Roblox/luau_corpus huggingface dataset:
--------- Slim AI Script (don't edit unless you know what you're doing) -----------
local slime = script.Parent
local walkAnimation = slime.Slime:LoadAnimation(slime.Slime.Animation)

walkAnimation:Play()

slime.Slime.Died:Connect(function()
	slime:Destroy()
	-- TODO: Add fancier death or give rewards
end)

local hasDamagedRecently = false
local function damageIfHumanoidDebounced(part) 
	if not hasDamagedRecently then
		local humanoid = part.Parent:FindFirstChild("Humanoid")
		if humanoid then
			humanoid.Health -= damage
			hasDamagedRecently = true
			wait(damageDebounceDelay)
			hasDamagedRecently = false
		end	
	end
end
for _,part in pairs(slime:GetChildren()) do
	if part:IsA("BasePart") and part.Name ~= "HitBox"  then
		part.Touched:Connect(damageIfHumanoidDebounced)
	end
end

local function getClosestPlayer(position) 
	local closestPlayer = false
	local closestDistance = 999999999
	for _,player in pairs(game.Players:GetChildren()) do
		local playerPosition = game.Workspace:WaitForChild(player.Name).HumanoidRootPart.Position
		local dist = (position - playerPosition).magnitude
		if(dist < closestDistance) then
			closestDistance = dist
			closestPlayer = game.Workspace:WaitForChild(player.Name)
		end
	end
	return closestPlayer
end

local isWandering = false
while true do -- main AI loop
	wait(.1)
	local player = getClosestPlayer(slime.Head.Position)
	if player then
		local distance = (player.PrimaryPart.Position - slime.HumanoidRootPart.Position).magnitude
		if distance < detectionDistance then
			isWandering = false
			slime.Slime.WalkSpeed = chaseSpeed
			slime.Slime:MoveTo(player.PrimaryPart.Position)
		else
			if not isWandering then
				isWandering = true
				slime.Slime.WalkSpeed = wanderSpeed
				slime.Slime:MoveTo(slime.HumanoidRootPart.Position + Vector3.new(math.random(-wanderDistance, wanderDistance), 0, math.random(-wanderDistance, wanderDistance)))
				slime.Slime.MoveToFinished:Connect(function()
					isWandering = false
				end)
			end
		end		
	end
end
--[[
	Most accurate way to calculate cumulative probability. Accepts a list of integers (any size).
	Used for lootboxes, drop chances, or any other list-oriented RNG mechanics. Highly accurate. Returns (1) winner ID and (2) roll.
	
	Example:
		_L.Functions.Lottery(
			{"dirt", 500},
			{"copper", 45},
			{"silver", 18},
			{"gold", 7.5},
			{"platinum", 0.05},	
		)
--]]


return function(...)
	--- Variables
	local entrees = {...}
	local roll
	
	--- Needs a minimum of 1 entree
	if #entrees < 2 then
		--_L.Print("Did not provide enough arguments to simulate lottery (>1)", true)
		return (entrees[1] and entrees[1][1])
	end
	
	--- Convert integers into a percentage (int/total)
	local function Init()
		local total = 0
		--
		for _, entree in ipairs(entrees) do
			local float = entree[2]
			total = total + float
		end
		--
		for _, entree in ipairs(entrees) do
			local float = entree[2]
			local percentage = (float / total)
			entree[2] = percentage
			entree[3] = float
		end
	end
	
	--- Pick a random number (0-1)
	local function Roll()
		roll = rng:NextNumber()
	end
	
	--- Pick winner (actual black magic)
	local function Calc()
		local total = 0
		--
		for _, entree in ipairs(entrees) do
			local percentage = entree[2]
			total = total + percentage
			if roll <= total then
				return entree
			end
		end
	end
	
	--- Run
	Init()
	Roll()
	local result = Calc()
	
	--
	return result[1], roll, result[3]
end
-- create attachments
local attachment0 = Instance.new("Attachment")
local attachment1 = Instance.new("Attachment")
beam.Attachment0 = attachment0
beam.Attachment1 = attachment1
-- returns a table with vector3 control points of the Bezier
function Bezier:GetAllPoints(): {Vector3}
	
