Roblox/luau_corpus huggingface dataset:
--[[
	The entry point for the Fusion library.
]]

local PubTypes = require(script.PubTypes)
local restrictRead = require(script.Utility.restrictRead)

export type StateObject<T> = PubTypes.StateObject<T>
export type CanBeState<T> = PubTypes.CanBeState<T>
export type Symbol = PubTypes.Symbol
export type Value<T> = PubTypes.Value<T>
export type Computed<T> = PubTypes.Computed<T>
export type ComputedPairs<K, V> = PubTypes.ComputedPairs<K, V>
export type Observer = PubTypes.Observer
export type Tween<T> = PubTypes.Tween<T>
export type Spring<T> = PubTypes.Spring<T>

type Fusion = {
	New: (className: string) -> ((propertyTable: PubTypes.PropertyTable) -> Instance),
	Children: PubTypes.ChildrenKey,
	OnEvent: (eventName: string) -> PubTypes.OnEventKey,
	OnChange: (propertyName: string) -> PubTypes.OnChangeKey,

	Value: <T>(initialValue: T) -> Value<T>,
	Computed: <T>(callback: () -> T) -> Computed<T>,
	ComputedPairs: <K, VI, VO>(inputTable: CanBeState<{[K]: VI}>, processor: (K, VI) -> VO, destructor: (VO) -> ()?) -> ComputedPairs<K, VO>,
	Observer: (watchedState: StateObject<any>) -> Observer,

	Tween: <T>(goalState: StateObject<T>, tweenInfo: TweenInfo?) -> Tween<T>,
	Spring: <T>(goalState: StateObject<T>, speed: number?, damping: number?) -> Spring<T>
}

return restrictRead("Fusion", {
	New = require(script.Instances.New),
	Children = require(script.Instances.Children),
	OnEvent = require(script.Instances.OnEvent),
	OnChange = require(script.Instances.OnChange),

	Value = require(script.State.Value),
	Computed = require(script.State.Computed),
	ComputedPairs = require(script.State.ComputedPairs),
	Observer = require(script.State.Observer),

	Tween = require(script.Animation.Tween),
	Spring = require(script.Animation.Spring)
}) :: Fusion
--// Events
local L_72_ = L_17_:WaitForChild('Equipped')
local L_73_ = L_17_:WaitForChild('ShootEvent')
local L_74_ = L_17_:WaitForChild('DamageEvent')
local L_75_ = L_17_:WaitForChild('CreateOwner')
local L_76_ = L_17_:WaitForChild('Stance')
local L_77_ = L_17_:WaitForChild('HitEvent')
--[[Steering]]
Tune.SteerInner		= 32		-- Inner wheel steering angle (in degrees)
Tune.SteerOuter		= 33		-- Outer wheel steering angle (in degrees)
Tune.SteerSpeed		= .02		-- Steering increment per tick (in degrees)
Tune.ReturnSpeed	= .04		-- Steering increment per tick (in degrees)
Tune.SteerDecay		= 320		-- Speed of gradient cutoff (in SPS)
Tune.MinSteer		= 10		-- Minimum steering at max steer decay (in percent)
Tune.MSteerExp		= 1			-- Mouse steering exponential degree
--Put this in StarterPlayer, StarterCharacterScripts


local human = script.Parent:WaitForChild("Humanoid")

local AttackArm = true 

local canattack = true 

game:GetService("UserInputService").InputBegan:connect(function(input, gamepor)
	if (input.KeyCode == Enum.KeyCode.X or input.KeyCode == Enum.KeyCode.ButtonY) and canattack then 
		canattack = false 
		script.RemoteEvent:FireServer(AttackArm) 
		human:LoadAnimation(AttackArm and script.R or script.L):Play()
		wait(0.6) 
		AttackArm = not AttackArm 
		canattack = true 
	end	
end)
--NOTE: We create the rocket once and then clone it when the player fires
local Rocket = Instance.new('Part') do
	-- Set up the rocket part
	Rocket.Name = 'Rocket'
	Rocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size
	Rocket.Size = ROCKET_PART_SIZE
	Rocket.CanCollide = false
	Rocket.Anchored = true	
	
