Roblox/luau_corpus huggingface dataset:
-- Functions

local function sendItemToStorage(toolToTransfer)
	
	-- Send item to the weapon storage

	local iContainer = mFrame.Parent

	local folder_prefabs = game.ReplicatedStorage.Prefabs
	local prefab_itemSlot = folder_prefabs.ItemSlot

	local itemSlot = prefab_itemSlot:Clone()
	itemSlot.Parent = iContainer

	itemSlot.equip.Text = toolToTransfer.Name

	itemSlot.ItemName.Value = toolToTransfer.Name

	toolToTransfer:Destroy()
end

local function equipItem()
	-- Dequip current item in player
	
	for i, obj in pairs(char:GetChildren()) do
		if obj:IsA("Tool") then
			sendItemToStorage(obj)
		end
	end
	
	for i, obj in pairs(plr.Backpack:GetChildren()) do
		if obj:IsA("Tool") then
			sendItemToStorage(obj)
		end
	end
	
	-- Equip item
	
	local itemRegistry = game.ReplicatedStorage.ItemRegistry
	local itemToEquip = itemRegistry:FindFirstChild(value_item.Value)
	
	local itemClone = itemToEquip:Clone()
	
	itemClone.Parent = plr.Backpack

	
	mFrame:Destroy()
end
-- скрипт для установки фильтра
me = script.Parent

button = me.Parent.Name
filter = me.Parent.Parent.Parent.Parent.Filters

local function onButtonActivated()
	if filter.Value == button then
		filter.Value="" -- очистить если уже выбрано
	else
		filter.Value=button -- установить фильтр
	end
--[=[
	@param obj any
	Throws an error if `obj` is not an Option.
]=]
function Option.Assert(obj)
	assert(Option.Is(obj), "Result was not of type Option")
end
--!strict
local T = require(script.Parent.Parent.Types)

local toSet = require(script.Parent.toSet)
local toArray = require(script.Parent.Parent.Set.toArray)
local setDifferenceSymmetric = require(script.Parent.Parent.Set.differenceSymmetric)
--[[
	Begins a Promise chain, turning synchronous errors into rejections.
]]
function Promise.try(...)
	return Promise._try(debug.traceback(nil, 2), ...)
end
Promise.Try = Promise.try
--// Damage Settings	
	BaseDamage = 235; -- Torso Damage
	LimbDamage = 164; -- Arms and Legs
	ArmorDamage = 164; -- How much damage is dealt against armor (Name the armor "Armor")
	HeadDamage = 702; -- If you set this to 100, there's a chance the player won't die because of the heal script
-- constants

local PLAYER	= Players.LocalPlayer

return function(character)
	local rootPart	= character.UpperTorso
	
	local emitter	= script.TicketEmitter:Clone()
		emitter.Parent	= rootPart
		
	emitter:Emit(40)
	
	Debris:AddItem(emitter, 4)
end
--[=[
	Returns a Service object which is a reflection of the remote objects
	within the Client table of the given service. Throws an error if the
	service is not found.

	If a service's Client table contains RemoteSignals and/or RemoteProperties,
	these values are reflected as
	[ClientRemoteSignals](https://sleitnick.github.io/RbxUtil/api/ClientRemoteSignal) and
	[ClientRemoteProperties](https://sleitnick.github.io/RbxUtil/api/ClientRemoteProperty).

	```lua
	-- Server-side service creation:
	local MyService = Knit.CreateService {
		Name = "MyService",
		Client = {
			MySignal = Knit.CreateSignal(),
			MyProperty = Knit.CreateProperty("Hello"),
		},
	}
	function MyService:AddOne(player, number)
		return number + 1
	end

	-------------------------------------------------

	-- Client-side service reflection:
	local MyService = Knit.GetService("MyService")

	-- Call a method:
	local num = MyService:AddOne(5) --> 6

	-- Fire a signal to the server:
	MyService.MySignal:Fire("Hello")

	-- Listen for signals from the server:
	MyService.MySignal:Connect(function(message)
		print(message)
	end)

	-- Observe the initial value and changes to properties:
	MyService.MyProperty:Observe(function(value)
		print(value)
	end)
	```

	:::caution
	Services are only exposed to the client if the service has remote-based
	content in the Client table. If not, the service will not be visible
	to the client. `KnitClient.GetService` will only work on services that
	expose remote-based content on their Client tables.
	:::
]=]
function KnitClient.GetService(serviceName: string): Service
	local service = services[serviceName]
	if service then
		return service
	end
	assert(started, "Cannot call GetService until Knit has been started")
	assert(type(serviceName) == "string", "ServiceName must be a string; got " .. type(serviceName))
	return BuildService(serviceName)
end
--RedEgg--

