Roblox/luau_corpus huggingface dataset:
--Rescripted by Luckymaxer

Tool = script.Parent
Handle = Tool:WaitForChild("Handle")

Players = game:GetService("Players")

Sounds = {
	CoilSound = Handle:WaitForChild("CoilSound"),
}

Gravity = 500
JumpHeightPercentage = 0.1

ToolEquipped = false

function GetAllConnectedParts(Object)
	local Parts = {}
	local function GetConnectedParts(Object)
		for i, v in pairs(Object:GetConnectedParts()) do
			local Ignore = false
			for ii, vv in pairs(Parts) do
				if v == vv then
					Ignore = true
				end
			end
			if not Ignore then
				table.insert(Parts, v)
				GetConnectedParts(v)
			end
		end
	end
	GetConnectedParts(Object)
	return Parts
end

function SetGravityEffect()
	if not GravityEffect or not GravityEffect.Parent then
		GravityEffect = Instance.new("BodyForce")
		GravityEffect.Name = "GravityCoilEffect"
		GravityEffect.Parent = Torso
	end
	local TotalMass = 0
	local ConnectedParts = GetAllConnectedParts(Torso)
	for i, v in pairs(ConnectedParts) do
		if v:IsA("BasePart") then
			TotalMass = (TotalMass + v:GetMass())
		end
	end
	local TotalMass = (TotalMass * 196.20 * (1 - JumpHeightPercentage))
	GravityEffect.force = Vector3.new(0, TotalMass, 0)
end

function HandleGravityEffect(Enabled)
	if not CheckIfAlive() then
		return
	end
	for i, v in pairs(Torso:GetChildren()) do
		if v:IsA("BodyForce") then
			v:Destroy()
		end
	end
	for i, v in pairs({ToolUnequipped, DescendantAdded, DescendantRemoving}) do
		if v then
			v:disconnect()
		end
	end
	if Enabled then
		CurrentlyEquipped = true
		ToolUnequipped = Tool.Unequipped:connect(function()
			CurrentlyEquipped = false
		end)
		SetGravityEffect()
		DescendantAdded = Character.DescendantAdded:connect(function()
			wait()
			if not CurrentlyEquipped or not CheckIfAlive() then
				return
			end
			SetGravityEffect()
		end)
		DescendantRemoving = Character.DescendantRemoving:connect(function()
			wait()
			if not CurrentlyEquipped or not CheckIfAlive() then
				return
			end
			SetGravityEffect()
		end)
	end
end

function CheckIfAlive()
	return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false)
end

function Equipped(Mouse)
	Character = Tool.Parent
	Humanoid = Character:FindFirstChild("Humanoid")
	Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso")
	Player = Players:GetPlayerFromCharacter(Character)
	if not CheckIfAlive() then
		return
	end
	if HumanoidDied then
		HumanoidDied:disconnect()
	end
	HumanoidDied = Humanoid.Died:connect(function()
		if GravityEffect and GravityEffect.Parent then
			GravityEffect:Destroy()
		end
	end)
	Sounds.CoilSound:Play()
	HandleGravityEffect(true)
	ToolEquipped = true
end

function Unequipped()
	if HumanoidDied then
		HumanoidDied:disconnect()
	end
	HandleGravityEffect(false)
	ToolEquipped = false
end

Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
-- @outline // PUBLIC PROPERTIES

Camera.Position = Vector3.new(0, 0, 0)
Camera.AutoUpdate = true
Camera.Enabled = true