	-- Add the mesh
	local mesh = Instance.new('SpecialMesh', Rocket)
	mesh.MeshId = MISSILE_MESH_ID
	mesh.Scale = MISSILE_MESH_SCALE

	-- Add fire
	local fire = Instance.new('Fire', Rocket)
	fire.Heat = 5
	fire.Size = 2
	
	-- Clone the sounds and set Boom to PlayOnRemove
	local swooshSoundClone = SwooshSound:Clone()
	swooshSoundClone.Parent = Rocket
	local boomSoundClone = BoomSound:Clone()
	boomSoundClone.PlayOnRemove = true
	boomSoundClone.Parent = Rocket

	-- Attach creator tags to the rocket early on
	local creatorTag = Instance.new('ObjectValue', Rocket)
	creatorTag.Value = MyPlayer
	creatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats
	local iconTag = Instance.new('StringValue', creatorTag)
	iconTag.Value = Tool.TextureId
	iconTag.Name = 'icon'

	-- Finally, clone the rocket script and enable it
	local rocketScriptClone = RocketScript:Clone()
	rocketScriptClone.Parent = Rocket
	rocketScriptClone.Disabled = false
end
--- RUNTIME ---

local Tool = {}

Tool.MouseButton1 = function(Character)
	if Character:GetAttribute("Cooldown") == true then return end
	Character:SetAttribute("Cooldown", true)

	Character.Humanoid:LoadAnimation(script.Animation):Play()

	Character[script.Name].Handle.Swing:Play()

	local MousePosition = MousePosition:InvokeClient(Players:GetPlayerFromCharacter(Character))
	-- Character.PrimaryPart.CFrame = CFrame.new(Character.PrimaryPart.Position, MousePosition) -- Points character at mouse, at extreme angles it trips so I'm disabling for now

	task.wait(0.33)

	Character[script.Name].Handle.Shoot:Play()
	
	Projectile(Character, MousePosition)

	task.wait(2)

	Character:SetAttribute("Cooldown", false)
end

return Tool
-- Component
-- Stephen Leitnick
-- November 26, 2021


type AncestorList = {Instance}
--[[
	Server-side manager that listens to events to advance the FTUE stage in a player's data and
	trigger server-side world changes according to the current stage
--]]

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")

local PlayerDataServer = require(ServerStorage.Source.PlayerData.Server)
local FtueStage = require(ReplicatedStorage.Source.SharedConstants.FtueStage)
local InFarmFtueStage = require(script.StageHandlers.InFarmFtueStage)
local SellingPlantFtueStage = require(script.StageHandlers.SellingPlantFtueStage)
local PurchasingSeedFtueStage = require(script.StageHandlers.PurchasingSeedFtueStage)
local PurchasingPotFtueStage = require(script.StageHandlers.PurchasingPotFtueStage)
local ReturningToFarmFtueStage = require(script.StageHandlers.ReturningToFarmFtueStage)
local PlayerDataKey = require(ReplicatedStorage.Source.SharedConstants.PlayerDataKey)

type FtueStage = {
	handleAsync: (Player) -> FtueStage.EnumType?,
}

local handlerByStage: { [string]: FtueStage } = {
	[FtueStage.InFarm] = InFarmFtueStage,
	[FtueStage.SellingPlant] = SellingPlantFtueStage,
	[FtueStage.PurchasingSeed] = PurchasingSeedFtueStage,
	[FtueStage.PurchasingPot] = PurchasingPotFtueStage,
	[FtueStage.ReturningToFarm] = ReturningToFarmFtueStage,
}

local FtueManagerServer = {}

function FtueManagerServer.onPlayerAdded(player: Player)
	local ftueStage = PlayerDataServer.getValue(player, PlayerDataKey.FtueStage)
	FtueManagerServer._updateFtueStage(player, ftueStage)
end

function FtueManagerServer._updateFtueStage(player: Player, ftueStage: FtueStage.EnumType?)
	PlayerDataServer.setValue(player, PlayerDataKey.FtueStage, ftueStage)

	if not ftueStage then
		return
	end

	task.spawn(function()
		local stageHandler = handlerByStage[ftueStage :: FtueStage.EnumType]
		local nextStage: FtueStage.EnumType? = stageHandler.handleAsync(player)
		FtueManagerServer._updateFtueStage(player, nextStage)
	end)
end