Event.Hitbox.Touched:Connect(function(hit)
	if hit.Parent:IsA("Tool") and hit.Parent.Name == ToolRequired1 then
		if game.ReplicatedStorage.ItemSwitching.Value == true then
			hit.Parent:Destroy()
		end
		Event.RedGear.Transparency = 0
		Event.Glass.Insert:Play()
		Event.LocksLeft.Value = Event.LocksLeft.Value - 1
		script.Disabled = true
	end
end)

Event.Hitbox.ClickDetector.MouseClick:Connect(function(plr)
	if plr.Backpack:FindFirstChild(ToolRequired1) then
		if game.ReplicatedStorage.ItemSwitching.Value == true then
			plr.Backpack:FindFirstChild(ToolRequired1):Destroy()
		end
		Event.RedGear.Transparency = 0
		Event.Glass.Insert:Play()
		Event.LocksLeft.Value = Event.LocksLeft.Value - 1
		script.Disabled = true
	end
end)
-- when a player clicks on the vending machine, ask if they want to buy bloxy cola
script.Parent.ClickDetector.MouseClick:connect(function(player)
	game:GetService("InsertService"):LoadAsset(10472779):WaitForChild("BloxyCola").Parent = player.Backpack
end)
--[[
	A show of two tracks begins on every hour.
	When there is not a show going on, the PreShowVenue will be active.
]]



local replicatedStorage = game:GetService("ReplicatedStorage")
local EventSequencer = require(replicatedStorage:WaitForChild("EventSequencer"))
local scenesFolder = replicatedStorage:WaitForChild("SequencerScenes")


local PSV_SCENE = scenesFolder:WaitForChild("PreShowVenue")
local SHOW_SCENES = {
	scenesFolder:WaitForChild("Track1"),
	scenesFolder:WaitForChild("Track2"),
}

local year = 2022
local month = 6
local day = 1
local hour = 0
local minute = 0
local second = 0
local millisecond = 0
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 840		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 950		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 7500		--		Use sliders to manipulate values
	Tune.Redline		= 9400
	Tune.EqPoint		= 9400
	Tune.PeakSharpness	= 9.4
	Tune.CurveMult		= 0.13
	
	--Incline Compensation
	Tune.InclineComp	= 1.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 150		-- 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)
--//Server Animations
	RightHighReady = CFrame.new(-1, -1, -1.4) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0));
	LeftHighReady = CFrame.new(.85,-0.35,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15));

	RightLowReady = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0));
	LeftLowReady = CFrame.new(1.25,1.15,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25));

	RightPatrol = CFrame.new(-1, -.35, -1.5) * CFrame.Angles(math.rad(-80), math.rad(-80), math.rad(0));
	LeftPatrol = CFrame.new(1,1.25,-.75) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25));

	RightAim = CFrame.new(-.575, 0.1, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0));
	LeftAim = CFrame.new(1.4,0.25,-1.45) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-25));
	
	RightSprint = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0));
	LeftSprint = CFrame.new(1.25,1.15,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25));

	ShootPos = CFrame.new(0,0,.25);
	
}

return module
-- constants

local PLAYER_DATA	= ReplicatedStorage.PlayerData

local TIER_SKIP_ID	= 0
local CURRENCY_IDS	= {
	[0]	= 100;
	[0]	= 250;
	[0]	= 500;
	[0]	= 1000;
	[0]	= 5000;
	[0]	= 10000;
}
--!strict
local INDENT = "  "
local inspect = require(script.Parent.Parent.util).inspect

return function()
	local console = {}
	local indentDepth = 0

	local function indent()
		return string.rep(INDENT, indentDepth)
	end

	function console.log(content, ...)
		local message
		if typeof(content) == "string" then
			message = string.format(content, ...)
		else
			message = inspect(content)
		end
		print(indent() .. message)
	end

	function console.debug(content, ...)
		local message
		if typeof(content) == "string" then
			message = string.format(content, ...)
		else
			message = inspect(content)
		end
		print(indent() .. message)
	end

	function console.info(content, ...)
		local message
		if typeof(content) == "string" then
			message = string.format(content, ...)
		else
			message = inspect(content)
		end
		print(indent() .. message)
	end

	function console.warn(content, ...)
		local message
		if typeof(content) == "string" then
			message = string.format(content, ...)
		else
			message = inspect(content)
		end
		warn(indent() .. message)
	end

