Roblox/luau_corpus huggingface dataset:
--// Connections
L_107_.OnClientEvent:connect(function(L_190_arg1, L_191_arg2, L_192_arg3, L_193_arg4, L_194_arg5, L_195_arg6, L_196_arg7)
	if L_190_arg1 and not L_15_ then
		MakeFakeArms()
		
		L_42_ = L_2_.PlayerGui.MainGui
		L_26_ = L_42_:WaitForChild('Others')
		L_27_ = L_26_:WaitForChild('Kill')
		L_28_ = L_42_:WaitForChild('GameGui'):WaitForChild('AmmoFrame')
		L_29_ = L_28_:WaitForChild('Ammo')
		L_30_ = L_28_:WaitForChild('AmmoBackground')
		L_31_ = L_28_:WaitForChild('MagCount')
		L_32_ = L_28_:WaitForChild('MagCountBackground')
		L_33_ = L_28_:WaitForChild('DistDisp')
		L_34_ = L_28_:WaitForChild('Title')
		L_35_ = L_28_:WaitForChild('Mode1')
		L_36_ = L_28_:WaitForChild('Mode2')
		L_37_ = L_28_:WaitForChild('Mode3')
		L_38_ = L_28_:WaitForChild('Mode4')
		L_39_ = L_28_:WaitForChild('Mode5')
		L_40_ = L_28_:WaitForChild('Stances')
		L_41_ = L_42_:WaitForChild('Shading')
		L_41_.Visible = false
		
		L_34_.Text = L_1_.Name
		UpdateAmmo()
		
		L_43_ = L_191_arg2
		L_44_ = L_192_arg3
		L_45_ = L_193_arg4
		L_46_ = L_194_arg5
		L_47_ = L_195_arg6
		L_48_ = L_196_arg7	
		L_49_ = L_61_.Bolt
		
		L_86_ = L_48_.C1
		L_87_ = L_48_.C0
		
		if L_1_:FindFirstChild('AimPart2') then
			L_56_ = L_1_:WaitForChild('AimPart2')
		end
		
		if L_1_:FindFirstChild('FirePart2') then
			L_59_ = L_1_.FirePart2
		end
		
		if L_24_.FirstPersonOnly then
			L_2_.CameraMode = Enum.CameraMode.LockFirstPerson
		end
		--uis.MouseIconEnabled = false
		L_5_.FieldOfView = 70
		L_15_ = true
	elseif L_15_ then
		if L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then
			Stand()
			Unlean()
		end	
		
		L_92_ = 0
		L_79_ = false
		L_80_ = false
		L_81_ = false
		L_63_ = false
		L_66_ = false
		L_65_ = false
		Shooting = false
		
		L_96_ = 70
		
		RemoveArmModel()
		
		L_42_:Destroy()	
		
		for L_197_forvar1, L_198_forvar2 in pairs(IgnoreList) do
			if L_198_forvar2 ~= L_3_ and L_198_forvar2 ~= L_5_ and L_198_forvar2 ~= L_100_ then
				table.remove(IgnoreList, L_197_forvar1)
			end
		end
		
		if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then
			L_3_['Right Arm'].LocalTransparencyModifier = 0
			L_3_['Left Arm'].LocalTransparencyModifier = 0
		end	

		L_77_ = false
		L_68_ = true
		
		L_2_.CameraMode = Enum.CameraMode.Classic
		L_106_.MouseIconEnabled = true		
		L_5_.FieldOfView = 70
		L_15_ = false
		L_106_.MouseDeltaSensitivity = L_52_
		L_4_.Icon = "http://www.roblox.com/asset?id=0"
		L_15_ = false
		L_4_.TargetFilter = nil
	end
end)
--
end
else
print("sh")
end
else
print("arms")
end
end
--// Aim|Zoom|Sensitivity Customization
	ZoomSpeed = 0.1; -- The lower the number the slower and smoother the tween
	AimZoom = 50; -- Default zoom
	AimSpeed = 0.25;
	UnaimSpeed = 0.05;
	CycleAimZoom = 4; -- Cycled zoom
	MouseSensitivity = 0.5; -- Number between 0.1 and 1
	SensitivityIncrement = 0.05; -- No touchy
--[=[
	@param signal Signal | RBXScriptSignal
	@param callbackFn UpdateCallbackFn
	@return Connection | RBXScriptConnection

	Bind the `Update` method to a signal. For instance, this can be used
	to connect to `RunService.Heartbeat`.

