Roblox/luau_corpus huggingface dataset:
--Get the data store with key "Leaderboard"
wait(10)
while true do
	for i,plr in pairs(game.Players:GetChildren()) do--Loop through players
		if plr.UserId>0 then--Prevent errors
			local ps = game:GetService("PointsService")--PointsService
			local w = ps:GetGamePointBalance(plr.UserId)--Get point balance
			if w then
				pcall(function()
				--Wrap in a pcall so if Roblox is down, it won't error and break.
					dataStore:UpdateAsync(plr.UserId,function(oldVal)
				        --Set new value
						return tonumber(w)
					end)
				end)
			end
		end
	end    
	local smallestFirst = false--false = 2 before 1, true = 1 before 2
    local numberToShow = 100--Any number between 1-100, how many will be shown
    local minValue = 1--Any numbers lower than this will be excluded
    local maxValue = 10e30--(10^30), any numbers higher than this will be excluded
    local pages = dataStore:GetSortedAsync(smallestFirst, numberToShow, minValue, maxValue)
    --Get data
    local top = pages:GetCurrentPage()--Get the first page
	local data = {}--Store new data
	for a,b in ipairs(top) do--Loop through data
		local userid = b.key--User id
		local points = b.value--Points
		local username = "[Failed To Load]"--If it fails, we let them know
		local s,e = pcall(function()
		 username = game.Players:GetNameFromUserIdAsync(userid)--Get username
		end)
		if not s then--Something went wrong
		   warn("Error getting name for "..userid..". Error: "..e)
		end
		local image = game.Players:GetUserThumbnailAsync(userid, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size150x150)
		--Make a image of them
		table.insert(data,{username,points,image})--Put new data in new table
	end
	ui.Parent = script
	sf:ClearAllChildren()--Remove old frames
	ui.Parent = sf
	for number,d in pairs(data) do--Loop through our new data
		local name = d[1]
		local val = d[2]
		local image = d[3]
		local color = Color3.new(1,1,1)--Default color
		if number == 1 then
			color = Color3.new(1,1,0)--1st place color
		elseif number == 2 then
			color = Color3.new(0.9,0.9,0.9)--2nd place color
		elseif number == 3 then
			color = Color3.fromRGB(166, 112, 0)--3rd place color
		end
		local new = sample:Clone()--Make a clone of the sample frame
		new.Name = name--Set name for better recognition and debugging
        new.LayoutOrder = number--UIListLayout uses this to sort in the correct order
		new.Image.Image = image--Set the image
		new.Image.Place.Text = number--Set the place
		new.Image.Place.TextColor3 = color--Set the place color (Gold = 1st)
		new.PName.Text = name--Set the username
		new.Value.Text = val--Set the amount of points
		new.Value.TextColor3 = color--Set the place color (Gold = 1st)
		new.PName.TextColor3 = color--Set the place color (Gold = 1st)
		new.Parent = sf--Parent to scrolling frame
	end
	wait()
	sf.CanvasSize = UDim2.new(0,0,0,ui.AbsoluteContentSize.Y)
	--Give enough room for the frames to sit in
	wait(60)
end
-------------------------
 
mouse.KeyDown:connect(function (key)
    key = string.lower(key)
        if key == "a" then
            	a = true
        elseif key == "d" then
                d = true
        elseif key == "w" then
                w = true
                rwd.Throttle = 1
				rwd.Torque = tq
				lwd.Throttle = 1
				lwd.Torque = ftq
				rrwd.Throttle = 1
				rrwd.Torque = ftq
				rwd.MaxSpeed = 136
				lwd.MaxSpeed = 136
				rrwd.MaxSpeed = 136
                carSeat.Throttle = 1
                carSeat.Torque = 0
                elseif key == "s" then
                s = true    
                carSeat.Throttle = 0
                carSeat.Torque = 0
				rwd.Throttle = -1
				rwd.Torque = brk
				lwd.Throttle = -1
				lwd.Torque = brk
				rrwd.Throttle = -1
				rrwd.Torque = brk
				rwd.MaxSpeed = 25
				lwd.MaxSpeed = 25
				rrwd.MaxSpeed = 25
                end
end)
 