	function console.error(content, ...)
		-- JS' `console.error` doesn't interrupt execution like Lua's `error`,
		-- which is more similar to throwing an exception in JS.
		local message
		if typeof(content) == "string" then
			message = string.format(content, ...)
		else
			message = inspect(content)
		end
		warn(indent() .. message)
	end

	function console.group(content, ...)
		local message
		if typeof(content) == "string" then
			message = string.format(content, ...)
		else
			message = inspect(content)
		end
		print(indent() .. message)
		indentDepth = indentDepth + 1
	end

	function console.groupCollapsed(content, ...)
		-- There's no smart console, so this is equivalent to `console.group`
		local message
		if typeof(content) == "string" then
			message = string.format(content, ...)
		else
			message = inspect(content)
		end
		print(indent() .. message)
		indentDepth = indentDepth + 1
	end

	function console.groupEnd()
		if indentDepth > 0 then
			indentDepth = indentDepth - 1
		end
	end

	return console
end
-- Expanding the blood part size function
local expandBlood = function(part)
    
    local randomIncrement = math.random(5, 10) / 10
    
    local tween = tweenPartSize(part, 5, Enum.EasingDirection.Out, Vector3.new(part.Size.X + randomIncrement, 0.1, part.Size.Z + randomIncrement))
    
    spawn(function()
        tween.Completed:Wait()
        tween:Destroy()
    end)
end
-- Função para mover o NPC para uma posição aleatória
function moveToRandomPosition()
	local x = math.random(-100, 100)
	local y = 0
	local z = math.random(-100, 100)
	local position = Vector3.new(x, y, z)
	humanoid:MoveTo(position)
end
-- [[ Dummiez's Data Store Score Board ]]
-- This script updates the Data store with the values from the remote function.

wait(1)

local score = game:GetService("DataStoreService"):GetOrderedDataStore(script.DataStore.Value)

function script.UploadScore.OnServerInvoke(player)
	print("working")
	local inv = player:FindFirstChild(script.Original.Value)
	local storedValue = inv:FindFirstChild(script.Score.Value).Value ~= 0 and math.floor(math.log(inv:FindFirstChild(script.Score.Value).Value) / math.log(1.0000001)) or 0
	score:SetAsync(player.Name,storedValue)
	--score:SetAsync(player.Name, inv:FindFirstChild(script.Score.Value).Value)
	print("worked")
end
---- Initialization ----

Wave.Enable(true)
Wave.SetSetting("Debug", true)
-- local PIPE = "|"
-- local REPEATABLE_HEADING = ("(%s%s)*"):format(PIPE, HEADING)
-- local HEADINGS_FORMAT = START_OF_LINE .. NEWLINE .. HEADING .. REPEATABLE_HEADING .. NEWLIN
local END_OF_LINE = "$"
local HEADINGS_FORMAT = START_OF_LINE .. HEADING .. END_OF_LINE
-- Create and configure the fire
local function createFire()
	local fire = Instance.new("Fire")
	fire.Enabled = false
	fire.Size = 10
	return fire
end
--[[Weight and CG]]
	Tune.Weight			= 2780		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		6		,
	 --[[Height]]		3.5		,
	 --[[Length]]		14		}
	Tune.WeightDist		= 50		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .8		-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible
	
	--Unsprung Weight
	Tune.FWheelDensity	= .1		-- Front Wheel Density
	Tune.RWheelDensity	= .1		-- Rear Wheel Density
	Tune.FWLgcyDensity	= 1			-- Front Wheel Density [PGS OFF]
	Tune.RWLgcyDensity	= 1			-- Rear Wheel Density [PGS OFF]
	
	Tune.AxleSize		= 2			-- Size of structural members (larger = more stable/carry more weight)
	Tune.AxleDensity	= .1		-- Density of structural members
--[[Sword Part Class]]--
	
local SwordPart =
{
	Damage = 15,
	AttackTime = 1,
	CoolDown = 1,
	
	LastSwing = 0,
	LastHit = 0,

	Part= nil,
	Owner = nil,--player object that owns this sword
	
	OnHit = nil,
	OnHitHumanoid = nil,
	OnAttackReady = nil,
	OnAttack = nil,
	
	
	SwingSound = nil,
	HitSound = nil,
	SwingAnimation = nil, --animation track!
	