	All connections are cleaned up when the shake instance is stopped
	or destroyed.

	```lua
	local function SomeShake(pos: Vector3, rot: Vector3, completed: boolean)
		-- Shake
	end

	shake:OnSignal(RunService.Heartbeat, SomeShake)
	```
]=]
function Shake:OnSignal(signal, callbackFn: UpdateCallbackFn)
	return self._trove:Connect(signal, function()
		callbackFn(self:Update())
	end)
end
---------------------------
--[[
	--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(misc.Popups.left.lHinge,car.DriveSeat,"Motor",.1)
ModelWeld(misc.Popups.left.Parts,misc.Popups.left.lHinge)
MakeWeld(misc.Popups.right.rHinge,car.DriveSeat,"Motor",.1)
ModelWeld(misc.Popups.right.Parts,misc.Popups.right.rHinge)
MakeWeld(misc.Trunk.Hinge,car.DriveSeat,"Motor",.1)
ModelWeld(misc.Trunk.Parts,misc.Trunk.Hinge)
MakeWeld(misc.Hood.Hinge,car.DriveSeat,"Motor",.1)
ModelWeld(misc.Hood.Parts,misc.Hood.Hinge)
MakeWeld(car.Misc.Wheel.A,car.DriveSeat,"Motor",.5).Name="W"
ModelWeld(car.Misc.Wheel.Parts,car.Misc.Wheel.A)
--------LEFT DOOR 1--------
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(135)

game.Workspace.doorleft.l11.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(102)

game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(102)
----- LOCALES ------

local GuiSounds = game:GetService("ReplicatedStorage").SFX.GUISounds
local Button = script.Parent
--Internal functions
function DataStore:Debug(...)
	if self.debug then
		print("[DataStore2.Debug]", ...)
	end
end

function DataStore:_GetRaw()
	if self.getRawPromise then
		return self.getRawPromise
	end

	self.getRawPromise = self.savingMethod:Get():andThen(function(value)
		self.value = value
		self:Debug("value received")
		self.haveValue = true
		self.getting = false
	end):catch(function(reason)
		self.getting = false
		self.getRawPromise = nil
		return Promise.reject(reason)
	end)

	return self.getRawPromise
end

function DataStore:_Update(dontCallOnUpdate)
	if not dontCallOnUpdate then
		for _, callback in ipairs(self.callbacks) do
			callback(self.value, self)
		end
	end

	self.haveValue = true
	self.valueUpdated = true
end
-- ALEX WAS HERE LOL

local u1 = nil;
coroutine.wrap(function()
	u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
local u2 = {}
 u2 = {
	Add = function(p1, p2, p3)
		local v1 = u1.Saving.Get(p1);
		if not v1 then
			return;
		end;
		local v2 = u1.Directory.Achievements[p2];
		if not v2 then
			return;
		end;
		local v3 = v1.Achievements[p2];
		if not v3 then
			v1.Achievements[p2] = {
				stage = 1, 
				progress = 0
			};
			v3 = v1.Achievements[p2];
		end;
		v3.progress = v3.progress + p3;
		local l__stage__4 = v3.stage;
		if v2[l__stage__4] and v2[l__stage__4].amount <= v3.progress then
			u2.Advance(p1, p2);
		end;
	end, 
	Advance = function(p4, p5)
		local v5 = u1.Saving.Get(p4);
		if not v5 then
			return;
		end;
		local v6 = u1.Directory.Achievements[p5];
		local v7 = v5.Achievements[p5];
		v7.stage = v7.stage + 1;
		v7.progress = 0;
		u2.Reward(p4, p5, v7.stage - 1);
		coroutine.wrap(function()
			u1.Signal.Fire("Achievement Completed", p4, p5, v7.stage);
			u1.Network.Fire("Achievement Completed", p4, p5, v7.stage);
			u1.Network.FireAll("Fireworks Animation", p4);
		end)();
	end
};
local u3 = Random.new();
function u2.Reward(p6, p7, p8)
	if not u1.Saving.Get(p6) then
		return;
	end;
	local v8 = u1.Directory.Achievements[p7][p8];
	local l__rewardType__9 = v8.rewardType;
	local l__reward__10 = v8.reward;
	if l__rewardType__9 ~= "Diamonds" and l__rewardType__9 ~= "Coins" then
		if l__rewardType__9 == "Pet" then
			u1.Pets.Create(p6, l__reward__10, nil, true);
			return;
		elseif l__rewardType__9 == "GoldenPet" then
			local v11 = u1.Directory.Pets[l__reward__10];
			u1.Pets.Create(p6, l__reward__10, {
				g = true, 
				s = u3:NextInteger(v11.strengthMin, v11.strengthMax) * u1.Settings.GoldPetsMult
			}, true, nil, true);
			return;
		elseif l__rewardType__9 == "RainbowPet" then
			local v12 = u1.Directory.Pets[l__reward__10];
			u1.Pets.Create(p6, l__reward__10, {
				r = true, 
				s = u3:NextInteger(v12.strengthMin, v12.strengthMax) * u1.Settings.RainbowPetsMult
			}, true, nil, true);
			if v12.rarity == 'Exclusive' then
				