mouse.KeyUp:connect(function (key)
    key = string.lower(key)
        if key == "a" then
                print("a up")
                if d == false then
                m.DesiredAngle = 0
                        n.DesiredAngle = m.DesiredAngle
                end
        elseif key == "d" then
                print("d up")
                if a == false then
                m.DesiredAngle = 0
                        n.DesiredAngle = m.DesiredAngle
end
        end
        a = false
        d = false
end)
 
mouse.KeyUp:connect(function (key)
    key = string.lower(key)
if key == "w" or key == "s" then
        rwd.Throttle = 0
        rwd.Torque = 0
	    lwd.Throttle = 0
		lwd.Torque = 0
		rrwd.Throttle = 0
		rrwd.Torque = 0

       carSeat.Throttle = 0
carSeat.Torque = cst
        end
end)   
               
 
 
limitButton.MouseButton1Click:connect(function()
--Update RPM
local function RPM()
	--Neutral Gear
	if _CGear==0 then _ClutchOn = false end
	throt = script.Parent.Values.Throttle.Value
	if game.Players.LocalPlayer.PlayerGui["A-Chassis Interface"].AC6_Stock_Gauges.SelfDrive:GetAttribute("Enabled") == false then
		throt = _GThrot
	end

	--Car Is Off
	local revMin = _Tune.IdleRPM
	if not _IsOn then 
		revMin = 0 
		_CGear = 0
		_ClutchOn = false
		throt = _Tune.IdleThrottle/100
	end

	--Determine RPM
	local maxSpin=0
	for _,v in pairs(Drive) do
		if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
	end
	if _ClutchOn then
		local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin)
		local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)
		_RPM = _RPM*clutchP  +  aRPM*(1-clutchP)
	else
		if throt-(_Tune.IdleThrottle/100)>0 then
			if _RPM>_Tune.Redline then
				_RPM = _RPM-_Tune.RevBounce*2
			else
				_RPM = math.min(_RPM+_Tune.RevAccel*throt,_Tune.Redline+100)
			end
		else
			_RPM = math.max(_RPM-_Tune.RevDecay,revMin)
		end
	end

	--Rev Limiter
	_spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2])
	if _RPM>_Tune.Redline then 
		if _CGear<#_Tune.Ratios-2 then
			_RPM = _RPM-_Tune.RevBounce
		else
			_RPM = _RPM-_Tune.RevBounce*.5
		end
	end
end
--[[Weight and CG]]
	Tune.Weight			= 1500		-- 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
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)

game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)

game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.Lighting.flashcurrent.Value = "13"
--[[
	Recalculates this Computed's cached value and dependencies.
	Returns true if it changed, or false if it's identical.
]]
function class:update()
	-- remove this object from its dependencies' dependent sets
	for dependency in pairs(self.dependencySet) do
		dependency.dependentSet[self] = nil
	end

	-- we need to create a new, empty dependency set to capture dependencies
	-- into, but in case there's an error, we want to restore our old set of
	-- dependencies. by using this table-swapping solution, we can avoid the
	-- overhead of allocating new tables each update.
	self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet
	table.clear(self.dependencySet)

	local ok, newValue = captureDependencies(self.dependencySet, self._callback)

	if ok then
		local oldValue = self._value
		self._value = newValue

		-- add this object to the dependencies' dependent sets
		for dependency in pairs(self.dependencySet) do
			dependency.dependentSet[self] = true
		end

		return oldValue ~= newValue
	else
		-- this needs to be non-fatal, because otherwise it'd disrupt the
		-- update process
		logErrorNonFatal("computedCallbackError", newValue)

		-- restore old dependencies, because the new dependencies may be corrupt
		self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet

		-- restore this object in the dependencies' dependent sets
		for dependency in pairs(self.dependencySet) do
			dependency.dependentSet[self] = true
		end

		return false
	end
end

local function Computed(callback: () -> any)
	local self = setmetatable({
		type = "State",
		kind = "Computed",
		dependencySet = {},
		-- if we held strong references to the dependents, then they wouldn't be
		-- able to get garbage collected when they fall out of scope
		dependentSet = setmetatable({}, WEAK_KEYS_METATABLE),
		_oldDependencySet = {},
		_callback = callback,
		_value = nil,
	}, CLASS_METATABLE)

	initDependency(self)
	self:update()

	return self
end

return Computed
-- Create component
local Component = Cheer.CreateComponent('Tooltip', View);

local Connections = {};

function Component.Start(Text)