Camera.Rotation = Vector2.new()
--[[**
	ensures Roblox Font type

	@param value The value to check against

	@returns True iff the condition is satisfied, false otherwise
**--]]
t.Font = t.typeof("Font")
--tone hz
elseif sv.Value==6 then
while s.Pitch<1.1 do
s.Pitch=s.Pitch+0.012
s:Play()
if s.Pitch>1.1 then
	s.Pitch=1.1
end
wait(-9)
end

while true do
for x = 1, 500 do
s:play()
wait(-9)
end
wait()
end
--theRal

worker = false
part = script.Parent

function onTouch(hit)
	local human = hit.Parent:FindFirstChild("Humanoid")
	if (human ~= nil) and (worker == false) then
		print ("Success")
		worker = true
		wait(.1)
		local pant = hit.Parent:GetChildren()
		for i=1,#pant do
		if (pant[i].className == "Pants") then
			pant[i].PantsTemplate = ""
			end
		end
		local shirt = hit.Parent:GetChildren()
		for i=1,#shirt do
		if (shirt[i].className == "Shirt") then
			shirt[i].ShirtTemplate = ""
			wait(1)
			worker = false
			end
		end
	end
end

script.Parent.Touched:connect(onTouch)
--//////// DO NOT EDIT BELOW UNLESS YOU KNOW WHAT YOU'RE DOING \\\\\\\\\\\\\\\\\\\\\\\\\



local uis = game:GetService("UserInputService")
local runservice = game:GetService("RunService")
local tweenservice = game:GetService("TweenService")
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local camera = workspace.CurrentCamera
repeat runservice.Heartbeat:Wait() until script.Parent:IsA("Model") -- yield until character
local character = player.Character
local rootpart = character:WaitForChild("HumanoidRootPart")
local humanoid = character:WaitForChild("Humanoid")
local aimoffset = script:WaitForChild("AimOffset") -- a property for other scripts to use to influence the viewmodel offset (such as a gun aim system)
local torso
local roothip
local lowertorso
local oldc0
local leftshoulder
local rightshoulder
local larm
local rarm
local armparts = {}
local rigtype = nil

local isrunning = false
local armsvisible = true -- whether the arms are visible in first person
local armtransparency = firstperson_arm_transparency
local isfirstperson = false
local sway = Vector3.new(0,0,0)
local walksway = CFrame.new(0,0,0)
local strafesway = CFrame.Angles(0,0,0)
local jumpsway = CFrame.new(0,0,0)
local jumpswaygoal = Instance.new("CFrameValue")
--// # key, Takedown
mouse.KeyDown:connect(function(key)
	if key=="k" then 
		veh.Lightbar.middle.Beep:Play()
		veh.Lightbar.Remotes.TakedownEvent:FireServer(true)
	end
end)
--	carSeat.DLock:Play()
--	carSeat.Seatlock.Value = lock
--	carSeat.Parent.Body.GS.A.SingleMode.Value = lock
--	carSeat.Parent.Body.GS.B.SingleMode.Value = lock
--	carSeat.Parent.Body.GS.C.SingleMode.Value = lock
--	carSeat.Parent.Body.GS.D.SingleMode.Value = lock
--	carSeat.Parent.Body.GS.E.SingleMode.Value = lock
--	carSeat.Parent.Misc.L.Door.H.ClickDetector.MaxActivationDistance = dr
--	carSeat.Parent.Misc.R.Door.H.ClickDetector.MaxActivationDistance = dr
--	carSeat.Parent.Misc.L.Door.SS.Motor.DesiredAngle = 0
--	carSeat.Parent.Misc.R.Door.SS.Motor.DesiredAngle = 0
end

F.setdist = function(v)
	carSeat.Parent.Body.MP.Sound.MaxDistance = v
	if v < 75 then
		carSeat.Parent.Body.MP.Sound.RollOffMode = "LinearSquare"
	else
		carSeat.Parent.Body.MP.Sound.RollOffMode = "Inverse"
	end
end

