop()
			end)

			SmokeSound:Play()

			local Tween = TS:Create(SmokeSound, TweenInfo.new(1.5), {Volume = 0})
			Tween:Play()

			Tween.Completed:Connect(function()
				SmokeSound:Destroy()
			end)	

			Wave:Emit(2)
			Smoke:Emit(100)
			Pixel:Emit(50)

			for _, Item in ipairs(Character.Humanoid:GetAccessories()) do
				local Hair = Item.Handle:FindFirstChild("HairAttachment") ~= nil
				if Hair then
					TextureArray[Item] = {TextureID = Item.Handle.TextureID, Color = Item.Handle.Color, Material = Item.Handle.Material}
					Item.Handle.Color = Color3.fromRGB(255, 255, 0)
					Item.Handle.TextureID = ''
					Item.Handle.Material = Enum.Material.Neon
				end
			end
			
		elseif Activated then
			Activated = false
			
			local Tween = TS:Create(Prop.Handle, TweenInfo.new(0.5), {Transparency = 1})
			Tween:Play()

			Tween.Completed:Connect(function()
				Prop:Destroy()
			end)
			
			for _, Item in ipairs(Character.Humanoid:GetAccessories()) do
				local Hair = Item.Handle:FindFirstChild("HairAttachment") ~= nil
				if Hair then
					Item.Handle.Color = TextureArray[Item].Color
					Item.Handle.Material = TextureArray[Item].Material
					Item.Handle.TextureID = TextureArray[Item].TextureID
					TextureArray[Item] = nil
				end
			end
		end
	end
end)
-----------------------------------------------------------
----------------------- STATIC DATA -----------------------
-----------------------------------------------------------
local RunService = game:GetService("RunService")
local table = require(script.Parent:WaitForChild("Table"))
local Signal = require(script.Parent:WaitForChild("Signal"))
local FastCast = nil -- Static reference to the FastCast static module.
--[=[
	Constructs a new Maid which will clean up when the brio dies.
	Will error if the Brio is dead.

	:::info
	Calling this while the brio is already dead will throw a error.
	:::

	```lua
	local brio = Brio.new("a")
	local maid = brio:ToMaid()
	maid:GiveTask(function()
		print("Cleaning up!")
	end)
	brio:Kill() --> Cleaning up!
	```

	@return Maid
]=]
function Brio:ToMaid()
	assert(self._values ~= nil, "Brio is dead")

	local maid = Maid.new()

	maid:GiveTask(self:GetDiedSignal():Connect(function()
		maid:DoCleaning()
	end))

	return maid
end
-- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected
local onlyTriggersForThrottle = false
local ZERO_VECTOR3 = Vector3.new(0,0,0)

local bindAtPriorityFlagExists, bindAtPriorityFlagEnabled = pcall(function()
	return UserSettings():IsUserFeatureEnabled("UserPlayerScriptsBindAtPriority")
end)
local FFlagPlayerScriptsBindAtPriority = bindAtPriorityFlagExists and bindAtPriorityFlagEnabled
---Strobe SCRIPT, DO NOT EDIT!---


for i,v in pairs(game.workspace.PLights:GetChildren()) do
	spawn(function()
		while true do
			wait(math.random())
			v.MLSelling.Dimmer:Invoke(180)
			wait(0.001)
			v.MLSelling.Dimmer:Invoke(0)
			
			

		end
	end)
end
--[[
	Manages batch updating of spring objects.
]]

local RunService = game:GetService("RunService")

local Package = script.Parent.Parent
local PubTypes = require(Package.PubTypes)
local Types = require(Package.Types)
local packType = require(Package.Animation.packType)
local springCoefficients = require(Package.Animation.springCoefficients)
local updateAll = require(Package.Dependencies.updateAll)
local logError = require(Package.Logging.logError)

type Set<T> = {[T]: any}
type Spring = Types.Spring<any>

local SpringScheduler = {}

local WEAK_KEYS_METATABLE = {__mode = "k"}
-- If you want to know how to retexture a hat, read this:  http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388