	-- Hide the view
	View.Visible = false;

	-- Set the tooltip text
	View.Text = Text;

	-- Show the tooltip on hover
	Connections.ShowOnEnter = Support.AddGuiInputListener(View.Parent, 'Began', 'MouseMovement', true, Component.Show);
	Connections.HideOnLeave = Support.AddGuiInputListener(View.Parent, 'Ended', 'MouseMovement', true, Component.Hide);

	-- Clear connections when the component is removed
	Cheer.Bind(Component.OnRemove, ClearConnections);

	-- Return component for chaining
	return Component;

end;

function Component.Show()
	View.Size = UDim2.new(0, View.TextBounds.X + 10, 0, View.TextBounds.Y + 10);
	View.Position = UDim2.new(0.5, -View.AbsoluteSize.X / 2, 1, 3);
	View.Visible = true;
end;

function Component.Hide()
	View.Visible = false;
end;

function ClearConnections()
	-- Clears out temporary connections

	for ConnectionKey, Connection in pairs(Connections) do
		Connection:disconnect();
		Connections[ConnectionKey] = nil;
	end;

end;

return Component;
-- General variables
local ThisTool = script.Parent.Parent
local MainScript = ThisTool:WaitForChild("Main")
local SegwayController = MainScript:WaitForChild("SegwayController")
local ToolStatus = ThisTool:WaitForChild("ToolStatus")
local Wings = {"Left Wing","Right Wing"}
---- IconMap ----
-- Image size: 256px x 256px
-- Icon size: 16px x 16px
-- Padding between each icon: 2px
-- Padding around image edge: 1px
-- Total icons: 14 x 14 (196)
local Icon do
	local iconMap = 'http://www.roblox.com/asset/?id=' .. MAP_ID
	game:GetService('ContentProvider'):Preload(iconMap)
	local iconDehash do
		-- 14 x 14, 0-based input, 0-based output
		local f=math.floor
		function iconDehash(h)
			return f(h/14%14),f(h%14)
		end
	end

	function Icon(IconFrame,index)
		local row,col = iconDehash(index)
		local mapSize = Vector2.new(256,256)
		local pad,border = 2,1
		local iconSize = 16

		local class = 'Frame'
		if type(IconFrame) == 'string' then
			class = IconFrame
			IconFrame = nil
		end

		if not IconFrame then
			IconFrame = Create(class,{
				Name = "Icon";
				BackgroundTransparency = 1;
				ClipsDescendants = true;
				Create('ImageLabel',{
					Name = "IconMap";
					Active = false;
					BackgroundTransparency = 1;
					Image = iconMap;
					Size = UDim2.new(mapSize.x/iconSize,0,mapSize.y/iconSize,0);
				});
			})
		end

		IconFrame.IconMap.Position = UDim2.new(-col - (pad*(col+1) + border)/iconSize,0,-row - (pad*(row+1) + border)/iconSize,0)
		return IconFrame
	end
end
--// # key, ally
mouse.KeyDown:connect(function(key)
	if key=="]" then 
		veh.Lightbar.middle.Beep:Play()
		veh.Lightbar.Remotes.AllyEvent:FireServer(true)
	end
end)
--- Emulates tabstops with spaces
function Util.EmulateTabstops(text, tabWidth)
	local result = ""
	for i = 1, #text do
		local char = text:sub(i, i)

		result = result .. (char == "\t" and string.rep(" ", tabWidth - #result % tabWidth) or char)
	end
	return result
end

function Util.Mutex()
	local queue = {}
	local locked = false

	return function ()
		if locked then
			table.insert(queue, coroutine.running())
			coroutine.yield()
		else
			locked = true
		end

		return function()
			if #queue > 0 then
				coroutine.resume(table.remove(queue, 1))
			else
				locked = false
			end
		end
	end
end

return Util
--[=[
	@return Promise
	Starts Knit. Should only be called once per client.
	```lua
	Knit.Start():andThen(function()
		print("Knit started!")
	end):catch(warn)
	```

