Roblox/luau_corpus huggingface dataset:
--Main Control------------------------------------------------------------------------
Red = script.Parent.Red.Lamp
Yellow = script.Parent.Yellow.Lamp
Green = script.Parent.Green.Lamp
DRed = script.Parent.Red.DynamicLight
DYellow = script.Parent.Yellow.DynamicLight
DGreen = script.Parent.Green.DynamicLight
function Active()
	if Signal.Value == 0 then
		Green.Enabled = false
		Yellow.Enabled = false
		Red.Enabled = false
		DGreen.Enabled = false
		DYellow.Enabled = false
		DRed.Enabled = false
	elseif Signal.Value == 1 then
		Green.Enabled = true
		Yellow.Enabled = false
		Red.Enabled = false
		DGreen.Enabled = true
		DYellow.Enabled = false
		DRed.Enabled = false
	elseif Signal.Value == 2 then
		Green.Enabled = false
		Yellow.Enabled = true
		Red.Enabled = false
		DGreen.Enabled = false
		DYellow.Enabled = true
		DRed.Enabled = false
	elseif Signal.Value == 3 then
		Green.Enabled = false
		Yellow.Enabled = false
		Red.Enabled = true
		DGreen.Enabled = false
		DYellow.Enabled = false
		DRed.Enabled = true
	end
end
Signal.Changed:connect(Active)
-- Decompiled with the Synapse X Luau decompiler.

local l__Parent__1 = script.Parent;
local v2 = TweenInfo.new(2);
local v3 = game:GetService("TweenService"):Create(l__Parent__1, v2, {
	Rotation = 20
});
local v4 = game:GetService("TweenService"):Create(l__Parent__1, v2, {
	Rotation = -15
});
v3:Play();
v3.Completed:Connect(function()
	v4:Play();
end);
v4.Completed:Connect(function()
	v3:Play();
end);
-- Libraries
local ListenForManualWindowTrigger = require(Tool.Core:WaitForChild('ListenForManualWindowTrigger'))
--okay, for some dumb reason we made duplicate purchasing functions... go to ItemBuyScript

game.ServerStorage.RemoteFunctions.GetObjectFromID.OnInvoke = function(id)
	for _,v in pairs(game.ReplicatedStorage.Objects:GetChildren()) do
		if v.ItemID.Value == id then
			return v
		end
	end
end

game.ServerStorage.RemoteFunctions.ChangeCash.Event:connect(function(plr,amt)
	local data = game.ReplicatedStorage.PlayerData:FindFirstChild(plr.userId)
	if data then
		data.cash.Value = data.cash.Value + amt
	end
end)
-- Decompiled with the Synapse X Luau decompiler.

local v1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
while not v1.Loaded do
	game:GetService("RunService").Heartbeat:Wait();
end;
local u1 = {};
local u2 = {};
local u3 = Random.new();
local u4 = nil;
function Shuffle()
	local v2 = v1.Functions.CloneTable(u1);

		for v3, v4 in ipairs(u2) do
		if v3 then

		else
			break;
		end;