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 = "Handle"   -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle" 
		p.formFactor = 0
		p.Size = Vector3.new(2, 2, 2) 
		p.BottomSurface = 0 
		p.TopSurface = 0 
		p.Locked = true 
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0, 0.300000012, 0.219999999) -- Change these to change the positiones of your hat, as I said earlier.
		wait(5)		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)
----- Modules
local CooldownModule = require(RS.Modules.CooldownGui)
--[[
	Returns the target CFrame for the camera while in Dead mode
]]
function CameraStateDead.getTargetCFrame(targetPart)
	local _, yaw, _ = targetPart.CFrame:toEulerAnglesYXZ()

	return CFrame.new(targetPart.CFrame.p) * CFrame.fromEulerAnglesYXZ(0, yaw, 0) * CFrame.new(0, 15, 10) * -- Offset
		CFrame.Angles(math.rad(-20), 0, 0) -- Rotation
end
--[=[
	Retrieves an attribute, and if it is nil, returns the default
	instead.
	@param instance Instance
	@param attributeName string
	@param default T?
	@return T?
]=]
function AttributeUtils.getAttribute(instance, attributeName, default)
	local value = instance:GetAttribute(attributeName)
	if value == nil then
		return default
	end

	return value
end
--DO NOT EDIT BELOW!

while wait() do
	Main.Money.Text = Money.Value
end
--// Commands
--// Highly recommended you disable Intellesense before editing this...
return function(Vargs)
	local server = Vargs.Server;
	local service = Vargs.Service;
	local Settings = server.Settings
	local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps
	
	local function Init()
		Functions = server.Functions;
		Admin = server.Admin;
		Anti = server.Anti;
		Core = server.Core;
		HTTP = server.HTTP;
		Logs = server.Logs;
		Remote = server.Remote;
		Process = server.Process;
		Variables = server.Variables;
		Commands = server.Commands;
		Deps = server.Deps;

		--// Automatic New Command Caching and Ability to do server.Commands[":ff"]
		setmetatable(Commands, {
			__index = function(self, ind)
				local targInd = Admin.CommandCache[ind:lower()]
				if targInd then
					return rawget(Commands, targInd)
				end
			end;

			__newindex = function(self, ind, val)
				rawset(Commands, ind, val)
				if val and type(val) == "table" and val.Commands and val.Prefix then
					for i,cmd in next,val.Commands do
						Admin.PrefixCache[val.Prefix] = true;
						Admin.CommandCache[(val.Prefix..cmd):lower()] = ind;
					end
				end
			end;
		})
		
		Logs:AddLog("Script", "Loading Command Modules...")
		
		--// Load command modules
		if server.CommandModules then
			for i,module in next,server.CommandModules:GetChildren() do
				local func = require(module)
				local ran,tab = pcall(func, Vargs, getfenv())
				
				if ran and tab and type(tab) == "table" then
					for ind,cmd in next,tab do
						Commands[ind] = cmd;
					end
					
					Logs:AddLog("Script", "Loaded Command Module: ".. module.Name)
				elseif not ran then
					warn("CMDMODULE ".. module.Name .. " failed to load:")
					warn(tostring(tab))
					Logs:AddLog("Script", "Loading Command Module Failed: ".. module.Name)
				end
			end
		end
		
		--// Cache commands
		Admin.CacheCommands();
		
		Logs:AddLog("Script", "Commands Module Initialized")
	end;

	server.Commands = {
		Init = Init;
	};
end
-- events

REMOTES.Kick.OnServerEvent:Connect(function(player, other)
	local squad	= GetSquad(other)
	
	if squad then
		if player.Name == squad.Leader.Value then
			LeaveSquad(other)
		end
	end
end)

REMOTES.SetLeader.OnServerEvent:Connect(function(player, other)
	local squad	= GetSquad(other)
	
	if squad then
		if player.Name == squad.Leader.Value then
			squad.Leader.Value	= other.Name
		end
	end
end)

REMOTES.ToggleQueue.OnServerEvent:connect(function(player)
	local squad	= GetSquad(player)
	
	if squad then
		if player.Name == squad.Leader.Value then
			if squad.Queue.Value == "Solo" then
				squad.Queue.Value	= "Squad"
			elseif squad.Queue.Value == "Squad" then
				if #squad.Players:GetChildren() <= 1 then
					squad.Queue.Value	= "Solo"
					squad.Fill.Value	= false
				end
			end
		end
	end
end)

REMOTES.ToggleFill.OnServerEvent:connect(function(player)
	local squad	= GetSquad(player)
	
	if squad then
		if player.Name == squad.Leader.Value then
			if squad.Queue.Value == "Solo" then
				squad.Fill.Value	= false
			else
				squad.Fill.Value	= not squad.Fill.Value
			end
		end
	end
end)