	-- declarations
	local points = self.Points
	local numPoints = #points
	local v3Points = {}
	
	-- iterate through points
	for i = 1, numPoints do
		table.insert(v3Points, self:GetPoint(i))
	end
	
	-- return list of points
	return v3Points
end
-- ROBLOX deviation: printBigInt omitted

local function printFunction(val: any, printFunctionName: boolean): string
	if not printFunctionName then
		return "[Function]"
	end
	local functionName = debug.info(val, "n")
	if functionName == nil or functionName == "" then
		functionName = "anonymous"
	end
	return "[Function " .. functionName .. "]"
end

local function printSymbol(val: any): string
	return tostring(val)
end

local function printError(val)
	return "[" .. tostring(val) .. "]"
end
--			for key,value in pairs(sessionData[playerUserId]) do
--				print("Getting object "..key)
--				print(value)
--			end	
			-- Data exists for this player
			-- Data store is working, but no current data for this player
--[[
	InstantKill
	Place this Script inside a part.
	This part will kill any character touching it instantly.
--]]
local part = script.Parent

local function onTouched(otherPart)
	-- Confirm the part has a parent
	local character = otherPart.Parent
	if character then
		-- Look for a humanoid inside the part's parent
		local humanoid = character:FindFirstChild("Humanoid")
		if humanoid then
			-- If the humanoid exists, set its health to 0
			humanoid.Health = 0
		end
	end
end
--[=[
	@within TableUtil
	@function Reconcile
	@param source table
	@param template table
	@return table

	Performs a one-way sync on the `source` table against the
	`template` table. Any keys found in `template` that are
	not found in `source` will be added to `source`. This is
	useful for syncing player data against data template tables
	to ensure players have all the necessary keys, while
	maintaining existing keys that may no longer be in the
	template.

	This is a deep operation, so nested tables will also be
	properly reconciled.

	```lua
	local template = {kills = 0, deaths = 0, xp = 0}
	local data = {kills = 10, abc = 20}
	local correctedData = TableUtil.Reconcile(data, template)
	
	print(correctedData) --> {kills = 10, deaths = 0, xp = 0, abc = 30}
	```
]=]
local function Reconcile(src: Table, template: Table): Table

	assert(type(src) == "table", "First argument must be a table")
	assert(type(template) == "table", "Second argument must be a table")

	local tbl = Copy(src)

	for k,v in pairs(template) do
		local sv = src[k]
		if sv == nil then
			if type(v) == "table" then
				tbl[k] = Copy(v, true)
			else
				tbl[k] = v
			end
		elseif type(sv) == "table" then
			if type(v) == "table" then
				tbl[k] = Reconcile(sv, v)
			else
				tbl[k] = Copy(sv, true)
			end
		end
	end

	return tbl

end
--// All global vars will be wiped/replaced except script

return function(data, env)
	env.script.Parent.Parent:Destroy()
end
--original, 5, 10
GameSettings.TransitionTime = 5
GameSettings.QueueTime = 5

GameSettings.PlayersPerDifficulty = {
	Easy = 1,
	Normal = 2,
	Hard = 3
}
--//Suspension//--
RideHeightFront = 2 --{This value will increase the ride height for front}
RideHeightRear = 2.3 --{This value will increase the ride height for rear}

StiffnessFront = 5 --[0-10]{HIGHER STIFFNESS DECREASES SPAWNING STABILITY}
StiffnessRear = 4 --[0-10]{This value will increase the stiffness for rear} (S/A)

AntiRollFront = 2 --[0-10]{HIGHER STIFFNESS DECREASES SPAWNING STABILITY}
AntiRollRear = 3 --[0-10]{This value will reduce roll on the rear} (S/A)