	ActiveConnections = {},
	
}
do
	UTIL.MakeClass(SwordPart)
	function SwordPart.New(npart,nowner)
		local init= UTIL.DeepCopy(SwordPart)
		init.Part= npart
		init.Owner = nowner
		table.insert(init.ActiveConnections,init.Part.Touched:connect(function(hit) init:SwordTouch(hit) end))
		
		init.OnHit = InternalEvent.New()
		init.OnHitHumanoid = InternalEvent.New()
		init.OnAttackReady = InternalEvent.New()
		init.OnAttack = InternalEvent.New()
		
		return init
	end
	
	function SwordPart:SwordTouch(hit)
		if tick()-self.LastSwing >self.AttackTime or tick()-self.LastHit<self.AttackTime then return end
		self.OnHit:Fire(hit)
		local character,humanoid = UTIL.FindCharacterAncestor(hit)
		if character and character ~= self.Owner.Character then
			humanoid:TakeDamage(self.Damage)
			self.OnHitHumanoid:Fire(humanoid,hit)
			self.LastHit = tick()
			if self.HitSound then
				self.HitSound:Play()
			end
		end
		
	end
	
	function SwordPart:DoSwing()
		if tick()-self.LastSwing<self.AttackTime+self.CoolDown then
			return
		end
		
		if self.SwingAnimation then
			self.SwingAnimation:Play()
		end
		if self.SwingSound then
			self.SwingSound:Play()
		end
		self.LastSwing = tick()
		self.OnAttack:Fire()
	end
	
	function SwordPart:Destroy()
		for _,i in pairs(self.ActiveConnections) do
			i:disconnect()
		end
	end
end
do
	local Handle = script.Parent
	local Tool = Handle.Parent
	
	local Player = game.Players.LocalPlayer
	local Character = UTIL.WaitForValidCharacter(Player)
	local SwingAni = UTIL.Instantiate"Animation"
	{AnimationId = "http://www.roblox.com/Asset?ID=89289879"}
	
	local HitSound = Handle:WaitForChild('Hit')
	local SwingSound = Handle:WaitForChild('Swing')
	
	local SwingAniTrack
	
	local Sword
	
	
	Tool.Equipped:connect(function(mouse)
		Sword = SwordPart.New(Handle,Player)
		Sword.Damage = 15
		Sword.HitSound = HitSound
		Sword.SwingSound = SwingSound
		Character = UTIL.WaitForValidCharacter(Player)
		local Humanoid = Character:FindFirstChild('Humanoid')

		SwingAniTrack = Humanoid:LoadAnimation(SwingAni)
		Sword.SwingAnimation = SwingAniTrack
		
		Sword.OnHitHumanoid:Connect(function(humanoid,hit)
			local myTorso = Character:FindFirstChild('Torso')
			local torso = humanoid.Parent:FindFirstChild('Torso')
			if not torso or not myTorso then return end
			
			if hit.Name=='Right Arm' or hit.Name=='Left Arm' or hit.Name=='Right Leg' or hit.Name=='Left Leg' then
				hit:WeldJoints()
				WeldUtil.WeldBetween(hit, Handle)
				delay(1,function() hit:WeldJoints() end )
			end
		end)
		
		mouse.Button1Down:connect(function()
			Sword:DoSwing()
		end)
	end)
	Tool.Unequipped:connect(function()
		Sword:Destroy()
	end)

end
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.CatAgility -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage

hitPart.Touched:Connect(function(hit)
	if debounce == true then
		if hit.Parent:FindFirstChild("Humanoid") then
			local plr = game.Players:FindFirstChild(hit.Parent.Name)
			if plr then
				debounce = false
				hitPart.BrickColor = BrickColor.new("Bright red")
				tool:Clone().Parent = plr.Backpack
				wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
				debounce = true
				hitPart.BrickColor = BrickColor.new("Bright green")
			end
		end
	end
end)
-- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/pretty-format/src/plugins/lib/escapeHTML.ts
--[[*
 * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
 *
 * This source code is licensed under the MIT license found in the
 * LICENSE file in the root directory of this source tree.
 ]]

local exports = {}
local function escapeHTML(str: string): string
	return str:gsub("<", "&lt;"):gsub(">", "&gt;")
end
exports.default = escapeHTML
return exports
-----1-----
script.Sound:Play()
print("BOOM!!")
game.Lighting.Brightness = 2
wait(2.2)
game.Lighting.Brightness = 1
wait(0.3)
game.Lighting.Brightness = 2
wait(2)
game.Lighting.Brightness = 1
wait(10)
end
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder)
	local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
	return plrData.Character.Stats.Lives.Value > 0
end
-- / Functions / --
local function CreateNoise(GridX, GridZ, Seed)
	local GridY = math.noise(
		(GridX * Configuration.Frequency.Value) / 10,
		(GridZ * Configuration.Frequency.Value) / 10,
		Seed
	) * Random.new():NextNumber(19.5, 20)
		
	return (GridY)
end

local function CreateNewGrass(Size, Position, Parent)
	local ExistingBlock = Parent:FindFirstChild(Position.X..", "..Position.Z)
	
	if ExistingBlock then
		print("existing")
		
	else
		local Block = Instance.new("Part")
		Block.Parent = Parent

		-- / Properties / --
		Block.Name = Position.X..", "..Position.Z
		Block.Anchored = true
		Block.Size = Size
		Block.Position = Position