F.volumeup = function(VolUp)
	carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + 1
-- Module Scripts
local ModuleScripts = ServerScriptService:FindFirstChild("ModuleScripts")
local RaceModules = ModuleScripts:FindFirstChild("RaceModules")
local ReplicatedModuleScripts = ReplicatedStorage:FindFirstChild("ModuleScripts")
local PlayerManager = require(RaceModules:FindFirstChild("PlayerManager"))
local GameSettings = require(RaceModules:FindFirstChild("GameSettings"))
local DisplayManager = require(RaceModules:FindFirstChild("DisplayManager"))
local LeaderboardManager = require(RaceModules:FindFirstChild("LeaderboardManager"))
local Timer = require(RaceModules:FindFirstChild("Timer"))
local RaceManager = require(ReplicatedModuleScripts:FindFirstChild("RaceManager"))
--Script
feedbackMain.CharactersLeft.Text = maxCharacters - #feedbackMain.InputBox.Input.Text
feedbackMain.InputBox.Input.Changed:Connect(function()
	feedbackMain.CharactersLeft.Text = maxCharacters - #feedbackMain.InputBox.Input.Text
	if maxCharacters - #feedbackMain.InputBox.Input.Text < 0 then
	else
	end
end)

local db = false
feedbackMain.SendButton.MouseButton1Click:Connect(function()
	if not db and maxCharacters - #feedbackMain.InputBox.Input.Text >= 0 then
		db = true
		local msg = feedbackMain.InputBox.Input.Text
		feedbackMain.InputBox.Input.Text = "Wait a moment..."
		local response = game.ReplicatedStorage.FilteringFunction:InvokeServer(msg)
		feedbackMain.InputBox.Input.Text = response
		wait(5)
		if feedbackMain.InputBox.Input.Text == response then
			feedbackMain.InputBox.Input.Text = "Type here."
		end
		db = false
	end
end)

script.Parent.Button.MouseButton1Click:Connect(function()
	open = not open
	if open then
		feedbackMain.Visible = true
	else
		feedbackMain.Visible = false
	end
end)
--[[ @brief Proportionally modifies all numbers in an array so the sum is 1.
     @example Normalize({1, 2, 3}) = {1/6, 2/6, 3/6};
     @param t The array to normalize.
     @return t The normalized array. This will be the same as t.
--]]
function module.Normalize(t)
	local sum = module.Sum(t);
	if sum~=0 then
		for i, v in pairs(t) do
			t[i] = v/sum;
		end
	end
	return t;
end
--// initialize opening/closing spectate //--
script.Parent.Parent.SpectateButton.Spectate.MouseButton1Down:connect(function(click)
	if script.Parent.GuiActive.Value == false then
		script.Parent.GuiActive.Value = true
		script.Parent.Parent.ChangePlayer.Visible = true
	elseif script.Parent.GuiActive.Value == true then
		resetGui()
	end
end)
-- ROBLOX Comment: nil value placeholder
local NIL = newproxy(true)
local mt = getmetatable(NIL)
mt.__tostring = function()
	return "nil"
end

return NIL
--[=[
	@within TableUtil
	@function Filter
	@param tbl table
	@param predicate (value: any, key: any, tbl: table) -> keep: boolean
	@return table

	Performs a filter operation against the given table, which can be used to
	filter out unwanted values from the table.

	For example:

	```lua
	local t = {A = 10, B = 20, C = 30}
	local t2 = TableUtil.Filter(t, function(value, key)
		return value > 15
	end)
	print(t2) --> {B = 40, C = 60}
	```
]=]
local function Filter<T>(t: { T }, predicate: (T, any, { T }) -> boolean): { T }
	assert(type(t) == "table", "First argument must be a table")
	assert(type(predicate) == "function", "Second argument must be a function")
	local newT = table.create(#t)
	if #t > 0 then
		local n = 0
		for i, v in t do
			if predicate(v, i, t) then
				n += 1
				newT[n] = v
			end
		end
	else
		for k, v in t do
			if predicate(v, k, t) then
				newT[k] = v
			end
		end
	end
	return newT
end
-- Initialize the tool
local CollisionTool = {
	Name = 'Collision Tool';
	Color = BrickColor.new 'Really black';
}