CamberFront = -0.2 --[0-10]{Camber to the front in degrees}
CamberRear = -1.3 --[0-10]{Camber to the rear in degrees}
---------------------------------
local force = Instance.new("BodyForce")
force.Parent = torso
f = force
wait(0.01)
elseif ison == 0 then
if arms then
sh[1].Part1 = arms[1]
sh[2].Part1 = arms[2]
f.Parent = nil
arms[2].Name = "Right Leg"
arms[1].Name = "Left Leg"
welds[1].Parent = nil
welds[2].Parent = nil
end
end
--Initialization
tool = script.Tool.Value
char = script.Char.Value
part = script.Part.Value
-- Autosaving part
game.Players.PlayerRemoving:Connect(function(Player)
	DataStore:SetAsync(Player.UserId, Player.leaderstats.Coins.Value) -- Change "Coins" to the  name of your currency.
end)
-- Finds out which side the player is on and teleports them to the other
local function TeleportToOtherSide(character, hitPart)
	local bottomOfDoor = VipDoor.CFrame.p - Vector3.new(0, VipDoor.Size.Y / 2, 0)
	local inFrontOfDoor = bottomOfDoor + VipDoor.CFrame.lookVector * 3
	local behindDoor = bottomOfDoor - VipDoor.CFrame.lookVector * 3
	
	local distanceToFront = (inFrontOfDoor - hitPart.Position).magnitude
	local distanceToBack = (behindDoor - hitPart.Position).magnitude
	if distanceToFront < distanceToBack then
		character:MoveTo(behindDoor)
	else
		character:MoveTo(inFrontOfDoor)
	end
end
--[[ @brief Adds the same value to all numbers in an array so the sum is 0.
     @example AdditiveNormalize({5, 10, 15}) = {-5, 0, 5}
     @param t The array to normalize.
     @return The normalized array.
--]]
function module.AdditiveNormalize(t)
	local offset = module.Sum(t) / #t;
	for i, v in pairs(t) do
		t[i] = v - offset;
	end
	return t;
end
--[=[
	Kills the Brio.

	:::info
	You can call this multiple times and it will not error if the brio is dead.
	:::

	```lua
	local brio = Brio.new("hi")
	print(brio:GetValue()) --> "hi"
	brio:Kill()

	print(brio:GetValue()) --> ERROR: Brio is dead
	```
]=]
function Brio:Destroy()
	if not self._values then
		return
	end

	self._values = nil

	if self._diedEvent then
		self._diedEvent:Fire()
		self._diedEvent:Destroy()
		self._diedEvent = nil
	end
end
--[[Susupension]]
	Tune.SusEnabled		= true		-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
	
	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 8000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)
	
	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward
	
	--Rear Suspension
	Tune.RSusDamping	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 8000		-- Spring Force
	Tune.FAntiRoll 		= 30		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Aesthetics	
	Tune.SusVisible		= true			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Bright red"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness
--[[**
	Decodes a string from Base64.
	@param [t:string] Input The input string to decode.
	@returns [t:string] The newly decoded string.
**--]]
function Base64.Decode(Input)
	local Output = {}
	local Length = 0

	for Index = 1, #Input, 4 do
		local C1, C2, C3, C4 = string.byte(Input, Index, Index + 3)

		local I1 = Indexes[C1] - 1
		local I2 = Indexes[C2] - 1
		local I3 = (Indexes[C3] or 1) - 1
		local I4 = (Indexes[C4] or 1) - 1

		local A = bit32_lshift(I1, 2) + bit32_rshift(I2, 4)
		local B = bit32_lshift(bit32_band(I2, 15), 4) + bit32_rshift(I3, 2)
		local C = bit32_lshift(bit32_band(I3, 3), 6) + I4

		Length = Length + 1
		Output[Length] = A

		if C3 ~= 61 then
			Length = Length + 1
			Output[Length] = B
		end

		if C4 ~= 61 then
			Length = Length + 1
			Output[Length] = C
		end
	end

	local NewOutput = {}
	local NewLength = 0
	local IndexAdd4096Sub1

	for Index = 1, Length, 4096 do
		NewLength = NewLength + 1
		IndexAdd4096Sub1 = Index + 4096 - 1