	By default, service methods exposed to the client will return promises.
	To change this behavior, set the `ServicePromises` option to `false`:
	```lua
	Knit.Start({ServicePromises = false}):andThen(function()
		print("Knit started!")
	end):catch(warn)
	```
]=]
function KnitClient.Start(options: KnitOptions?)

	if started then
		return Promise.reject("Knit already started")
	end

	started = true

	if options == nil then
		selectedOptions = defaultOptions
	else
		assert(typeof(options) == "table", "KnitOptions should be a table or nil; got " .. typeof(options))
		selectedOptions = options
		for k,v in pairs(defaultOptions) do
			if selectedOptions[k] == nil then
				selectedOptions[k] = v
			end
		end
	end
	if type(selectedOptions.PerServiceMiddleware) ~= "table" then
		selectedOptions.PerServiceMiddleware = {}
	end

	return Promise.new(function(resolve)

		-- Init:
		local promisesStartControllers = {}

		for _,controller in pairs(controllers) do
			if type(controller.KnitInit) == "function" then
				table.insert(promisesStartControllers, Promise.new(function(r)
					debug.setmemorycategory(controller.Name)
					controller:KnitInit()
					r()
				end))
			end
		end

		resolve(Promise.all(promisesStartControllers))

	end):andThen(function()

		-- Start:
		for _,controller in pairs(controllers) do
			if type(controller.KnitStart) == "function" then
				task.spawn(function()
					debug.setmemorycategory(controller.Name)
					controller:KnitStart()
				end)
			end
		end

		startedComplete = true
		onStartedComplete:Fire()

		task.defer(function()
			onStartedComplete:Destroy()
		end)

	end)

end
--- Solve direction and length of the ray by comparing current and last frame's positions
-- @param point type
function solver:Solve(point: {[string]: any}): (Vector3, Vector3)
	--- If LastPosition is nil (caused by if the hitbox was stopped previously), rewrite its value to the current point position
	if not point.LastPosition then
		point.LastPosition = point.Instances[1].WorldPosition
	end

	local origin: Vector3 = point.Instances[1].WorldPosition
	local direction: Vector3 = point.Instances[1].WorldPosition - point.LastPosition

	return origin, direction
end

function solver:UpdateToNextPosition(point: {[string]: any}): Vector3
	return point.Instances[1].WorldPosition
end

function solver:Visualize(point: {[string]: any}): CFrame
	return CFrame.lookAt(point.Instances[1].WorldPosition, point.LastPosition)
end

return solver
--[[
	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
	
	{
		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
	},
											--First unit is default	
	{
		units			= "MPH"				,
		scaling			= (10/12) * (60/88)	, -- 1 stud : 10 inches | ft/s to MPH
		maxSpeed		= 230				,
		spInc			= 20				, -- Increment between labelled notches
	},
	
	{
		units			= "SPS"				,
		scaling			= 1					, -- Roblox standard
		maxSpeed		= 400				,
		spInc			= 40				, -- Increment between labelled notches
	}
}
----------------------------------------------------------------------------------------------------
------------------=[ Status UI ]=-------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	,EnableStatusUI = false				--- Don't disabled it...
	,RunWalkSpeed = 22
	,NormalWalkSpeed = 16
	,SlowPaceWalkSpeed = 8	
	,CrouchWalkSpeed = 8
	,ProneWalksSpeed = 4

	,EnableHunger = false				--- Hunger and Thirst system
	,HungerWaitTime = 25

	,CanDrown = true 					--- Welp.. That's it
	
	,EnableStamina = true 				--- Weapon Sway based on stamina	
	,RunValue = 1						--- Stamina consumption
	,StandRecover = .25					--- Stamina recovery while stading
	,CrouchRecover = .5					--- Stamina recovery while crouching
	,ProneRecover = 1					--- Stamina recovery while lying

	,EnableGPS = false					--- GPS shows your allies around you
	,GPSdistance = 150

	,InteractionMenuKey = Enum.KeyCode.F15
--	====================
--	BASIC
--	A basic settings for the gun
--	====================
	
