Roblox/luau_corpus huggingface dataset:
--[=[
	Observes the last child with a specific name.

	@param parent Instance
	@param className string
	@param name string
	@return Observable<Brio<Instance>>
]=]
function RxInstanceUtils.observeLastNamedChildBrio(parent, className, name)
	assert(typeof(parent) == "Instance", "Bad parent")
	assert(type(className) == "string", "Bad className")
	assert(type(name) == "string", "Bad name")

	return Observable.new(function(sub)
		local topMaid = Maid.new()

		local function handleChild(child)
			if not child:IsA(className) then
				return
			end

			local maid = Maid.new()

			local function handleNameChanged()
				if child.Name == name then
					local brio = Brio.new(child)
					maid._brio = brio
					topMaid._lastBrio = brio

					sub:Fire(brio)
				else
					maid._brio = nil
				end
			end

			maid:GiveTask(child:GetPropertyChangedSignal("Name"):Connect(handleNameChanged))
			handleNameChanged()

			topMaid[child] = maid
		end

		topMaid:GiveTask(parent.ChildAdded:Connect(handleChild))
		topMaid:GiveTask(parent.ChildRemoved:Connect(function(child)
			topMaid[child] = nil
		end))

		for _, child in pairs(parent:GetChildren()) do
			handleChild(child)
		end

		return topMaid
	end)
end
--------------------------------------------		
	if waypoint.Action == Enum.PathWaypointAction.Jump then
	Human:ChangeState(Enum.HumanoidStateType.Jumping)
	end
	while wait() do
		Human:MoveTo(waypoint.Position)
	    break
	end
	Human.MoveToFinished:Wait()
    end

	Human:MoveTo(goal)
end

while wait(5) do
	RandomP()
end
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 280		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6000		--		Use sliders to manipulate values
	Tune.Redline		= 6700		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16
	
	--Incline Compensation
	Tune.InclineComp	= 1.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)
----------------------
function findData(UserId)
	local tab = nil
	for i,v in pairs(_G.Jail) do
		if v.UserId == UserId then
			tab = v
		end
	end
	return tab
end
spawn(function()
	while wait(10) do
		for _,plr in pairs(game.Players:GetPlayers()) do
			if not findData(plr.UserId) then
				repeat
					local userData = storage.LoadData(plr.UserId)
					wait(0.5)
					if not userData then  end
				until userData == true
			else
			end
		end
	end
end)
spawn(function()
	while wait(30) do
		for _,plr in pairs(game.Players:GetPlayers()) do
			storage.SaveData(plr.UserId, false)
		end
	end
end)
-- Public Functions
function FlagStandManager:Init(container)
	local flagObject = {}
	
	local success, message = pcall(function()
		flagObject.AtSpawn = true	
		flagObject.PickedUp = false
		flagObject.TeamColor = container.FlagStand.BrickColor
		flagObject.Flag = container.Flag
		flagObject.FlagPole = container.Flag.FlagPole
		flagObject.FlagBanner = container.Flag.FlagBanner
		flagObject.FlagBase = container.FlagStand
		flagObject.FlagCopy = container.Flag:Clone()	
		flagObject.FlagContainer = container
	end)
	if not success then
		warn("Flag object not built correctly. Please load fresh template to see how flag stand is expected to be made.")
	end
	
	BindBaseTouched(flagObject)
	DestroyFlag(flagObject)
	MakeFlag(flagObject)
	
	table.insert(FlagObjects, flagObject)
end
--[=[
  @function count
  @within Dictionary

  @param dictionary T -- The dictionary to count.
  @param predicate? (value: T, key: K, dictionary: T) -> any -- The predicate to use to filter the dictionary.
  @return number -- The number of items in the dictionary.

  Counts the number of items in a dictionary.

  ```lua
  local dictionary = { hello = "world", goodbye = "world" }

  local value = Count(dictionary) -- 2
  local value = Count(dictionary, function(item, key)
    return item == "world"
  end) -- 1
  ```
]=]
local function count<K, V>(
	dictionary: { [K]: V },
	predicate: ((value: V, key: K, dictionary: { [K]: V }) -> any)?
): number
	local counter = 0

	predicate = if type(predicate) == "function" then predicate else Util.func.truthy

	for key, value in pairs(dictionary) do
		if predicate(value, key, dictionary) then
			counter += 1
		end
	end

	return counter
end

return count
--// SS3.33T Police Edit originally for 2017 Mercedes-Benz E300 by Itzt and MASERATl, base SS by Inspare
 
wait(0.1)
local player = game.Players.LocalPlayer
local HUB = script.Parent.HUB
local HUB2 = script.Parent.HUB2
local lightOn = false
local Camera = game.Workspace.CurrentCamera
local cam = script.Parent.nxtcam.Value
local carSeat = script.Parent.CarSeat.Value
local mouse = game.Players.LocalPlayer:GetMouse()
local handler = carSeat.Filter
--Sets Image of Mobile Button
ContextActionService:SetImage("Sprint","rbxassetid://1488065688")
-- Implements equivalent functionality to JavaScript's `array.splice`, including
-- the interface and behaviors defined at:
-- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/splice
return function(array: Array, start: number, deleteCount: number?, ...): Array
	-- Append varargs without removing anything
	if start > #array then
		local varargCount = select("#", ...)
		for i = 1, varargCount do
			local toInsert = select(i, ...)
			table.insert(array, toInsert)
		end
		return {}
	else
		local length = #array
		-- In the JS impl, a negative fromIndex means we should use length -
		-- index; with Lua, of course, this means that 0 is still valid, but
		-- refers to the end of the array the way that '-1' would in JS
		if start < 1 then
			start = math.max(length - math.abs(start), 1)
		end