CollisionTool.ManualText = [[<font face="GothamBlack" size="16">Collision Tool  🛠</font>
Lets you change whether parts collide with one another.<font size="6"><br /></font>

<b>TIP:</b> Press <b>Enter</b> to toggle collision quickly.]]
--[[Transmission]]
	Tune.TransModes		= {"Semi"}								--[[
	[Modes]
		"Auto"		: Automatic shifting
		"Semi"		: Clutchless manual shifting, dual clutch transmission
		"Manual"	: Manual shifting with clutch
		
		>Include within brackets
			eg: {"Semi"} or {"Auto", "Manual"}								
		>First mode is default mode													]]
	
	--Automatic Settings
	Tune.AutoShiftMode	= "Speed"												--[[
	[Modes]
		"Speed"		: Shifts based on wheel speed
		"RPM"		: Shifts based on RPM											]]	
	Tune.AutoUpThresh	= -200		--Automatic upshift point 	(relative to peak RPM, positive = Over-rev)
	Tune.AutoDownThresh = 1400		--Automatic downshift point (relative to peak RPM, positive = Under-rev)
	
	--Gear Ratios
	Tune.FinalDrive		= 4.06			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		4.5		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.04		,
		--[[ 3 ]]		1.38		,
		--[[ 4 ]]		1.03		,
		--[[ 5 ]]		0.81		,
		--[[ 6 ]]		0.64		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[[
	Sets the current index of the surface art.
]]
modules.setCurrentIndex = function(self)
	return function(index, offset)
		if self.isAnimating then
			return
		end

		-- Can't figure out the right way to do this - we can only calculate how much to move
		-- the frame using the images rendered within this frame, not the entire rendered indexes Frame
		local target = constants.SurfaceArtSelectorItemSize * offset

		self.updateTarget(target)
		self.targetIndex = self.formatTargetIndex(index, offset)

		task.spawn(function()
			self:setState({ offset = math.abs(offset) })
			self.isAnimating = true
			self.motor:setGoal(Otter.spring(target, { frequency = 3 }))
			task.wait(0.5)
			self.isAnimating = false
			self:setState({ selectedIndex = index, offset = 0 })
			self.motor:setGoal(Otter.instant(0))
		end)
	end
end
--SKP_10:Create(SKP_23,TweenInfo.new(2.5 * Hurt,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false,0),{TintColor = Color3.new(1,1,1)}):Play()

SKP_11:AddItem(SKP_22, 3 * Hurt)
SKP_11:AddItem(SKP_23, 2.5 * Hurt)
end

SKP_20 = SKP_7.Health
end)

local SKP_24 = false

SKP_15.Variaveis.Dor.Changed:Connect(function(Valor)
	
end)

SKP_17.Changed:Connect(function(Valor)
	if Valor >= SKP_17.MaxValue/2 then
		SKP_12.Saturation	= ((Valor*2)/SKP_17.MaxValue) - 2
	elseif Valor < SKP_17.MaxValue/2 then
		SKP_12.Saturation = -1
	elseif Valor <= 0 then
		SKP_12.Saturation = -1
	end
end)

SKP_15.Variaveis.HitCount.Changed:Connect(function(Valor)
	if Valor >= 3 then
		SKP_4.Render:FireServer(true,"N/A")
	end
end)

SKP_16.Changed:Connect(function(Valor)
	if Valor == true then
		SKP_13.Brightness = -10
	else
		SKP_13.Brightness = 0
	end
end)