			for v6, v7 in ipairs(v2) do
			if v6 then

			else
				break;
			end;
			if v7 == v4 then
				table.remove(v2, v6);
				break;
			end;		
		end;	
	end;
	local v9 = v2[u3:NextInteger(1, #v2)];
	if not v9 then
		return;
	end;
	u4 = v1.Sound.PlayMusic(v9, 0.5, 4, nil, false);
	if 4 <= #u2 then
		table.remove(u2, 1);
	end;
	table.insert(u2, v9);
end;
function Clear()
	v1.Sound.StopMusic(1);
	u4 = nil;
	u2 = {};
end;
local u5 = nil;
function Set(p1)
	local v10 = v1.Directory.Worlds[p1];
	u1 = v10.music;
	Clear();
	if u5 then
		v1.Functions.Tween(u5, { 2 }, {
			Volume = 0
		}).Completed:Connect(function()
			u5:Stop();
			u5:Destroy();
		end);
	end;
	local l__ambience__11 = v10.ambience;
	if l__ambience__11 then
		if l__ambience__11 ~= 0 then
			u5 = v1.Sound.Play(l__ambience__11, script, 1, 0.3, nil, nil, true);
		end;
	end;
end;
v1.Signal.Fired("World Changed"):Connect(function(p2)
	Set(p2);
end);
task.defer(function()
	while true do
		if v1.Settings.MusicEnabled and #u1 > 0 then
			if not u4 or u4.TimeLength - 0.5 <= u4.TimePosition and u4.IsLoaded then
				Shuffle();
			end;
		elseif not v1.Settings.MusicEnabled and u4 then
			Clear();
		end;
		v1.Heartbeat(5);	
	end;
end);
--[[
	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 ForPairs<KO, VO> = PubTypes.ForPairs<KO, VO>
export type ForKeys<KI, KO> = PubTypes.ForKeys<KI, KO>
export type ForValues<VI, VO> = PubTypes.ForKeys<VI, VO>
export type Observer = PubTypes.Observer
export type Tween<T> = PubTypes.Tween<T>
export type Spring<T> = PubTypes.Spring<T>

type Fusion = {
	version: PubTypes.Version,

	New: (className: string) -> ((propertyTable: PubTypes.PropertyTable) -> Instance),
	Hydrate: (target: Instance) -> ((propertyTable: PubTypes.PropertyTable) -> Instance),
	Ref: PubTypes.SpecialKey,
	Cleanup: PubTypes.SpecialKey,
	Children: PubTypes.SpecialKey,
	Out: PubTypes.SpecialKey,
	OnEvent: (eventName: string) -> PubTypes.SpecialKey,
	OnChange: (propertyName: string) -> PubTypes.SpecialKey,

	Value: <T>(initialValue: T) -> Value<T>,
	Computed: <T>(callback: () -> T, destructor: (T) -> ()?) -> Computed<T>,
	ForPairs: <KI, VI, KO, VO, M>(inputTable: CanBeState<{[KI]: VI}>, processor: (KI, VI) -> (KO, VO, M?), destructor: (KO, VO, M?) -> ()?) -> ForPairs<KO, VO>,
	ForKeys: <KI, KO, M>(inputTable: CanBeState<{[KI]: any}>, processor: (KI) -> (KO, M?), destructor: (KO, M?) -> ()?) -> ForKeys<KO, any>,
	ForValues: <VI, VO, M>(inputTable: CanBeState<{[any]: VI}>, processor: (VI) -> (VO, M?), destructor: (VO, M?) -> ()?) -> ForValues<any, 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>,

	cleanup: (...any) -> (),
	doNothing: (...any) -> ()
}

return restrictRead("Fusion", {
	version = {major = 0, minor = 2, isRelease = true},

	New = require(script.Instances.New),
	Hydrate = require(script.Instances.Hydrate),
	Ref = require(script.Instances.Ref),
	Out = require(script.Instances.Out),
	Cleanup = require(script.Instances.Cleanup),
	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),
	ForPairs = require(script.State.ForPairs),
	ForKeys = require(script.State.ForKeys),
	ForValues = require(script.State.ForValues),
	Observer = require(script.State.Observer),

	Tween = require(script.Animation.Tween),
	Spring = require(script.Animation.Spring),

	cleanup = require(script.Utility.cleanup),
	doNothing = require(script.Utility.doNothing)
}) :: Fusion
-- get
local getAsset, getNameFromID do
	local cache = {
		Passes = {},
		Products = {}
	}

	for i, pass in pairs(script.Passes:GetChildren()) do
		cache.Passes[pass.Name] = require(pass)
	end

	for i, product in pairs(script.Products:GetChildren()) do
		cache.Products[product.Name] = require(product)
	end

	function getAsset(identity)
		for class, content in pairs(cache) do
			for name, module in pairs(content) do
				if (identity == name or identity == module.Id) then
					return module, class
				end
			end
		end
	end

	function getNameFromID(id)
		for class, content in pairs(cache) do
			for name, module in pairs(content) do
				if id == module.Id then
					return name
				end
			end
		end
	end
end
-- Initialize new part tool
local NewPartTool = require(CoreTools:WaitForChild 'NewPart')
Core.AssignHotkey('J', Core.Support.Call(Core.EquipTool, NewPartTool));
Core.Dock.AddToolButton(Core.Assets.NewPartIcon, 'J', NewPartTool, 'NewPartInfo');
--[[
	Contains the logic to run a test plan and gather test results from it.