			end
			return;
		elseif l__rewardType__9 == "DarkMatterPet" then
			local v13 = u1.Directory.Pets[l__reward__10];
			u1.Pets.Create(p6, l__reward__10, {
				dm = true, 
				s = u3:NextInteger(v13.strengthMin, v13.strengthMax) * u1.Settings.DarkMatterPetsMult
			}, true, nil, true);
			return;
		else
			if l__rewardType__9 == "Slots" then
				u1.Give.Slots(p6, l__reward__10);
			end;
			return;
		end;
	end;
	u1.Give.Currency(p6, l__reward__10, l__rewardType__9);
end;
return u2;
--Where the helicopter will return to--
local pitch,yaw,roll = myRoot.CFrame:ToEulerAnglesXYZ()
local home = CFrame.new(body.Position) * CFrame.fromEulerAnglesXYZ(pitch,yaw,roll)
-- (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 = "Handle"
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle" 
		p.formFactor = 0
		p.Size = Vector3.new(2, 1, 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, 0.35, 0)
		h.AttachmentRight = Vector3.new(1, -0, 0)
		h.AttachmentUp = Vector3.new(0, 0.995, -0.0995)
		h.AttachmentForward = Vector3.new(0, -0.0995, -0.995)
		wait(5)
		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)
-- On Startup
PhysicsService:CreateCollisionGroup(playerCollisionGroupName)
PhysicsService:CollisionGroupSetCollidable(playerCollisionGroupName, playerCollisionGroupName, false)
--[[Weld functions]]

	local JS = game:GetService("JointsService")
	local PGS_ON = workspace:PGSIsEnabled()
	
	function MakeWeld(x,y,type,s) 
		if type==nil then type="Weld" end
		local W=Instance.new(type,JS) 
		W.Part0=x W.Part1=y 
		W.C0=x.CFrame:inverse()*x.CFrame 
		W.C1=y.CFrame:inverse()*x.CFrame 
		if type=="Motor" and s~=nil then 
			W.MaxVelocity=s 
		end 
		return W	
	end
	
	function ModelWeld(a,b) 
		if a:IsA("BasePart") and 
			a.Parent.Name ~= ("Lights") and
			a.Parent.Name ~= ("Chasis") and
			a.Parent.Name ~= ("RotLight") and
			a.Parent.Name ~= ("Door") then 
			MakeWeld(b,a,"Weld")
			for i,v in pairs(a:GetChildren()) do 
				if v ~= nil and v:IsA("BasePart") then
					ModelWeld(v,b) 
				end
			end
		elseif a:IsA("Model") then 
			for i,v in pairs(a:GetChildren()) do 
				ModelWeld(v,b) 
			end 
		end 
	end
	
	function UnAnchor(a) 
		if a:IsA("BasePart") then a.Anchored=false  end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end 
	end
--[[