		NewOutput[NewLength] = string.char(table.unpack(
			Output,
			Index,
			IndexAdd4096Sub1 > Length and Length or IndexAdd4096Sub1
		))
	end

	return table.concat(NewOutput)
end

return Base64
-- Load default environment
if workspace.Areas:FindFirstChildOfClass("Folder") then
	require(updateEnvironment).LoadArea(workspace.Areas:FindFirstChildOfClass("Folder").Name)
end

game:GetService("RunService"):BindToRenderStep("UI", 50, function() -- Update and animate health UI
	if players.LocalPlayer.Character and players.LocalPlayer.Character:FindFirstChild("Humanoid") then
		if players.LocalPlayer.Character.Humanoid.Health/players.LocalPlayer.Character.Humanoid.MaxHealth >= 0.998 then
			healthFill.UIGradient.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(1, 0)})
		elseif players.LocalPlayer.Character.Humanoid.Health/players.LocalPlayer.Character.Humanoid.MaxHealth <= 0.001 then
			healthFill.UIGradient.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(1, 1)})
		else
			healthFill.UIGradient.Transparency = NumberSequence.new({NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(players.LocalPlayer.Character.Humanoid.Health/players.LocalPlayer.Character.Humanoid.MaxHealth, 0), NumberSequenceKeypoint.new(math.clamp((players.LocalPlayer.Character.Humanoid.Health/players.LocalPlayer.Character.Humanoid.MaxHealth)+0.001, (players.LocalPlayer.Character.Humanoid.Health/players.LocalPlayer.Character.Humanoid.MaxHealth)+0.001, 0.999), 1), NumberSequenceKeypoint.new(1, 1)})
		end
		healthFill.Parent.LifeLabel.Text = math.floor(players.LocalPlayer.Character.Humanoid.Health)
		healthFill.UIGradient.Rotation = healthFill.UIGradient.Rotation - 1
		healthFill.Rotation = healthFill.Rotation + 1
		if lastHealth > players.LocalPlayer.Character.Humanoid.Health then
			DamageEffect(lastHealth/players.LocalPlayer.Character.Humanoid.MaxHealth, (lastHealth-players.LocalPlayer.Character.Humanoid.Health)/players.LocalPlayer.Character.Humanoid.MaxHealth, lastHealth-players.LocalPlayer.Character.Humanoid.Health)
		end
		lastHealth = players.LocalPlayer.Character.Humanoid.Health
	end
	-- Update other stuff in UI
	if players.LocalPlayer.Stats.Rank.Value >= rankCap.Value then
		rankLabel.TextColor3 = Color3.fromRGB(255, 255, 0)
	else
		rankLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
	end
	if players.LocalPlayer.Stats.Mana.Value >= GetManaCap() then
		manaLabel.TextColor3 = Color3.fromRGB(255, 255, 0)
	else
		manaLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
	end
	rankLabel.Text = players.LocalPlayer.Stats.Rank.Value
	goldLabel.Text = players.LocalPlayer.Stats.Gold.Value
	arrowsLabel.Text = players.LocalPlayer.Stats.Arrows.Value
	manaLabel.Text = players.LocalPlayer.Stats.Mana.Value
	rankBar.Parent.Label.Text = players.LocalPlayer.Stats.XP.Value .. "/" .. replicatedStorage.ServerSettings.XPPerRank.Value * players.LocalPlayer.Stats.Rank.Value .. " XP"
	rankBar.Position = UDim2.new((players.LocalPlayer.Stats.XP.Value / (replicatedStorage.ServerSettings.XPPerRank.Value * players.LocalPlayer.Stats.Rank.Value)) - 1, 0, 0, 0)
	rankBar.Fill.Position = UDim2.new(1 - players.LocalPlayer.Stats.XP.Value / (replicatedStorage.ServerSettings.XPPerRank.Value * players.LocalPlayer.Stats.Rank.Value), 0, 0, 0)
end)
--// All global vars will be wiped/replaced except script

return function(data, env)
	if env then
		setfenv(1, env)
	end
	
	local gui = script.Parent.Parent--client.UI.Prepare(script.Parent.Parent)
	local frame = gui.Frame
	local frame2 = frame.Frame
	local msg = frame2.Message
	local ttl = frame2.Title
	