return FtueManagerServer
-- Connect key state change event
userInputService.InputBegan:Connect(function(input)
	handleKeyState(input.KeyCode, true)
end)

userInputService.InputEnded:Connect(function(input)
	handleKeyState(input.KeyCode, false)
end)
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder)
	local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation)
	return (not ClassInformationTable:GetClassFolder(player,"Brawler").GuardBreak.Value)
end
-- Function to handle player character additions
local function onCharacterAdded(character)
	explodePlayer(character.Parent)
end
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 100		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6000		--		Use sliders to manipulate values
	Tune.Redline		= 6700		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16
	
	--Incline Compensation
	Tune.InclineComp	= 4.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)
--[[
	Calculate the actual spot Frame position in studs by making use of adornee position.

	Parameters:
	- surfaceGui (SurfaceGui): SurfaceGui instance that the spot belongs to
	- spot (Frame): Frame instance representing a Spot

	Returns:
	- (Vector3): World position of the spot
]]
function CameraModule:getSpotPosition(surfaceGui, spot)
	local adornee = surfaceGui.Adornee
	local face = surfaceGui.Face

	-- Find offset of the spot's Frame from the center of the SurfaceGui (in studs)
	local spotCenter = spot.AbsolutePosition + (Vector2.new(0.5, 0.5) - spot.AnchorPoint) * spot.AbsoluteSize
	local guiOffset = (spotCenter - surfaceGui.AbsoluteSize / 2) / surfaceGui.PixelsPerStud

	-- Calculate the actual position of the center of spot (in studs)
	local spotPosition = adornee.CFrame:PointToWorldSpace(self:_getPointByFace(guiOffset, adornee, face))

	return spotPosition
end

function CameraModule:_tweenCamera(target)
	-- Animate to the spot
	local tweenTime = constants.CameraTweenTime
	local tweenInfo = TweenInfo.new(tweenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut)
	local tween = self.tweenService:Create(self.camera, tweenInfo, { CFrame = target })

	tween:Play()

	task.wait(tweenTime)
end
--[[
	3/19/20
	newwil
	DataStore/Leaderstats
--]]

local DataStoreService = game:GetService("DataStoreService")

local playerData = DataStoreService:GetDataStore("playerData")

game.Players.PlayerAdded:Connect(function(player)
	local leaderstats = Instance.new("Folder")
	leaderstats.Name = "leaderstats"
	leaderstats.Parent = player
	
	local cash = Instance.new("IntValue")
	cash.Name = "Cash"
	cash.Parent = leaderstats
	
	local data 
	local success, errormessage = pcall(function()
		data = playerData:GetAsync(player.UserId.."-cash") 
	end)
	
	if success then 
		cash.Value = data
	else
		print("Error while getting your data")
		warn(errormessage)
	end
end)

game.Players.PlayerRemoving:Connect(function(player)
	
	local success, errormessage = pcall(function()
		playerData:SetAsync(player.UserId.."-cash", player.leaderstats.Cash.Value)
	end)
	
	if success then
		print("Data successfully saved!")
	else
		print("There was an error while saving the data")
		warn(errormessage)
	end
	
end)
-- BaseCamera mod

local BaseCamera = require(baseCameraModule)

BaseCamera.UpCFrame = IDENTITYCF

function BaseCamera:UpdateUpCFrame(cf)
	self.UpCFrame = cf
end

function BaseCamera:CalculateNewLookCFrame(suppliedLookVector)
	local currLookVector = suppliedLookVector or self:GetCameraLookVector()
	currLookVector = self.UpCFrame:VectorToObjectSpace(currLookVector)
	
	local currPitchAngle = math.asin(currLookVector.y)
	local yTheta = math.clamp(self.rotateInput.y, -MAX_Y + currPitchAngle, -MIN_Y + currPitchAngle)
	local constrainedRotateInput = Vector2.new(self.rotateInput.x, yTheta)
	local startCFrame = CFrame.new(ZERO, currLookVector)
	local newLookCFrame = CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0)
	
	return newLookCFrame
end
--Moxiii~<3 // LerpColor and IsDark taken from ROBLOX Battle

wait(2)

local MAX_STEPS = 20
local COLOR = script.Parent.Value
local t = tick()

math.randomseed(t/2)
-----------------
--| Variables |--
-----------------

local DebrisService = Game:GetService('Debris')
local PlayersService = Game:GetService('Players')

local Rocket = script.Parent

local CreatorTag = Rocket:WaitForChild('creator')
local Tank = Rocket:WaitForChild('Tank').Value
local SwooshSound = Rocket:WaitForChild('Swoosh')
local Target = Rocket:WaitForChild('Target')
--[[Run]]