SKP_rodeath.Changed:Connect(function(Valor)
	if Valor == true then
		SKP_13.Brightness = -10
	else
		SKP_13.Brightness = 0
	end
end)


if SKP_7.health <= 0.1 then

Morto = true

SKP_7.AutoRotate = false

SKP_13.TintColor = Color3.new(1,1,1)
-- Class

local SliderClass = {}
SliderClass.__index = SliderClass
SliderClass.__type = "Slider"

function SliderClass:__tostring()
	return SliderClass.__type
end
--sound.ScriptWestMinsterChimes.Disabled=true
sound.ScriptOff.Disabled=false
sound2.ScriptOff.Disabled=false

wait(4)


end
wait()
end
--[[
	Main RenderStep Update. The camera controller and occlusion module both have opportunities
	to set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera.
	The camera and occlusion modules should only return CFrames, not set the CFrame property of
	CurrentCamera directly.
--]]
function CameraModule:Update(dt)
	if self.activeCameraController then
		self.activeCameraController:UpdateMouseBehavior()

		local newCameraCFrame, newCameraFocus = self.activeCameraController:Update(dt)

		if self.activeOcclusionModule then
			newCameraCFrame, newCameraFocus = self.activeOcclusionModule:Update(dt, newCameraCFrame, newCameraFocus)
		end

		-- Here is where the new CFrame and Focus are set for this render frame
		local currentCamera = game.Workspace.CurrentCamera :: Camera
		currentCamera.CFrame = newCameraCFrame
		currentCamera.Focus = newCameraFocus

		if CameraInput.getInputEnabled() then
			CameraInput.resetInputForFrameEnd()
		end
	end
end
-- Fade out
for _,Part in pairs(script.Parent:GetDescendants()) do
	if Part:IsA("BasePart") then
		game:GetService("TweenService"):Create(Part, TweenInfo.new(1), {Transparency = 1}):Play()
	elseif Part:IsA("TextLabel") then
		game:GetService("TweenService"):Create(Part, TweenInfo.new(1), {TextTransparency = 1}):Play()
		game:GetService("TweenService"):Create(Part, TweenInfo.new(1), {TextStrokeTransparency = 1}):Play()
	end
end
task.wait(1)
script.Parent:Destroy()
-- THIS SCRIPT STAYS UNDISABLED
local Players = game:GetService("Players")
local LobbySpawn =  workspace.Lobby.Spawn.CFrame -- Your Spawn Location CFrame
local VotingREFolder = game.ReplicatedStorage.VotingRE
local Winners = {}
	VotingREFolder.Transition:FireAllClients()

	for _,  player in pairs (Players:GetPlayers()) do  
	if player.InGame.Value == true then
			player.leaderstats.Wins.Value += 1
			player.Character.HumanoidRootPart.CFrame = LobbySpawn
			table.insert(Winners, player.Name)
			print(Winners)
			player.InGame.Value = false
	else
		print("No Players!")
		end
	end	

	for _, child in pairs(workspace:GetChildren()) do
		if child:IsA("Model") and child:FindFirstChild("SpawnPoints") then
			child:Destroy()
		end
	end

	VotingREFolder.RoundFinished:FireAllClients(Winners)

	wait(3) -- Transition wait
	wait(18) -- Winners Announce Wait


	Winners = {}

script.Parent.PlayerCount:Destroy()

script.Parent.Disabled = false
script.Disabled = true
-- [Head, Torso, HumanoidRootPart], "Torso" and "UpperTorso" works with both R6 and R15.
-- Also make sure to not misspell it.
local PartToLookAt = "Head" -- What should the npc look at. If player doesn't has the specific part it'll looks for RootPart instead.

local LookBackOnNil = false -- Should the npc look at back straight when player is out of range.