	TestRunner accepts a TestPlan object, executes the planned tests, and
	produces a TestResults object. While the tests are running, the system's
	state is contained inside a TestSession object.
]]

local TestEnum = require(script.Parent.TestEnum)
local TestSession = require(script.Parent.TestSession)
local LifecycleHooks = require(script.Parent.LifecycleHooks)

local RUNNING_GLOBAL = "__TESTEZ_RUNNING_TEST__"
local JEST_TEST_CONTEXT = "__JEST_TEST_CONTEXT__"

local TestRunner = {
	environment = {},
}

local function wrapExpectContextWithPublicApi(expectationContext)
	return setmetatable({
		extend = function(...)
			expectationContext:extend(...)
		end,
	}, {
		__call = function(_self, ...)
			return expectationContext:startExpectationChain(...)
		end,
	})
end
--//Main Function
ProximityPrompt.Triggered:Connect(function(Player)
	local Character = Player.Character
	local Torso = Character:WaitForChild("Left Arm")
	ProximityPrompt.ActionText = "Wear"
	if Character:FindFirstChild(script.Parent.Parent.Name) then
		Character[script.Parent.Parent.Name]:Destroy()
	else
		local NewArmor = Armor:Clone()
		NewArmor:SetPrimaryPartCFrame(Torso.CFrame)
		NewArmor.PrimaryPart:Destroy()
		ProximityPrompt.ActionText = "Take off"
		for _, part in pairs (NewArmor:GetChildren()) do
			if part:IsA("BasePart") then
				WeldParts(Torso, part)
				part.CanCollide = false
				part.Anchored = false
			end
		end
		NewArmor.Parent = Character
	end
end)
--[[Unsprung Weight]]--
	Tune.FWheelDensity	= .1 		-- Front Wheel Density
	Tune.RWheelDensity	= .1 		-- Rear Wheel Density
	
	Tune.AxleSize		= 1 		-- Size of structural members (larger = more stable/carry more weight)
	Tune.AxleDensity	= .1 		-- Density of structural members
	Tune.AxlesVisible	= false 	-- Makes axle structural parts visible (Debug)
	
	Tune.HingeSize		= 1 		-- Size of steering hinges (larger = more stable/carry more weight)
	Tune.HingeDensity	= .1 		-- Density of steering hinges
	Tune.HingesVisible	= false 	-- Makes steering hinges visible (Debug)
--Don't edit anything below unless you can script well!
--This plane was made by TurboFusion

repeat wait() until game.Players.LocalPlayer --This line makes the tool wait until it is in the Player's backpack
wait(0.1)
-- Visualizes an impact. This will not run if FastCast.VisualizeCasts is false.
function DbgVisualizeHit(atCF: CFrame, wasPierce: boolean): SphereHandleAdornment?
	if FastCast.VisualizeCasts ~= true then return nil end
	local adornment = Instance.new("SphereHandleAdornment")
	adornment.Adornee = workspace.Terrain
	adornment.CFrame = atCF
	adornment.Radius = 0.4
	adornment.Transparency = 0.25
	adornment.Color3 = (wasPierce == false) and Color3.new(0.2, 1, 0.5) or Color3.new(1, 0.2, 0.2)
	adornment.Parent = GetFastCastVisualizationContainer()
	return adornment
end
--// SERVICES //--

local CoreGuiService = game:GetService('CoreGui')
local PlayersService = game:GetService('Players')
local GuiService = game:GetService('GuiService')
local UserInputService = game:GetService('UserInputService')
local StarterGui = game:GetService('StarterGui')
local STS_Settings = script.Parent:WaitForChild('STS_Settings')
local StaminaButton = script.Parent:WaitForChild('Mobile')
local Border = StaminaButton:WaitForChild('UIStroke')
local Bar = script.Parent:WaitForChild('Frame_Bar')
local SprintGui = script.Parent
local UIS = game:GetService("UserInputService")
local TS = game:GetService("TweenService")
local plr = game.Players.LocalPlayer
local player = game.Players.LocalPlayer