	--Print Version
	local ver=require(car["A-Chassis Tune"].README)
	print("Novena: AC6T Loaded - Build "..ver)
	
	--Runtime Loops
	
	-- ~60 c/s
	game["Run Service"].Stepped:connect(function()
		--Steering
		Steering()
		
		--RPM
		RPM()
		
		--Suspension
		if not workspace:PGSIsEnabled() and _Tune.SusEnabled then
			Suspension()
		end
		
		--Power
		Engine()
		
		--Update External Values
		_IsOn = script.Parent.IsOn.Value
		_InControls = script.Parent.ControlsOpen.Value
		script.Parent.Values.Gear.Value = _CGear
		script.Parent.Values.RPM.Value = _RPM
		script.Parent.Values.Boost.Value = (_Boost/2)*_TPsi
		script.Parent.Values.Horsepower.Value = _HP
		script.Parent.Values.HpNatural.Value = _NH
		script.Parent.Values.HpBoosted.Value = _BH*(_Boost/2)
		script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM
		script.Parent.Values.TqNatural.Value = _NT
		script.Parent.Values.TqBoosted.Value = _BT*(_Boost/2)
		script.Parent.Values.TransmissionMode.Value = _TMode
		script.Parent.Values.Throttle.Value = _GThrot*_GThrotShift
		script.Parent.Values.Brake.Value = _GBrake
		script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))
		script.Parent.Values.SteerT.Value = _GSteerT
		script.Parent.Values.PBrake.Value = _PBrake
		script.Parent.Values.TCS.Value = _TCS
		script.Parent.Values.TCSActive.Value = _TCSActive
		script.Parent.Values.TCSAmt.Value = 1-_TCSAmt
		script.Parent.Values.ABS.Value = _ABS
		script.Parent.Values.ABSActive.Value = _ABSActive
		script.Parent.Values.MouseSteerOn.Value = _MSteer
		script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity
	end)
	
	--	car.DriveSeat.CC.Changed:connect(function()
--//Services//--
local Debris = game:GetService("Debris")
local TweenService = game:GetService("TweenService")
--For Omega Rainbow Katana thumbnail to display a lot of particles.
for i, v in pairs(Handle:GetChildren()) do
	if v:IsA("ParticleEmitter") then
		v.Rate = 20
	end
end
------------------------------------------------------------------------
-- initial parsing for statements, calls a lot of functions
-- * returns boolean instead of 0|1
-- * used in chunk()
------------------------------------------------------------------------
function luaY:statement(ls)
  local line = ls.linenumber  -- may be needed for error messages
  local c = ls.t.token
  if c == "TK_IF" then  -- stat -> ifstat
    self:ifstat(ls, line)
    return false
  elseif c == "TK_WHILE" then  -- stat -> whilestat
    self:whilestat(ls, line)
    return false
  elseif c == "TK_DO" then  -- stat -> DO block END
    luaX:next(ls)  -- skip DO
    self:block(ls)
    self:check_match(ls, "TK_END", "TK_DO", line)
    return false
  elseif c == "TK_FOR" then  -- stat -> forstat
    self:forstat(ls, line)
    return false
  elseif c == "TK_REPEAT" then  -- stat -> repeatstat
    self:repeatstat(ls, line)
    return false
  elseif c == "TK_FUNCTION" then  -- stat -> funcstat
    self:funcstat(ls, line)
    return false
  elseif c == "TK_LOCAL" then  -- stat -> localstat
    luaX:next(ls)  -- skip LOCAL
    if self:testnext(ls, "TK_FUNCTION") then  -- local function?
      self:localfunc(ls)
    else
      self:localstat(ls)
    end
    return false
  elseif c == "TK_RETURN" then  -- stat -> retstat
    self:retstat(ls)
    return true  -- must be last statement
  elseif c == "TK_BREAK" then  -- stat -> breakstat
    luaX:next(ls)  -- skip BREAK
    self:breakstat(ls)
    return true  -- must be last statement
  else
    self:exprstat(ls)
    return false  -- to avoid warnings
  end--if c
end
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 250*1.3		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 1000		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 7000		--		Use sliders to manipulate values
	Tune.Redline		= 10000	--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 6500
	Tune.PeakSharpness	= 5
	Tune.CurveMult		= 0.5
	