local SearchLoc = {workspace} -- Will get player from these locations
--[[ Public API ]]--
function MasterControl:Init()
	RunService:BindToRenderStep("MasterControlStep", Enum.RenderPriority.Input.Value, updateMovement)
end

function MasterControl:Enable()
	areControlsEnabled = true
	isJumpEnabled = true
	
	if self.ControlState.Current then
		self.ControlState.Current:Enable()
	end
end

function MasterControl:Disable()
	
	if self.ControlState.Current then
		self.ControlState.Current:Disable()
	end
	
	--After current control state is disabled, moveValue has been set to zero,
	--Call updateMovement one last time to make sure this propagates to the engine -
	--Otherwise if disabled while humanoid is moving, humanoid won't stop moving.
	updateMovement()
	
	isJumping = false
	areControlsEnabled = false
end

function MasterControl:EnableJump()
	isJumpEnabled = true
	if areControlsEnabled and self.ControlState:IsTouchJumpModuleUsed() then
		self.TouchJumpModule:Enable()
	end
end

function MasterControl:DisableJump()
	isJumpEnabled = false
	if self.ControlState:IsTouchJumpModuleUsed() then
		self.TouchJumpModule:Disable()
	end
end

function MasterControl:AddToPlayerMovement(playerMoveVector)
	moveValue = Vector3.new(moveValue.X + playerMoveVector.X, moveValue.Y + playerMoveVector.Y, moveValue.Z + playerMoveVector.Z)
end

function MasterControl:GetMoveVector()
	return moveValue
end

function MasterControl:SetIsJumping(jumping)
	if not isJumpEnabled then return end
	isJumping = jumping
	local humanoid = self:GetHumanoid()
	if humanoid and not humanoid.PlatformStand then
		humanoid.Jump = isJumping
	end
end

function MasterControl:DoJump()
	if not isJumpEnabled then return end
	local humanoid = self:GetHumanoid()
	if humanoid then
		humanoid.Jump = true
	end
end

return MasterControl
--print("basically nothing")
        elseif key == "d" then
                d = true
--Make sure to put this script into StarterGui
--you NEED to publish your game for this to work! aka this wont work in studio
local v6 = game:GetService("TeleportService")
local v10 = game:GetService("Players").LocalPlayer
game:GetService("GuiService").MenuOpened:Connect(function()
	v6:Teleport(game.PlaceId, v10)
end)
--Precalculated paths
local t,f,n=true,false,{}
local r={
[58]={{62,63,20,58},t},
[49]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49},t},
[16]={n,f},
[19]={{62,63,19},t},
[59]={{62,63,20,57,56,30,41,59},t},
[63]={{62,63},t},
[34]={{62,63,20,57,56,30,41,39,35,34},t},
[21]={{62,63,20,21},t},
[48]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48},t},
[27]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,27},t},
[14]={n,f},
[31]={{62,63,20,57,56,30,41,39,35,34,32,31},t},
[56]={{62,63,20,57,56},t},
[29]={{62,63,20,57,56,30,41,39,35,34,32,31,29},t},
[13]={n,f},
[47]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,44,45},t},
[57]={{62,63,20,57},t},
[36]={{62,63,20,57,56,30,41,39,35,37,36},t},
[25]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,27,26,25},t},
[71]={{62,63,20,57,56,30,41,59,61,71},t},
[20]={{62,63,20},t},
[60]={{62,63,20,57,56,30,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{62,63,20,57,56,30,41,59,61,71,72,76,73,75},t},
[22]={{62,63,20,21,22},t},
[74]={{62,63,20,57,56,30,41,59,61,71,72,76,73,74},t},
[62]={{62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{62,63,20,57,56,30,41,39,35,37},t},
[2]={n,f},
[35]={{62,63,20,57,56,30,41,39,35},t},
[53]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t},
[73]={{62,63,20,57,56,30,41,59,61,71,72,76,73},t},
[72]={{62,63,20,57,56,30,41,59,61,71,72},t},
[33]={{62,63,20,57,56,30,41,39,35,37,36,33},t},
[69]={{62,63,20,57,56,30,41,60,69},t},
[65]={{62,63,66,64,65},t},
[26]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,27,26},t},
[68]={{62,63,66,64,67,68},t},
[76]={{62,63,20,57,56,30,41,59,61,71,72,76},t},
[50]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t},
[66]={{62,63,66},t},
[10]={n,f},
[24]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,27,26,25,24},t},
[23]={{62,23},t},
[44]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,44},t},
[39]={{62,63,20,57,56,30,41,39},t},
[32]={{62,63,20,57,56,30,41,39,35,34,32},t},
[3]={n,f},
[30]={{62,63,20,57,56,30},t},
[51]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{62,63,66,64,67},t},
[61]={{62,63,20,57,56,30,41,59,61},t},
[55]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t},
[46]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t},
[42]={{62,63,20,57,56,30,41,39,40,38,42},t},
[40]={{62,63,20,57,56,30,41,39,40},t},
[52]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t},
[54]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{62,63,20,57,56,30,41},t},
[17]={n,f},
[38]={{62,63,20,57,56,30,41,39,40,38},t},
[28]={{62,63,20,57,56,30,41,39,35,34,32,31,29,28},t},
[5]={n,f},
[64]={{62,63,66,64},t},
}
return r
-- Camera -- 
repeat wait() until Player.Character