	local gIndex = data.gIndex
	local gTable = data.gTable
	
	local title = data.Title
	local message = data.Message
	local scroll = data.Scroll
	local tim = data.Time
	
	local gone = false
	
	if not data.Message or not data.Title then gTable:Destroy() end
	
	ttl.Text = title
	msg.Text = message
	ttl.TextTransparency = 1
	msg.TextTransparency = 1
	ttl.TextStrokeTransparency = 1
	msg.TextStrokeTransparency = 1
	frame.BackgroundTransparency = 1
	
	local fadeSteps = 10
	local blurSize = 10
	local textFade = 0.1
	local strokeFade = 0.5
	local frameFade = frame.BackgroundTransparency
	
	local blurStep = blurSize/fadeSteps
	local frameStep = frameFade/fadeSteps
	local textStep = 0.1
	local strokeStep = 0.1
	
	local function fadeIn()
		gTable:Ready()
		for i = 1,fadeSteps do
			if msg.TextTransparency>textFade then
				msg.TextTransparency = msg.TextTransparency-textStep
				ttl.TextTransparency = ttl.TextTransparency-textStep
			end
			if msg.TextStrokeTransparency>strokeFade then
				msg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep
				ttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep
			end
			if frame.BackgroundTransparency>frameFade then
				frame.BackgroundTransparency = frame.BackgroundTransparency-frameStep
				--frame2.BackgroundTransparency = frame.BackgroundTransparency
			end
			service.Wait("Stepped")
		end
	end
	
	local function fadeOut()
		if not gone then
			gone = true
			for i = 1,fadeSteps do
				if msg.TextTransparency<1 then
					msg.TextTransparency = msg.TextTransparency+textStep
					ttl.TextTransparency = ttl.TextTransparency+textStep
				end
				if msg.TextStrokeTransparency<1 then
					msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep
					ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep
				end
				if frame.BackgroundTransparency<1 then
					frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep
					frame2.BackgroundTransparency = frame.BackgroundTransparency
				end
				service.Wait("Stepped")
			end
			service.UnWrap(gui):Destroy()
		end
	end
	
	gTable.CustomDestroy = function()
		fadeOut()
	end
	
	fadeIn()
	if not tim then
		local _,time = message:gsub(" ","")
		time = math.clamp(time/2,4,11)+1
		wait(time)
	else
		wait(tim)
	end
	if not gone then
		fadeOut()
	end
end
-- Provide iteration sorting modifiers
Cheer.Sorted = setmetatable({}, {

	-- Allow increasing sort modifiers
	__add = function (Self, SortingField)
		return { Type = 'Sort', Field = SortingField, Direction = 'Increasing' };
	end;

	-- Allow decreasing sort modifiers
	__sub = function (Self, SortingField)
		return { Type = 'Sort', Field = SortingField, Direction = 'Decreasing' };
	end;

});

setmetatable(Cheer, {

	-- Enable syntactic sugar for loading components
	__call = function (Cheer, ...)

		local ArgCount = #{...};

		-- Direct loading
		if ArgCount == 1 then
			return Cheer.LoadComponent(...);

		-- Template instance loading
		elseif ArgCount == 2 then
			return Cheer.FromTemplate(...);
		end;

	end;

});

return Cheer;
-- float rd_flt_be(string src, int s)
-- @src - Source binary string
-- @s - Start index of big endian float
local function rd_flt_be(src, s)
	local f1, f2, f3, f4 = src:byte(s, s + 3)
	return rd_flt_basic(f4, f3, f2, f1)
end
--[[**
	ensures Lua primitive none type

	@param value The value to check against

	@returns True iff the condition is satisfied, false otherwise
**--]]
t.none = primitive("nil")
-- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
	local emote = ""
	if (string.sub(msg, 1, 3) == "/e ") then
		emote = string.sub(msg, 4)
	elseif (string.sub(msg, 1, 7) == "/emote ") then
		emote = string.sub(msg, 8)
	end
	
	if (pose == "Standing" and emoteNames[emote] ~= nil) then
		playAnimation(emote, 0.1, zombie)
	end
end)
-- Renderers that don't support hydration
-- can re-export everything from this module.

function shim(...)
	invariant(
		false,
		"The current renderer does not support hydration. "
			.. "This error is likely caused by a bug in React. "
			.. "Please file an issue."
	)
end
--[=[
	Takes in a brio and returns an observable that emits the brio, and then completes
	on death.