	--Incline Compensation
	Tune.InclineComp	= 1.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)
--[[ Script Variables ]]--
while not Players.LocalPlayer do
	wait()
end
local LocalPlayer = Players.LocalPlayer
local Humanoid = MasterControl:GetHumanoid()
local JumpButton = nil
local OnInputEnded = nil		-- defined in Create()
local CharacterAddedConnection = nil
local HumStateConnection = nil
local HumChangeConnection = nil
local ExternallyEnabled = false
local JumpPower = 0
local JumpStateEnabled = true
-- ================================================================================
-- LOCAL FUNCTIONS
-- ================================================================================
-- Display result dialog
local function openDlg(resultString, resultTime)
	-- Display result string
	ResultString.Text = string.upper(resultString)
	
	-- Display result time if > 0 (formatted)
	if resultTime and resultTime > 0 then
		local minutes = math.floor(resultTime/60)
		local seconds = math.floor(resultTime%60)
		if seconds < 10 then seconds = "0"..tostring(seconds)	end
		ResultTime.Text = string.upper("WINNING TIME: "..tostring(minutes)..":"..tostring(seconds))
	else
		ResultTime.Text = ""
	end
	
	dlg.Visible = true
	
	wait(DISPLAY_DURATION)
	
	dlg.Visible = false
end -- openDlg()
--[[**
	ensures value is an integer

	@param value The value to check against

	@returns True iff the condition is satisfied, false otherwise
**--]]
function t.integer(value)
	local success, errMsg = t.number(value)
	if not success then
		return false, errMsg or ""
	end
	if value%1 == 0 then
		return true
	else
		return false, string.format("integer expected, got %d", value)
	end
end
--- Skill
local UIS = game:GetService("UserInputService")
local plr = game.Players.LocalPlayer
local Mouse = plr:GetMouse()
local Debounce = true
Player = game.Players.LocalPlayer

wait(1)
-- Motor(s)
local SeeSawMotor = script.Parent:WaitForChild("SeeSawMotor")

local function OnSeatsChange(ChangedSeat)
	local Seat1Occupant = Seat1.Occupant
	local Seat2Occupant = Seat2.Occupant
	local Seat1T = Seat1.Throttle
	local Seat2T = Seat2.Throttle
	
	if Seat1Occupant and Seat2Occupant == nil then
		SeeSawMotor.DesiredAngle = 0.3
	elseif Seat2Occupant and Seat1Occupant == nil then
		SeeSawMotor.DesiredAngle = -0.3
	end
	
	if Seat1Occupant and Seat2Occupant then

		-- When both inputs are equal or would seem equal, make it balanced
		if Seat2T == 0 and Seat1T == 0 or Seat1T == -1 and Seat2T == -1 or Seat1T == 1 and Seat2T == 1 or Seat1T == -1 and Seat2T == 0 or Seat1T == 0 and Seat2T == -1 then
			SeeSawMotor.DesiredAngle = 0
			return
		end

		-- Seat1 logic
		if Seat1T == 1 and Seat2T == 0 or Seat1T == 1 and Seat2T == -1 then
			SeeSawMotor.DesiredAngle = 0.3
		end
		
		-- Seat2 logic
		if Seat2T == 1 and Seat1T == 0 or Seat2T == 1 and Seat1T == -1 then
			SeeSawMotor.DesiredAngle = -0.3
		end
	end
end
---SG Is  Here---
---Please Dont Change Anything Can Dont Work If You Change--

local db = true
local player = game.Players.LocalPlayer
local target = game.Workspace.Sell
local delay = 3
script.Parent.MouseButton1Click:connect(function()
	if db == true then
		db = false
		player.Character.HumanoidRootPart.CFrame = target.CFrame * CFrame.new(0, 3, 0)
		for i = delay, 1, -1 do
			script.Parent.Text = i
			wait(1)
		end
		script.Parent.Text = "Sell"
		db = true
	end
end)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 5 -- cooldown for use of the tool again