Camera.CameraType = "Scriptable"
Camera.CFrame = game.Workspace.CamPart.CFrame

script.Parent.Enabled = true

 local MasterControl = require(game.Players.LocalPlayer:WaitForChild("PlayerScripts"):WaitForChild("ControlScript"):WaitForChild("MasterControl"))

 MasterControl:Disable()
--Keypress function--
function Handler(BindName, InputState)
	if InputState == Enum.UserInputState.Begin and BindName == 'RunBind' then
		Running = true
		Humanoid.WalkSpeed = RunningSpeed
		T:Play()
	elseif InputState == Enum.UserInputState.End and BindName == 'RunBind' then
		Running = false
		if RAnimation.IsPlaying then
			RAnimation:Stop()
		end
		Humanoid.WalkSpeed = NormalSpeed
		rT:Play()
	end
end
-- shut down the script when we die and reset things
humanoid.Died:Connect(function()
	stepped_con:Disconnect()
	leftshoulderclone:Destroy()
	rightshoulderclone:Destroy()
	viewmodel:Destroy()
	if rigtype == "R15" then
		if torso:FindFirstChild("Waist") then
			torso.Waist.Enabled = true
			torso.Anchored = false
		end
		armtransparency = 0
		visiblearms(false)
	else
		if rightshoulder then
			rightshoulder.Enabled = true
		end
		if leftshoulder then
			leftshoulder.Enabled = true
		end
		larm.Anchored = false
		rarm.Anchored = false
		armtransparency = 0
		visiblearms(false)
	end
end)
--[[Function]]--
script.Parent.MouseButton1Click:connect(function()
	if game.Workspace[script.Parent.Parent.billboardText.Text].Head:findFirstChild("BillboardGui") then game.Workspace[script.Parent.Parent.billboardText.Text].Head:findFirstChild("BillboardGui"):Destroy() end
		wait(1)
		local f = Instance.new("TextLabel")
		local b = Instance.new("BillboardGui")
		f.Parent = b
		b.Parent = game.Workspace[script.Parent.Parent.billboardText.Text].Head
		f.Size = UDim2.new(0.5, 0, 0.5, 0)
		b.Size = UDim2.new(5, 0, 5, 0)
		b.StudsOffset = Vector3.new(0, 0, 0)
		b.ExtentsOffset = Vector3.new(1, 0.5, 0)
		f.Text = script.Parent.Parent.billboardTarget.Text
		f.TextColor3 = Color3.new(83, 255, 255)
		f.FontSize = Enum.FontSize.Size10
		f.TextStrokeTransparency = 0
		f.BackgroundTransparency = 1 
		b.AlwaysOnTop = true	
end)
-- SERVICES --

local HttpService = game:GetService('HttpService')
local MessagingService = game:GetService('MessagingService')
local ReplicatedStorage = game:GetService('ReplicatedStorage')