local SprintingValue = STS_Settings.SprintingValue

local Character = game.Players.LocalPlayer.Character
if Character == nil then
	repeat
		wait()
	until (Character ~= nil)
	print('FoundCharacter')
end



local walking = script.IsWalking

local Breath = script.Breath

local BreathRunning = game:GetService("TweenService"):Create(Breath, TweenInfo.new(2), {Volume = 0.3})
Breath:Play()

local BreathRunningStop = game:GetService("TweenService"):Create(Breath, TweenInfo.new(2), {Volume = 0})

local Debounce = false
local Stamina = Character:WaitForChild('Stamina')
local Sprinting = false
local StaminaReductionRate = STS_Settings:WaitForChild('StaminaDeductionAmount').Value -- Amount taken from Stamina per SprintReductionDelay
local StaminaReductionDelay = STS_Settings:WaitForChild('StaminaDeductionDelay').Value -- Time in Seconds for SprintReductionRate to be removed from stamina
local OriginalWalkSpeed = Character.Humanoid.WalkSpeed -- Get Original WalkSpeed
local SprintSpeed = STS_Settings:WaitForChild('SprintSpeed').Value
local RegenerateDelay = STS_Settings:WaitForChild('StaminaRegenerationDelay').Value
local RegenerateValue = STS_Settings:WaitForChild('StaminaRegenerationAmount').Value
-- Game services
local Configurations = require(game.ServerStorage.Configurations)
local TeamManager = require(script.TeamManager)
local PlayerManager = require(script.PlayerManager)
local MapManager = require(script.MapManager)
local TimeManager = require(script.TimeManager)
local DisplayManager = require(script.DisplayManager)
--// Setting things up
log("Setting things up")
for ind, loc in
	{
		_G = _G,
		game = game,
		spawn = spawn,
		script = script,
		getfenv = getfenv,
		setfenv = setfenv,
		workspace = workspace,
		getmetatable = getmetatable,
		setmetatable = setmetatable,
		loadstring = loadstring,
		coroutine = coroutine,
		rawequal = rawequal,
		typeof = typeof,
		print = print,
		math = math,
		warn = warn,
		error = error,
		assert = assert,
		pcall = pcall,
		xpcall = xpcall,
		select = select,
		rawset = rawset,
		rawget = rawget,
		ipairs = ipairs,
		pairs = pairs,
		next = next,
		Rect = Rect,
		Axes = Axes,
		os = os,
		time = time,
		Faces = Faces,
		delay = delay,
		unpack = unpack,
		string = string,
		Color3 = Color3,
		newproxy = newproxy,
		tostring = tostring,
		tonumber = tonumber,
		Instance = Instance,
		TweenInfo = TweenInfo,
		BrickColor = BrickColor,
		NumberRange = NumberRange,
		ColorSequence = ColorSequence,
		NumberSequence = NumberSequence,
		ColorSequenceKeypoint = ColorSequenceKeypoint,
		NumberSequenceKeypoint = NumberSequenceKeypoint,
		PhysicalProperties = PhysicalProperties,
		Region3int16 = Region3int16,
		Vector3int16 = Vector3int16,
		require = require,
		table = table,
		type = type,
		wait = wait,
		Enum = Enum,
		UDim = UDim,
		UDim2 = UDim2,
		Vector2 = Vector2,
		Vector3 = Vector3,
		Region3 = Region3,
		CFrame = CFrame,
		Ray = Ray,
		task = task,
		tick = tick,
		service = service,
	}
do
	locals[ind] = loc
end
--[[Vehicle Weight]]	
	--Determine Current Mass
	local mass=0
	
	function getMass(p)
		for i,v in pairs(p:GetChildren())do
			if v:IsA("BasePart") then
				mass=mass+v:GetMass()
			end
			getMass(v)
		end	
	end
	getMass(car)
	