		UseCommonVisualEffects = true; --Enable to use default visual effect folder named "Common". Otherwise, use visual effect with specific tool name (ReplicatedStorage -> Miscs -> GunVisualEffects)
		AutoReload = true; --Reload automatically when you run out of mag; disabling it will make you reload manually
	
		PrimaryHandle = "Handle";
		SecondaryHandle = "Handle2"; --Check "DualWeldEnabled" for detail
	
		CustomGripEnabled = false; --NOTE: Must disable "RequiresHandle" first
		CustomGripName = "Handle";
		CustomGripPart0 = {"Character", "Right Arm"}; --Base
		CustomGripPart1 = {"Tool", "Handle"}; --Target
		AlignC0AndC1FromDefaultGrip = true;
		CustomGripCFrame = false;
		CustomGripC0 = CFrame.new(0, 0, 0);
		CustomGripC1 = CFrame.new(0, 0, 0);	
		
		--CustomGripPart[0/1] = {Ancestor, InstanceName}
		--Supported ancestors: Tool, Character
		--NOTE: Don't set "CustomGripName" to "RightGrip"
-- set the text of the TextLabel to the current date and time with AM/PM
textLabel.Text = currentTimeString
---------------------------------------------------

This = script.Parent
CustomLabel = require(This.Parent.Parent.Parent.CustomLabel)
Characters = require(script.Characters)

CustomText = CustomLabel["CUSTOMFLOORLABEL"]

This.Parent.Parent.Parent:WaitForChild("Floor").Changed:connect(function(floor)
  --custom indicator code--
  ChangeFloor(tostring(floor))
end)

function ChangeFloor(SF)
	if CustomText[tonumber(SF)] then
		SF = CustomText[tonumber(SF)]
	end
	SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL"))		
	SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or tostring(SF) == "1" and "1S" or SF))
end



function SetDisplay(ID,CHAR)
	if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then
 		for i,l in pairs(Characters[CHAR]) do 
			for r=1,13 do	
				This.Display["DIG"..ID]["D"..r].Color = (l:sub(r,r) == "1" and DisplayColor or DisabledColor)
				This.Display["DIG"..ID]["D"..r].Material = (l:sub(r,r) == "1" and "Neon" or "Neon")
			end
		end
	end
end
--Mobile Support--
local Buttons = script.Parent:WaitForChild("Buttons")
local Left = Buttons:WaitForChild("Left")
local Right = Buttons:WaitForChild("Right")
local Brake = Buttons:WaitForChild("Brake")
local Gas = Buttons:WaitForChild("Gas")
local Handbrake = Buttons:WaitForChild("Handbrake")

if UserInputService.TouchEnabled and not UserInputService.MouseEnabled then
	Buttons.Visible = true
end
local function LeftTurn(Touch, GPE)
	if Touch.UserInputState == Enum.UserInputState.Begin then
		_GSteerT = -1
		_SteerL = true
	else
		if _SteerR then
			_GSteerT = 1
		else
			_GSteerT = 0
		end
		_SteerL = false
	end
end
Left.InputBegan:Connect(LeftTurn)
Left.InputEnded:Connect(LeftTurn)
--[=[
	Yields the current thread until the given Promise completes. Returns the Promise's status, followed by the values that the promise resolved or rejected with.

	@yields
	@return Status -- The Status representing the fate of the Promise
	@return ...any -- The values the Promise resolved or rejected with.
]=]
function Promise.prototype:awaitStatus()
	self._unhandledRejection = false

	if self._status == Promise.Status.Started then
		local bindable = Instance.new("BindableEvent")

		self:finally(function()
			bindable:Fire()
		end)

		bindable.Event:Wait()
		bindable:Destroy()
	end

	if self._status == Promise.Status.Resolved then
		return self._status, unpack(self._values, 1, self._valuesLength)
	elseif self._status == Promise.Status.Rejected then
		return self._status, unpack(self._values, 1, self._valuesLength)
	end

	return self._status
end

local function awaitHelper(status, ...)
	return status == Promise.Status.Resolved, ...
end