REMOTES.SendInvite.OnServerEvent:connect(function(from, to)
	local squad	= GetSquad(from)
	
	if squad.Leader.Value == from.Name then
		if #squad.Players:GetChildren() < MAX_SQUAD_SIZE then
			local success	= false
			pcall(function()
				response	= REMOTES.RespondToInvite:InvokeClient(to, from.Name)
			end)
			
			if response and from:IsDescendantOf(Players) then
				local squad	= GetSquad(from)
				if #squad.Players:GetChildren() < MAX_SQUAD_SIZE then
					AddPlayerToSquad(to, squad)
				end
			end
		end
	end
end)

REMOTES.Ready.OnServerEvent:connect(function(player, ready)
	local squad	= GetSquad(player)
	
	if squad then
		squad.Players[player.Name].Value	= ready
	end
end)

REMOTES.LeaveSquad.OnServerEvent:connect(function(player)
	LeaveSquad(player)
end)

Players.PlayerAdded:connect(function(player)
	local info		= player:GetJoinData()
	local squadName	= info.TeleportData
	
	PLAYER_DATA:WaitForChild(player.Name)
	
	if squadName then
		local currentSquad	= SQUADS:FindFirstChild(squadName)
		
		if currentSquad then
			if #currentSquad.Players:GetChildren() < MAX_SQUAD_SIZE then
				AddPlayerToSquad(player, currentSquad)
			else
				AddPlayerToSquad(player, CreateSquad())
			end
		else
			AddPlayerToSquad(player, CreateSquad(squadName))
		end
	else
		AddPlayerToSquad(player, CreateSquad())
	end
end)

Players.PlayerRemoving:connect(function(player)
	RemovePlayer(player)
end)
--[=[
	Accepts an array of Promises and returns a Promise that is resolved as soon as `count` Promises are resolved from the input array. The resolved array values are in the order that the Promises resolved in. When this Promise resolves, all other pending Promises are cancelled if they have no other consumers.

	`count` 0 results in an empty array. The resultant array will never have more than `count` elements.

	```lua
	local promises = {
		returnsAPromise("example 1"),
		returnsAPromise("example 2"),
		returnsAPromise("example 3"),
	}

	return Promise.some(promises, 2) -- Only resolves with first 2 promises to resolve
	```

	@param promises {Promise<T>}
	@param count number
	@return Promise<{T}>
]=]
function Promise.some(promises, amount)
	assert(type(amount) == "number", "Bad argument #2 to Promise.some: must be a number")

	return Promise._all(debug.traceback(nil, 2), promises, amount)
end
--functions
function pose1()
	local player = game.Players.LocalPlayer
	if (player == nil) then return end
	char = player.Character
	Rshoulder = char.Torso:findFirstChild("Right Shoulder")
	Lshoulder = char.Torso:findFirstChild("Left Shoulder")
	Rhip = char.Torso:findFirstChild("Right Hip")
	Lhip = char.Torso:findFirstChild("Left Hip")
	if (Rshoulder ~= nil) then Rshoulder.DesiredAngle = 0 end
	if (Lshoulder ~= nil) then Lshoulder.DesiredAngle = 0 end
	if (Rhip ~= nil) then Rhip.DesiredAngle = 0 end
	if (Lhip ~= nil) then Lhip.DesiredAngle = 0 end
end

function noanimate()
	local player = game.Players.LocalPlayer
	if (player == nil) then return end
	char = player.Character
	local Anim = char:findFirstChild("Animate")
	if (Anim ~= nil) then
		Anim.Parent = player
	end
end

function animate()
	local player = game.Players.LocalPlayer
	if (player == nil) then return end
	char = player.Character
	local Anim = player:findFirstChild("Animate")
	if (Anim ~= nil) then
		Anim.Parent = char
		wait()
		Rshoulder = char.Torso:findFirstChild("Right Shoulder")
		Lshoulder = char.Torso:findFirstChild("Left Shoulder")
		Rhip = char.Torso:findFirstChild("Right Hip")
		Lhip = char.Torso:findFirstChild("Left Hip")
		if (Rshoulder ~= nil) then
			Rshoulder.Parent = nil
			Rshoulder.Parent = char.Torso
		end
		if (Lshoulder ~= nil) then
			 Lshoulder.Parent = nil
			 Lshoulder.Parent = char.Torso
		end
		if (Rhip ~= nil) then
			 Rhip.Parent = nil
			 Rhip.Parent = char.Torso
		end
		if (Lhip ~= nil) then
			 Lhip.Parent = nil
			 Lhip.Parent = char.Torso end
		end
end