	--Apply Vehicle Weight
	if mass<_Tune.Weight*weightScaling then
		--Calculate Weight Distribution
		local centerF = Vector3.new()
		local centerR = Vector3.new()
		local countF = 0
		local countR = 0
		
		for i,v in pairs(Drive) do
			if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
				centerF = centerF+v.CFrame.p
				countF = countF+1
			else
				centerR = centerR+v.CFrame.p
				countR = countR+1
			end
		end
		centerF = centerF/countF
		centerR = centerR/countR
		local center = centerR:Lerp(centerF, _Tune.WeightDist/100)  
		
		--Create Weight Brick
		local weightB = Instance.new("Part",car.Body)
		weightB.Name = "#Weight"
		weightB.Anchored = true
		weightB.CanCollide = false
		weightB.BrickColor = BrickColor.new("Really black")
		weightB.TopSurface = Enum.SurfaceType.Smooth
		weightB.BottomSurface = Enum.SurfaceType.Smooth
		if _Tune.WBVisible then
			weightB.Transparency = .75			
		else
			weightB.Transparency = 1			
		end
		weightB.Size = Vector3.new(_Tune.WeightBSize[1],_Tune.WeightBSize[2],_Tune.WeightBSize[3])
		weightB.CustomPhysicalProperties = PhysicalProperties.new(((_Tune.Weight*weightScaling)-mass)/(weightB.Size.x*weightB.Size.y*weightB.Size.z),0,0,0,0)
		weightB.CFrame=(car.DriveSeat.CFrame-car.DriveSeat.Position+center)*CFrame.new(0,_Tune.CGHeight,0)
	else
		--Existing Weight Is Too Massive
		warn( "\n\t [AC6C V".._BuildVersion.."]: Mass too high for specified weight."
			.."\n\t    Target Mass:\t"..(math.ceil(_Tune.Weight*weightScaling*100)/100)
			.."\n\t    Current Mass:\t"..(math.ceil(mass*100)/100)
			.."\n\t Reduce part size or axle density to achieve desired weight.")
	end
	
	local flipG = Instance.new("BodyGyro",car.DriveSeat)
	flipG.Name = "Flip"
	flipG.D = 0
	flipG.MaxTorque = Vector3.new(0,0,0)
	flipG.P = 0
-- Returns true if the weapon is empty
-- @Return Boolean
function WeaponRuntimeData:IsEmpty()
	return self.currentAmmo <= 0
end
-- Decompiled with the Synapse X Luau decompiler.

service = nil;
Routine = nil;
client = nil;
return function(p1, p2, p3)
	local v1 = Color3.new(math.random(), math.random(), math.random());
	local u1 = {
		Frame = true, 
		TextBox = true, 
		TextLabel = true, 
		TextButton = true, 
		ImageLabel = true, 
		ImageButton = true, 
		ScrollingFrame = true
	};
	local u2 = {};
	local function u3(p4)
		for v2, v3 in pairs(p4:GetChildren()) do
			if u1[v3.ClassName] then
				table.insert(u2, v3);
				u3(v3);
			end;
		end;
	end;
	if u1[p1.ClassName] then
		table.insert(u2, p1);
	end;
	u3(p1);
	if p3.Name == "List" then
		p1.Drag.Main.BackgroundTransparency = 0;
	end;
	local u4 = { Color3.fromRGB(255, 85, 88), Color3.fromRGB(78, 140, 255), Color3.fromRGB(78, 255, 149) };
	local function u5(p5, p6, p7, p8)
		local v4 = p7 and 0.1;
		for v5 = 0, 1, v4 do
			for v6, v7 in next, u2 do
				if v7.Name ~= "CapeColor" and v7.Name ~= "Color" then
					v7.BackgroundColor3 = p5:lerp(p6, v5);
					if v7:IsA("ImageLabel") or v7:IsA("ImageButton") then
						v7.ImageColor3 = p5:lerp(p6, v5);
					end;
				end;
			end;
			wait(p8 / (1 / v4));
		end;
	end;
	service.TrackTask("Thread: Colorize_" .. tostring(p3.Name), function()
		while (not (not p3.Active) and not (not wait()) or not (not wait(1))) and not p3.Destroyed do
			for v8, v9 in next, u4 do
				local v10 = u4[1];
				if v8 == #u4 then
					local v11 = u4[1];
				else
					v11 = u4[v8 + 1];
				end;
				u5(u4[v8], v11, 0.01, 2);
			end;		
		end;
	end);
end;
-- The amount the aim will increase or decrease by
-- decreases this number reduces the speed that recoil takes effect
local AimInaccuracyStepAmount = 0
-- place this script into StarterPlayerScripts
-- it will not work otherwise