]]

local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Http = game:GetService("HttpService")

local AvatarEditor = ReplicatedStorage.AvatarEditor
local Promise = require(AvatarEditor.Shared.Util.Promise)
local Colors = require(AvatarEditor.Shared.Colors)

local player = Players.LocalPlayer

local ids = nil
local skintone = nil
local scales = nil

local idProperties = {
	"BackAccessory",
	"FaceAccessory",
	"FrontAccessory",
	"HairAccessory",
	"HatAccessory",
	"NeckAccessory",
	"ShouldersAccessory",
	"WaistAccessory",
	"Face",
	"Head",
	"LeftArm",
	"LeftLeg",
	"RightArm",
	"RightLeg",
	"Torso",
	"ClimbAnimation",
	"FallAnimation",
	"IdleAnimation",
	"JumpAnimation",
	"RunAnimation",
	"SwimAnimation",
	"WalkAnimation",
	"Pants",
	"Shirt",
}

local scaleProperties = {
	"BodyTypeScale",
	--"DepthScale",
	"HeadScale",
	"HeightScale",
	"ProportionScale",
	"WidthScale",
}

local module = {}
module.UID = Http:GenerateGUID(false)


local function getHumanoid()
	local character = player.Character
	local humanoid = character and character:FindFirstChildWhichIsA("Humanoid")
	if humanoid then
		return humanoid
	end
end


local function getHumanoidDescription()
	return Promise.new(function(resolve, reject)
		local humanoid = getHumanoid()
		if not humanoid then
			return Promise.reject("no humanoid")
		end
		
		local description = humanoid:GetAppliedDescription()
		if description then
			resolve(description)
		else
			reject("description not found")
		end
	end)
	:andThen(function(description)
		ids = {}
		for i, v in ipairs(idProperties) do
			local values = string.split(description[v], ",")
			for j, k in ipairs(values) do
				if k == "" or k == "0" then
					continue
				end
				ids[tonumber(k)] = true
			end
		end
		scales = {}
		for i, v in ipairs(scaleProperties) do
			scales[v] = description[v]
		end
		skintone = description.HeadColor
	end)
	:catch(warn)
	:finally(function()
		if ids == nil then
			ids = {}
		end
	end)
end


function module:Get()
	if ids == nil then
		getHumanoidDescription():await()
	end
	return ids
end


function module:GetTone()
	if skintone == nil then
		getHumanoidDescription():await()
	end
	return skintone
end


function module:GetScale()
	if scales == nil then
		getHumanoidDescription():await()
	end
	return scales
end


function module:Update()
	getHumanoidDescription():await()
	self.UID = Http:GenerateGUID(false)
end

return module
-- Static variables
local _VOLUME = 32 -- Part Vector3.new(4, 1, 8)
local _DENSITY = 0.7 -- Default density
--// # key, ManOff
mouse.KeyUp:connect(function(key)
	if key=="h" then 
		veh.Lightbar.middle.Man:Stop()
		veh.Lightbar.middle.Wail.Volume = 3
		veh.Lightbar.middle.Yelp.Volume = 3
		veh.Lightbar.middle.Priority.Volume = 3
		script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		veh.Lightbar.MAN.Transparency = 1
	end
end)
--[[ Derived classes are required to override and implement all of the following functions ]]--
function BaseOcclusion:GetOcclusionMode()
	-- Must be overridden in derived classes to return an Enum.DevCameraOcclusionMode value
	warn("BaseOcclusion GetOcclusionMode must be overridden by derived classes")
	return nil
end

function BaseOcclusion:Enable(enabled)
	warn("BaseOcclusion Enable must be overridden by derived classes")
end

function BaseOcclusion:Update(dt, desiredCameraCFrame, desiredCameraFocus)
	warn("BaseOcclusion Update must be overridden by derived classes")
	return desiredCameraCFrame, desiredCameraFocus
end

return BaseOcclusion
-- Create ParticleEffect for specified part (being destroyed)	
local function createParticles(parentPart)
	local particles = Instance.new("ParticleEmitter")
	particles.Name = "Particles"
	particles.Parent = parentPart
	particles.Texture = "rbxassetid://3127279684" -- Points icon
	particles.Size = NumberSequence.new(.75)
	particles.Acceleration = Vector3.new(0, -15, 0)
	particles.Lifetime = NumberRange.new(0.5, 1.5)
	particles.Speed = NumberRange.new(15)
	particles.SpreadAngle = Vector2.new(30, 30)
	particles.Rate = 20
	
	local particleThread = coroutine.create(function()
		wait(0.75)
		particles.Enabled = false
		DebrisService:AddItem(particles, 0.75)
	end)
	coroutine.resume(particleThread)
	
	return particles
end

local function getHittableWhitelist()
	local map = mapManager.getMap()
	if not map then 
		return false
	end
	