ZoneModelName = "Rocket circle" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--Door Script
--This script toggles the door when it is clicked.
--Unless you know what you're doing, do not modify this script.
local clickdetector = Instance.new("ClickDetector", script.Parent) --This creates a click detector for the door.
clickdetector.MouseClick:Connect(function() --This detects a click on the door.
	if script.Parent.CanCollide == true then --This checks if the door is closed.
		script.Parent.Open:Play() --This plays the open sound.
		script.Parent.Transparency = 0.25 --This causes the door to be slightly transparent.
		script.Parent.CanCollide = false --This causes the door to stop colliding.
	else --If the door is open, then the code below will run instead.
		script.Parent.Close:Play() --This plays the close sound.
		script.Parent.Transparency = 0 --This causes the door to be completely opaque.
		script.Parent.CanCollide = true --This causes the door to begin colliding.
	end
end)
--// F key, Horn
mouse.KeyDown:connect(function(key)
	if key=="f" then 
		veh.Lightbar.middle.Airhorn:Play()
		veh.Lightbar.middle.Wail.Volume = 0
		veh.Lightbar.middle.Yelp.Volume = 0
		veh.Lightbar.middle.Priority.Volume = 0
		veh.Lightbar.middle.Manual.Volume = 0
		veh.Lightbar.middle.rWail.Volume = 0
		veh.Lightbar.middle.rYelp.Volume = 0
		veh.Lightbar.middle.rPriority.Volume = 0
	end
end)
-- Decompiled with the Synapse X Luau decompiler.

script.Parent.MouseButton1Down:Connect(function()
	script.Parent.Parent.Visible = false;
	if game.Players.LocalPlayer.Character.Values.Actions.CarriedPlr.Value ~= "" then
		script.Parent.Parent.Parent.Dialog3.Visible = true;
		return;
	end;
	script.Parent.Parent.Parent.Dialog2.Visible = true;
end);
--[[Misc]]
	Tune.LoadDelay		= 3.0		-- Delay before initializing chassis (in seconds)
	Tune.AutoStart		= false		-- Set to false if using manual ignition plugin
	Tune.AutoFlip		= true		-- Set to false if using manual flip plugin
	Tune.AutoUpdate		= true		-- Automatically applies minor updates to the chassis if any are found.
									-- Will NOT apply major updates, but will notify you of any.
									-- Set to false to mute notifications, or if using modified Drive.
--Instert in Tool
local tool = script.Parent
local anim = script.Animation --Animation ID
local track
tool.Equipped:Connect(function()
    track = script.Parent.Parent.Humanoid:LoadAnimation(anim)
    track:Play()
end)
tool.Unequipped:Connect(function()
    if track then
        track:Stop()
    end
end)
--[[
	Gets camera modifiers and effects while it is in Dead mode.
]]
local TweenService = game:GetService("TweenService")

local CameraStateDead = {}
--created by
------------------------------------------
--Clear And Enter
check = true -- Global

function Clear()
print("Cleared")
Input = ""
end

script.Parent.Clear.ClickDetector.MouseClick:connect(Clear)




function Enter()
if Input == Code then
print("Entered")
Input = ""

local door = script.Parent.Parent.Door

for i = 1, 35 do
	door.CFrame = CFrame.new(door.Position + Vector3.new(0,0,0.1))
	wait(0.01)
end

wait(5) --Closes

for i = 1, 35 do
	door.CFrame = CFrame.new(door.Position - Vector3.new(0,0,0.1))
	wait(0.01)
end



return end
Input = ""
print("Wrong Code")
end




script.Parent.Enter.ClickDetector.MouseClick:connect(Enter)
-- Gets the current size of the default Roblox chat on your device.
local chatWindowSize = StarterGui:GetCore("ChatWindowSize")

StarterGui:SetCore("ChatWindowPosition", UDim2.new(0, 0, (1 - chatWindowSize.Y.Scale), 0))