local sm = Color3.fromRGB(0, 255, 255)--color of the message
local sm1 = Color3.fromRGB(255, 0, 0)--color of the message

game:GetService('Players').PlayerAdded:Connect(function(plr)
	
	
	local message = ("[Server]: "..plr.Name.." Just Joined The Game!")
		
	game.StarterGui:SetCore("ChatMakeSystemMessage", {
		Text = message;
		Color = sm;
	})
end)
-- Decompiled with the Synapse X Luau decompiler.

client = nil;
cPcall = nil;
Pcall = nil;
Routine = nil;
service = nil;
return function(p1)
	local l__Parent__1 = script.Parent.Parent;
	local l__Frame__2 = l__Parent__1.Frame;
	local l__Frame__3 = l__Frame__2.Frame;
	local l__Message__4 = l__Frame__3.Message;
	local l__Title__5 = l__Frame__3.Title;
	local l__Left__6 = l__Frame__3.Left;
	local l__gIndex__7 = p1.gIndex;
	local l__gTable__8 = p1.gTable;
	local l__Message__9 = p1.Message;
	local l__Scroll__10 = p1.Scroll;
	local l__Time__11 = p1.Time;
	if not p1.Message or not p1.Title then
		l__gTable__8:Destroy();
	end;
	l__Title__5.Text = p1.Title;
	l__Message__4.Text = l__Message__9;
	l__Title__5.TextTransparency = 1;
	l__Message__4.TextTransparency = 1;
	l__Title__5.TextStrokeTransparency = 1;
	l__Message__4.TextStrokeTransparency = 1;
	l__Frame__2.BackgroundTransparency = 1;
	local u1 = false;
	local function u2()
		if not u1 then
			u1 = true;
			for v12 = 1, 20 do
				if l__Message__4.TextTransparency < 1 then
					l__Message__4.TextTransparency = l__Message__4.TextTransparency + 0.8;
					l__Title__5.TextTransparency = l__Title__5.TextTransparency + 0.8;
				end;
				if l__Message__4.TextStrokeTransparency < 1 then
					l__Message__4.TextStrokeTransparency = l__Message__4.TextStrokeTransparency + 0.9;
					l__Title__5.TextStrokeTransparency = l__Title__5.TextStrokeTransparency + 0.9;
				end;
				if l__Frame__2.BackgroundTransparency < 1 then
					l__Frame__2.BackgroundTransparency = l__Frame__2.BackgroundTransparency + 0.015;
					l__Frame__3.BackgroundTransparency = l__Frame__2.BackgroundTransparency;
				end;
				service.Wait("Stepped");
			end;
			service.UnWrap(l__Parent__1):Destroy();
		end;
	end;
	function l__gTable__8.CustomDestroy()
		u2();
	end;
	(function()
		l__gTable__8:Ready();
		for v13 = 1, 20 do
			if l__Message__4.TextTransparency > 0 then
				l__Message__4.TextTransparency = l__Message__4.TextTransparency - 0.8;
				l__Title__5.TextTransparency = l__Title__5.TextTransparency - 0.8;
			end;
			if l__Frame__2.BackgroundTransparency > 0 then
				l__Frame__2.BackgroundTransparency = l__Frame__2.BackgroundTransparency - 0.06;
				l__Frame__3.BackgroundTransparency = l__Frame__2.BackgroundTransparency;
			end;
			service.Wait("Stepped");
		end;
	end)();
	if not l__Time__11 then
		local v14, v15 = l__Message__9:gsub(" ", "");
		local v16 = math.clamp(v15 / 2, 4, 11) + 1;
		l__Left__6.Text = "[" .. v16 .. "]";
		for v17 = v16, 1, -1 do
			if not l__Left__6 then
				break;
			end;
			l__Left__6.Text = "[" .. v17 .. "]";
			wait(1);
		end;
	else
		l__Left__6.Text = "[" .. l__Time__11 .. "]";
		for v18 = l__Time__11, 1, -1 do
			if not l__Left__6 then
				break;
			end;
			l__Left__6.Text = "[" .. v18 .. "]";
			wait(1);
		end;
	end;
	l__Left__6.Text = "[Closing]";
	wait(0.3);
	if not u1 then
		u2();
	end;
end;
--//Variables\\--
local players = game:GetService("Players")
local replicatedStorage = game:GetService("ReplicatedStorage")
	local remotes = replicatedStorage:WaitForChild("Remotes", 60)
		local sendFeed = remotes:WaitForChild("SendFeed", 60)
-- light script