	local highPoints = map:FindFirstChild("HighPoints")
	local mediumPoints = map:FindFirstChild("MediumPoints")
	local lowPoints = map:FindFirstChild("LowPoints")
	
	return {highPoints, mediumPoints, lowPoints}
end

local function getHit(player)
	-- Destroy parts touching the player's right hand if they are in the map and not a prop (and award points)
	local humanoidRootPart = player.Character:FindFirstChild("HumanoidRootPart")
	if not humanoidRootPart then return end
	
	local origin = humanoidRootPart.Position + PUNCH_HEIGHT_OFFSET -- Lower the origin
	local aimDirection = humanoidRootPart.CFrame.lookVector
	
	-- create a ray aiming the same way as player
	local ray = Ray.new(origin, aimDirection * PUNCH_RANGE)

	-- Create a whitelist for the map folders
	local hittableWhitelist = getHittableWhitelist()
	if not hittableWhitelist then return end
	
	-- raycast		
	local hit, position = workspace:FindPartOnRayWithWhitelist(ray, hittableWhitelist, true)
	
	return hit
end

local function handleHit(hit, player)
	local model = getModel(hit)
	if model and isModelDestroyed(hit, destroyedModels) then
		return
	end
		
	-- Get topmost ancestor (for cases where touched part is part of a model)
	local topAncestor = getTopAncestor(hit)

	-- Points type matching name of ancestor folder
	local pointsType = topAncestor.Parent.Name
	
	-- Add member to debris
	DebrisService:AddItem(topAncestor, 0.01)
			
	-- Add model to destroy model table to track before Debris does garbage
	-- collection and removes it
	table.insert(destroyedModels, topAncestor)
			
	-- Make part/model non-collidable
	if topAncestor:IsA("Model") then
		breakModel(topAncestor)
	else
		topAncestor.CanCollide = false
	end
	
	createSmoke(topAncestor)
	local debris = createDebris(topAncestor)
	createParticles(debris)

	-- Award points
	leaderboardManager:incrementStat(player, "Points", gameSettings.pointValues[pointsType])
end
--[[
	Returns the item transparency binding for a single item.

	Used for coordinating slide + fade animations: image should fade to the inactive state as we are sliding.
]]
modules.getItemTransparency = function(self)
	return function(renderedIndex, index, mid)
		-- Avoid the same image being shown as selected when they are shown on the same page
		local isSelected = self.state.selectedIndex == index and renderedIndex == mid

		-- Offset from the current selected index
		local offset = mid - renderedIndex

		return self.position:map(function(position)
			if not self.isAnimating then
				return isSelected and TRANSPARENCY_SELECTED or TRANSPARENCY_NOT_SELECTED
			end

			local progress = 0
			if self.target:getValue() ~= 0 then
				progress = position / self.target:getValue()
			end

			local res
			if isSelected then
				-- Current selected (we should fade this out since we only set state AFTER the position
				-- animation completes)
				res = progress * TRANSPARENCY_NOT_SELECTED
			elseif self.formatTargetIndex(index, offset) == self.targetIndex then
				-- Target rendered index that we want to get to
				res = TRANSPARENCY_NOT_SELECTED * (1 - progress)
			else
				-- Every other image
				res = TRANSPARENCY_NOT_SELECTED
			end

			return res
		end)
	end
end

return modules
--Damage
	HitBox.Touched:Connect(function(A)
		if Activo.Value == true then
		if A.Parent:FindFirstChild("Humanoid") then
			A.Parent.Humanoid.Health = A.Parent.Humanoid.Health - 40
			end
		end
	end)
--EDIT BELOW----------------------------------------------------------------------
settings.PianoSoundRange = 70

settings.KeyAesthetics = true

settings.PianoSounds = {
		"251400436",
		"251427671",
		"251427880",
		"251428187",
		"251428448",
		"251428570"
}
--//Script\\--
function whileTouching()
	script.Parent.AutomaticF.Disabled = false
end

function letGo()
	script.Parent.Lighted.Disabled = true
	script.Parent.LightedOff.Disabled = false
	wait(1)
	--wait(1.4)
	script.Parent.AutoFlush.Disabled = false
	script.Disabled = true
end
-- Appeler la fonction pour déplacer MovingPart vers Projection
pp.Triggered:Connect(function()
	moveTowardsProjection()
end)
-- Get the UserInputService
local userInputService = game:GetService("UserInputService")
--> References
local Fountain = script.Parent
local HealPart = Fountain.Heal
-- Written By Kip Turner, Copyright Roblox 2014