		-- / Visuals / --
		
		if Block.Position.Y <= -1 then
			Block.Color = Color3.fromRGB(255, 220, 114)
			Block.Material = Enum.Material.Sand
			
		elseif Block.Position.Y > -1 and Block.Position.Y <= 1.25 then
			Block.Color = Color3.fromRGB(100, 100, 100)
			Block.Material = Enum.Material.Rock
			
		else
			Block.Color = Color3.fromRGB(0, 85, 0)
			Block.Material = Enum.Material.Grass
			
		end
	end
	---game.Workspace.Terrain:FillBlock(CFrame.new(Position), Size, Enum.Material.Grass)

end

local function CreateNewChunk(ChunkPositionX, ChunkPositionZ)
	if not Chunks:FindFirstChild(ChunkPositionX..", "..ChunkPositionZ) then
		print(ChunkPositionX..", "..ChunkPositionZ)
		
		local NewChunk = Instance.new("StringValue")
		NewChunk.Parent = Chunks
		
		NewChunk.Name = ChunkPositionX..", "..ChunkPositionZ
		
		local Water = game.Workspace.Terrain:FillBlock(CFrame.new(ChunkPositionX, -10, ChunkPositionZ), Vector3.new(Configuration.ChunkSize.Value, 16, Configuration.ChunkSize.Value), Enum.Material.Water)
		
		for iX = ChunkPositionX + (Configuration.ChunkSize.Value / 2), (ChunkPositionX - (Configuration.ChunkSize.Value / 2)) + 4, -Configuration.Grid.Value do
			for iZ = ChunkPositionZ + (Configuration.ChunkSize.Value / 2), (ChunkPositionZ - (Configuration.ChunkSize.Value / 2)) + 4, -Configuration.Grid.Value do
				local GridY = CreateNoise(iX, iZ)

				CreateNewGrass(Configuration.GrassSize.Value, Vector3.new(iX, GridY, iZ), NewChunk)

			end

			task.wait()
		end
	end
end

if not Chunks:FindFirstChild("0, 0") then
	CreateNewChunk(0, 0)
	
end
--------END RIGHT DOOR --------

game.Workspace.doorleft.l11.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l11.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(1)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(21)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(1)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(21)

game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(21)
game.Workspace.doorright.pillar.BrickColor = BrickColor.new(21)

end
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
--				AI.Head:BreakJoints()
			if Hit.Name ~= "Torso" and Hit.Name ~= "Head" then
		
			else
				Hit.Parent.Humanoid:TakeDamage(0)
			end -- kill

			Logic = 0
			Hit = nil

		elseif Hit.Parent.Name == AIName then
--Beta SpeedAI June 2012 -- Still has logic bugs - Look for updates..
-- Kill added.
-- co-operate/other "AI"s
-- Climb "Truss" Parts
-- Offset Ray
-- Swim - Does not work. Don't know why.
-- Adjusted Jump Ray
-- Ray Graphics On/Off - flip line 90
-- Delay next cycle, if Falling.
-- Diagonal movement - I should add right-hand logic as well...
 
local number = 1 + math.random()
local BRAINWave = .6 -- AND line 38: Wait() between cycles of main loop
local hum = nil  -- Will be a pointer to the Humanoid of our AI.

wait(number)  --  hold on a sec.  and spread multiple instances.
--		carSeat.Parent.Body.Dash.Screen.G.Radio.Song.Text = "PRESET 2"
--		carSeat.Parent.Body.Dash.Screen.G.Radio.Title.Text = ""
	elseif carSeat.Stations.mood.Value == 2 then
		carSeat.Parent.Body.MP.Sound:Stop()
		carSeat.Stations.mood.Value = 3
-- A stack of sets where newly created dependencies should be stored.
local initialisedStack: {Set<PubTypes.Dependency>} = {}
local initialisedStackSize = 0

return {
	dependencySet = dependencySet,
	initialisedStack = initialisedStack,
	initialisedStackSize = initialisedStackSize
}
--local enabled = true
local driveSeat = script.Parent.Parent.Parent.CarSeat.Value
script.Parent.MouseButton1Click:Connect(function()