function FalconPUUUNCH(mouse)
	local player = game.Players.LocalPlayer
	if (player == nil) then return end
	char = player.Character
	if (punchload == false) then
		Rarm = char:findFirstChild("Right Arm")
		Torso = char.Torso
		Rshoulder = Torso:findFirstChild("Right Shoulder")
		if (Rarm ~= nil) and (Rshoulder ~= nil) then
			punchload = true
			mouse.Icon = "rbxasset://textures\\GunWaitCursor.png"
			noanimate()
			pose1()
			Rshoulder.MaxVelocity = 1
			Rshoulder.DesiredAngle = 0
			wait(0.5)
			hurtc = hurt:clone()
			hurtc.Disabled = false
			hurtc.Parent = Rarm
			hurtc.Owner.Value = player.Name
			Rshoulder.DesiredAngle = 2
			wait(0.1)
			Rshoulder.MaxVelocity = 0.1
			wait(1)
			while hurtc.Enabled.Value == true do
				wait(0.1)
			end
			hurtc:remove()
			animate()
			punchload = false
			mouse.Icon = "rbxasset://textures\\GunCursor.png"
		end
	end
end
-- Local Variables
local IntermissionRunning = false
local EnoughPlayers = false
local GameRunning = false
local Events = ReplicatedStorage.Events
local CaptureFlag = Events.CaptureFlag
local ReturnFlag = Events.ReturnFlag
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================
function GuiController:UpdateSpeed()
	
end -- GuiController:UpdateSpeed()


function GuiController:Start(s)
	speeder = s
	primary = speeder.PrimaryPart
	engine = speeder.engine
	
	BoostSetup()
end -- GuiController:Start()


function GuiController:Stop()
	
end -- GuiController:Stop()
--METHOD 1 PARAMS
local CALMDOWN = 0.5
local CALMDOWN_RENDER = nil
--------------------------------------------------------------------------------

local function SetWaterState(ReadyToUse: boolean)
	for _, WaterPart in Fountain.Water:GetChildren() do
		if WaterPart:IsA("BasePart") then
			if not WaterColor[WaterPart] then
				WaterColor[WaterPart] = WaterPart.Color
			end
			Tween:Play(WaterPart, {1, "Circular"}, {Color = ReadyToUse and WaterColor[WaterPart] or Color3.fromRGB(118, 118, 118)})
		end
	end
end

Fountain.Healed.OnClientEvent:Connect(function(ServerTime: number)
	SetWaterState(false)
	Tween:Play(BillboardGui.Header, {1, "Circular"}, {TextTransparency = 0.7})
	BillboardGui.Cooldown.Visible = true
	
	while true do
		local Difference = workspace:GetServerTimeNow() - ServerTime
		local ReadyToUse = Difference > Timer
		if ReadyToUse then
			break
		end
		BillboardGui.Cooldown.Text = "-".. math.ceil(Timer-Difference) .."-"
		task.wait(0.2)
	end
	
	SetWaterState(true)
	Tween:Play(BillboardGui.Header, {1, "Circular"}, {TextTransparency = 0})
	BillboardGui.Cooldown.Visible = false
end)
--[[
	A limited, simple implementation of a Signal.

	Handlers are fired in order, and (dis)connections are properly handled when
	executing an event.
]]

local function immutableAppend(list, ...)
	local new = {}
	local len = #list

	for key = 1, len do
		new[key] = list[key]
	end

	for i = 1, select("#", ...) do
		new[len + i] = select(i, ...)
	end

	return new
end

local function immutableRemoveValue(list, removeValue)
	local new = {}

	for i = 1, #list do
		if list[i] ~= removeValue then
			table.insert(new, list[i])
		end
	end

	return new
end

local Signal = {}

Signal.__index = Signal

function Signal.new()
	local self = {
		_listeners = {}
	}

	setmetatable(self, Signal)

	return self
end

function Signal:connect(callback)
	local listener = {
		callback = callback,
		disconnected = false,
	}

	self._listeners = immutableAppend(self._listeners, listener)

	local function disconnect()
		listener.disconnected = true
		self._listeners = immutableRemoveValue(self._listeners, listener)
	end

	return {
		disconnect = disconnect
	}
end

function Signal:fire(...)
	for _, listener in ipairs(self._listeners) do
		if not listener.disconnected then
			listener.callback(...)
		end
	end
end

return Signal
-- 2xy0x
local module = {}

module.LastStandingPos = nil;
module.DontUpdateYet = false;
module.DamageMultiplication = 0.065
module.MinimumFallDamageStuds = 90

return module
--[[
	Updates the value stored in this State object.