local newClickToMove = script:FindFirstChild("NewClickToMove")
if newClickToMove then
	local newClickToMoveFlagSuccess, newClickToMoveFlagEnabled = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserUseNewClickToMove")
	end)
	local useNewClickToMove = newClickToMoveFlagSuccess and newClickToMoveFlagEnabled
	if useNewClickToMove then
		return require(newClickToMove)
	end
end

local UIS = game:GetService("UserInputService")
local PathfindingService = game:GetService("PathfindingService")
local PlayerService = game:GetService("Players")
local RunService = game:GetService("RunService")
local DebrisService = game:GetService('Debris')
local ReplicatedStorage = game:GetService('ReplicatedStorage')

local CameraScript = script.Parent
local ClassicCameraModule = require(CameraScript:WaitForChild('RootCamera'):WaitForChild('ClassicCamera'))

local Player = PlayerService.localPlayer
local MyMouse = Player:GetMouse()


local DirectPathEnabled = false
local SHOW_PATH = false

local Y_VECTOR3 = Vector3.new(0, 1, 0)
local XZ_VECTOR3 = Vector3.new(1, 0, 1)
local ZERO_VECTOR3 = Vector3.new(0, 0, 0)
local ZERO_VECTOR2 = Vector2.new(0, 0)

local RayCastIgnoreList = workspace.FindPartOnRayWithIgnoreList
local GetPartsTouchingExtents = workspace.FindPartsInRegion3

local math_min = math.min
local math_max = math.max
local math_pi = math.pi
local math_floor = math.floor
local math_abs = math.abs
local math_deg = math.deg
local math_acos = math.acos
local math_sin = math.sin
local math_atan2 = math.atan2

local Vector3_new = Vector3.new
local Vector2_new = Vector2.new
local CFrame_new = CFrame.new

local CurrentSeatPart = nil
local DrivingTo = nil
------

local M = require(game.ServerScriptService["GC Server"].Services.CPRaid);


while false do
--this'll be grey "Spawn" if a car isn't selected

script.Parent.MouseButton1Click:connect(function()
	script.Parent.Parent.WearOutfit:Fire()
end)
-- place this LocalScript into your thirst ScreenGui
local Engine = game.ReplicatedStorage:WaitForChild("ACS_Engine")
local ServerConfig = require(Engine.ServerConfigs:WaitForChild("Config"))

local thirstGui = script.Parent
local MedicSys = game.ReplicatedStorage.ACS_Engine.Eventos.MedSys
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 210		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6000		--		Use sliders to manipulate values
	Tune.Redline		= 6700		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16
	
	--Incline Compensation
	Tune.InclineComp	= 1.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 100		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)
-- <Region> CreateRegionFromPart(<BasePart> Part)
	--Creates Region from BasePart
	--Returns <Region>
local function CreateRegionFromPart(Part)
	local Center = Part.Position
	local Size = Part.Size
	
	local X, Y, Z = Part.CFrame:toEulerAnglesXYZ()
	local Rotation = Vector3.new(X, Y, Z)

	return CreateRegion(Center, Rotation, Size)
end
--Prizes starting from the TOP POSITION and going ANTI-CLOCKWISE.

local prizes = {
	500,
	100,
	300,
	200,
	100,
	300,
	750,
	100,
	300,
	200,
	100,
	200,
	100,
	200,
	100,
	200,
}

return prizes
-- Decompiled with the Synapse X Luau decompiler.

while wait(60) do
	script.Parent.Content:TweenPosition(UDim2.new(1.5, 0, 0.055, 0));
	wait(0.5);
	script.Parent.Content2:TweenPosition(UDim2.new(0.988, 0, 0.055, 0));
	wait(60);
	script.Parent.Content2:TweenPosition(UDim2.new(1.5, 0, 0.055, 0));
	wait(0.5);
	script.Parent.Content:TweenPosition(UDim2.new(0.988, 0, 0.055, 0));
end;
-- Display win dialog
local function openDlg(winnerName)
	playerNameWins.Text = winnerName
	dlg.Visible = true
end