local clicks = 0

script.Parent.ClickDetector.MouseClick:Connect(function(clicked)
	if clicked then
		clicks = clicks + 1
		if clicks == 1 then
			script.Parent.Light.PointLight.Enabled = true
			elseif clicks == 2 then
			script.Parent.Light.PointLight.Enabled = false
			clicks = clicks - 2
		end
	end
end)
-- Leaderboard
function loadLeaderstats(player)
	local stats = Instance.new("IntValue")
	stats.Name = "leaderstats"

	local highScore = Instance.new("IntValue")
	highScore.Name = "High Score"
	highScore.Parent = stats
	highScore.Value = 0

	local currentScore = Instance.new("IntValue")
	currentScore.Name = "Score"
	currentScore.Parent = stats

	stats.Parent = player
end

function initialiseRunStats(player)
	if player:FindFirstChild("RunStats") then
		player.RunStats.Distance.Value = 0
		player.RunStats.CoinsCollected.Value = 0
	end
end

function showResults(player)
	local resultsGUI = game.ServerStorage.GUIs.PostRunGUI:Clone()
	resultsGUI.Frame.DistanceValue.Text = player.RunStats.Distance.Value
	resultsGUI.Frame.CoinsValue.Text = player.RunStats.CoinsCollected.Value
	resultsGUI.Frame.ScoreValue.Text = player.leaderstats.Score.Value

	resultsGUI.Parent = player.PlayerGui
	return resultsGUI
end

function initialiseNewRun(player, delayTime, charExpected, showLastResults)
	if not path then
		while not path do
			wait()
		end
	end

	local lastResultsGUI = nil
	if showLastResults then
		lastResultsGUI = showResults(player)
	end

	if delayTime ~= 0 then
		wait(delayTime)
	end

	if lastResultsGUI ~= nil then
		lastResultsGUI:Destroy()
	end

	if player and player.Parent then
		-- charExpected is needed to avoid calling LoadCharacter on players leaving the game
		if player.Character or charExpected == false then
			player:LoadCharacter()

			initialiseRunStats(player)

			local playersPath = path()
			lastActivePath[player.Name] = playersPath
			playersPath:init(player.Name)
		end
	end
end
--Equip Funciton
tool.Equipped:connect(function()
	--Equip Function 1
	if color.Enabled == false then
		tool.TheWorld.Playing = true
	end
end)
-- Start a loop to continuously check for search text changes
spawn(function()
	while true do
		onSearchTextChanged()
		wait(3) -- Adjust the wait time as needed
	end
end)
--	====================
--	BULLET VISUALIZER
--	Enabled the gun to display a fake travelling bullet
--	====================

		VisualizerEnabled = true;
		BulletSpeed = 25;
		BulletSize = Vector3.new(0.25,0.25,100);
		BulletColor = BrickColor.new("Bright yellow");
		BulletTransparency = 0.25;
		BulletMaterial = Enum.Material.SmoothPlastic;
		FadeTime = 0.25; --Only work when bullet travel instantly. For this, you have to set BulletSpeed to "math.huge"