	If `force` is enabled, this will skip equality checks and always update the
	state object and any dependents - use this with care as this can lead to
	unnecessary updates.
]]
function class:set(newValue: any, force: boolean?)
	-- if the value hasn't changed, no need to perform extra work here
	if self._value == newValue and not force then
		return
	end

	self._value = newValue

	-- update any derived state objects if necessary
	updateAll(self)
end

local function Value<T>(initialValue: T): Types.State<T>
	local self = setmetatable({
		type = "State",
		kind = "State",
		-- if we held strong references to the dependents, then they wouldn't be
		-- able to get garbage collected when they fall out of scope
		dependentSet = setmetatable({}, WEAK_KEYS_METATABLE),
		_value = initialValue
	}, CLASS_METATABLE)

	initDependency(self)

	return self
end

return Value
-- Get references to the DockShelf and its children
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf
local dockbtn = dockShelf.JCookie
local aFinderButton = dockShelf.AFinder
local Minimalise = script.Parent
local window = script.Parent.Parent.Parent
--[Lokalizacje]
--[Góra]
g1 = script.Parent.Parent.gura1
legansio = false

g2 = script.Parent.Parent.gura2
legansio = false

g3 = script.Parent.Parent.gura3
legansio = false

g4 = script.Parent.Parent.gura4
legansio = false

g5 = script.Parent.Parent.gura5
legansio = false

g6 = script.Parent.Parent.gura6
legansio = false

g7 = script.Parent.Parent.gura7
legansio = false

g8 = script.Parent.Parent.gura8
legansio = false

g9 = script.Parent.Parent.gura9
legansio = false

g10 = script.Parent.Parent.gura10
legansio = false

g11 = script.Parent.Parent.gura11
legansio = false

g12 = script.Parent.Parent.gura12
legansio = false

g13 = script.Parent.Parent.gura13
legansio = false

g14 = script.Parent.Parent.gura14
legansio = false

s1 = script.Parent.Parent.s1
legansio = false

q1 = script.Parent.Parent.q1
legansio = false
--[[
	Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent.Parent.Parent._Index

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

export type MatcherHintOptions = Package.MatcherHintOptions
export type DiffOptions = Package.DiffOptions


return Package
-- Tags --

local pantsId = script.Parent.Parent.ClickPart.Pants.PantsTemplate
local shirtId = script.Parent.Parent.ClickPart.Shirt.ShirtTemplate
local cPart = script.Parent
local cDetector = script.Parent.ClickDetector
-- Implements equivalent functionality to JavaScript's `array.indexOf`,
-- implementing the interface and behaviors defined at:
-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/indexOf
--
-- This implementation is loosely based on the one described in the polyfill
-- source in the above link
return function<T>(array: Array<T>, searchElement: any, fromIndex: number?): number
	local fromIndex_ = fromIndex or 1
	local length = #array

	-- In the JS impl, a negative fromIndex means we should use length - index;
	-- with Lua, of course, this means that 0 is still valid, but refers to the
	-- end of the array the way that '-1' would in JS
	if fromIndex_ < 1 then
		fromIndex_ = math.max(length - math.abs(fromIndex_), 1)
	end

	for i = fromIndex_, length do
		if array[i] == searchElement then
			return i
		end
	end

	return -1
end
-- goro7

local plr = game.Players.LocalPlayer

function update()
	
	-- Calculate scale
	local scale = (plr.PlayerGui.MainGui.AbsoluteSize.Y - 30) / script.Parent.Parent.Size.Y.Offset
	if scale > 1.5 then
		scale = 1.5
	end
	if scale > 0 then
		script.Parent.Scale = scale
	end
	
end

plr.PlayerGui:WaitForChild("MainGui"):GetPropertyChangedSignal("AbsoluteSize"):connect(update)
update()