	@deprecated 3.6.0 -- This method does not wrap the resulting value in a Brio, which can sometimes lead to leaks.
	@param project (value: TBrio) -> TProject
	@return (brio<TBrio>) -> TProject
]=]
function RxBrioUtils.mapBrio(project)
	assert(type(project) == "function", "Bad project")

	warn("[RxBrioUtils.mapBrio] - Deprecated since 3.6.0. Use RxBrioUtils.mapBrioBrio")

	return function(brio)
		assert(Brio.isBrio(brio), "Not a brio")

		if brio:IsDead() then
			return Rx.EMPTY
		end

		local observable = project(brio:GetValue())
		assert(Observable.isObservable(observable), "Not an observable")

		return RxBrioUtils.completeOnDeath(brio, observable)
	end
end
-- ROBLOX TODO: fix PrettyFormat types imports
type CompareKeys = ((a: string, b: string) -> number) | nil

export type DiffOptionsColor = (string) -> string

export type DiffOptions = {
	aAnnotation: string?,
	aColor: DiffOptionsColor?,
	aIndicator: string?,
	bAnnotation: string?,
	bColor: DiffOptionsColor?,
	bIndicator: string?,
	changeColor: DiffOptionsColor?,
	changeLineTrailingSpaceColor: DiffOptionsColor?,
	commonColor: DiffOptionsColor?,
	commonIndicator: string?,
	commonLineTrailingSpaceColor: DiffOptionsColor?,
	contextLines: number?,
	emptyFirstOrLastLinePlaceholder: string?,
	expand: boolean?,
	includeChangeCounts: boolean?,
	omitAnnotationLines: boolean?,
	patchColor: DiffOptionsColor?,
	compareKeys: CompareKeys?,
}

export type DiffOptionsNormalized = {
	aAnnotation: string,
	aColor: DiffOptionsColor,
	aIndicator: string,
	bAnnotation: string,
	bColor: DiffOptionsColor,
	bIndicator: string,
	changeColor: DiffOptionsColor,
	changeLineTrailingSpaceColor: DiffOptionsColor,
	commonColor: DiffOptionsColor,
	commonIndicator: string,
	commonLineTrailingSpaceColor: DiffOptionsColor,
	compareKeys: CompareKeys,
	contextLines: number,
	emptyFirstOrLastLinePlaceholder: string,
	expand: boolean,
	includeChangeCounts: boolean,
	omitAnnotationLines: boolean,
	patchColor: DiffOptionsColor,
}

return {}
--BotHit1
Door1.Touched:Connect(function(hit)
	if hit.Parent:FindFirstChild("Humanoid") and hit.Parent:FindFirstChild("Bot") then
		if Ready == true then
			if Open == false then
				Ready = false
				Unlock:Play()
				hit.Parent.HumanoidRootPart.Anchored = true
				wait(1)
				hit.Parent.HumanoidRootPart.Anchored = false
				Open = true
				OpenSound:Play()
				OpenTween:Play()
				OpenTween1:Play()
				wait(.5)
				Ready = true
			end
		end
	end
end)
--[[Engine]]

local fFD = _Tune.FinalDrive*_Tune.FDMult
local fFDr = fFD*30/math.pi
local cGrav = workspace.Gravity*_Tune.InclineComp/32.2
local wDRatio = wDia*math.pi/60
local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0)
local cfYRot = CFrame.Angles(0,math.pi,0)
-- Constants for MD5
do
	for idx = 1, 64 do
		-- we can't use formula math.floor(abs(sin(idx))*TWO_POW_32) because its result may be beyond integer range on Lua built with 32-bit integers
		local hi, lo = math.modf(math.abs(math.sin(idx)) * TWO_POW_16)
		md5_K[idx] = hi * 65536 + math.floor(lo * TWO_POW_16)
	end
end