		local deletedItems = {}
		-- If no deleteCount was provided, we want to delete the rest of the
		-- array starting with `start`
		local deleteCount_: number = deleteCount or length
		if deleteCount_ > 0 then
			local lastIndex = math.min(length, start + math.max(0, deleteCount_ - 1))

			for i = start, lastIndex do
				local deleted = table.remove(array, start)
				table.insert(deletedItems, deleted)
			end
		end

		local varargCount = select("#", ...)
		-- Do this in reverse order so we can always insert in the same spot
		for i = varargCount, 1, -1 do
			local toInsert = select(i, ...)
			table.insert(array, start, toInsert)
		end

		return deletedItems
	end
end
-- List of running Arc instances
local arcInstances = {}
local dynamicInstances = {}
local numInstances = 0

local heartbeatConnection
-- Represents a CastRayInfo :: https://etithespirit.github.io/FastCastAPIDocs/fastcast-objects/castrayinfo/
export type CastRayInfo = {
	Parameters: RaycastParams,
	WorldRoot: WorldRoot,	
	TravelType: string,
	MaxDistance: number,
	Lifetime: number,
	CosmeticBulletObject: Instance?,
	CanPenetrateCallback: CanPenetrateFunction,
	CanHitCallback: CanHitFunction,
	RaycastHitbox: GenericTable,
	CurrentCFrame: CFrame,
	ModifiedDirection: Vector3
}
--- Skill
local UIS = game:GetService("UserInputService")
local plr = game.Players.LocalPlayer
local Mouse = plr:GetMouse()
local Debounce = true
Player = game.Players.LocalPlayer

UIS.InputBegan:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.V and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then
		Debounce = false
		Tool.Active.Value = "MochiBurn"
		wait(0.1)
		Track1 = Player.Character.Humanoid:LoadAnimation(script.Anim01)
		Track1:Play()
		wait(0.15)
		script.Fire:FireServer(plr)
	local hum =  Player.Character.Humanoid
	for i = 1,30 do
		wait()
		hum.CameraOffset = Vector3.new(
			math.random(1,1),
			math.random(1,1),
			math.random(1,1)
		)
	end
	hum.CameraOffset = Vector3.new(0,0,0)
	    wait(0.15)
		Tool.Active.Value = "None"
		wait(9.5)
		Debounce = true
	end
end)
-- Smart Circle mode needs the intersection of 2 rays that are known to be in the same plane
-- because they are generated from cross products with a common vector. This function is computing
-- that intersection, but it's actually the general solution for the point halfway between where
-- two skew lines come nearest to each other, which is more forgiving.
local function RayIntersection(p0: Vector3, v0: Vector3, p1: Vector3, v1: Vector3): Vector3
	local v2 = v0:Cross(v1)
	local d1 = p1.x - p0.x
	local d2 = p1.y - p0.y
	local d3 = p1.z - p0.z
	local denom = Det3x3(v0.x,-v1.x,v2.x,v0.y,-v1.y,v2.y,v0.z,-v1.z,v2.z)

	if (denom == 0) then
		return ZERO_VECTOR3 -- No solution (rays are parallel)
	end

	local t0 = Det3x3(d1,-v1.x,v2.x,d2,-v1.y,v2.y,d3,-v1.z,v2.z) / denom
	local t1 = Det3x3(v0.x,d1,v2.x,v0.y,d2,v2.y,v0.z,d3,v2.z) / denom
	local s0 = p0 + t0 * v0
	local s1 = p1 + t1 * v1
	local s = s0 + 0.5 * ( s1 - s0 )

	-- 0.25 studs is a threshold for deciding if the rays are
	-- close enough to be considered intersecting, found through testing 
	if (s1-s0).Magnitude < 0.25 then
		return s
	else
		return ZERO_VECTOR3
	end
end
--Button size
local ButtonSX = Button.Size.X.Scale
local ButtonSY = Button.Size.Y.Scale

Button.MouseEnter:Connect(function(x,y)
	--HolaMousee
	Button:TweenSize(
		UDim2.new(ButtonSX + 0.010 , 0,ButtonSY + 0.010 , 0),
		Enum.EasingDirection.Out,
		Enum.EasingStyle.Back,
		0.2,
		true
	)
end)

Button.MouseLeave:Connect(function(x,y)
	--AdiosMousee
	Button:TweenSize(
		UDim2.new(ButtonSX, 0,ButtonSY, 0),
		Enum.EasingDirection.Out,
		Enum.EasingStyle.Back,
		0.2,
		true
	)
end)

Button.MouseButton1Down:Connect(function(x,y)
	--Holding mouse
	Button:TweenSize(
		UDim2.new(ButtonSX - 0.010 , 0,ButtonSY - 0.010, 0),
		Enum.EasingDirection.Out,
		Enum.EasingStyle.Back,
		0.15,
		true
	)
end)

Button.MouseButton1Up:Connect(function(x,y)
	--Holding mouse
	Button:TweenSize(
		UDim2.new(ButtonSX + 0.010 ,0, ButtonSY + 0.010, 0),
		Enum.EasingDirection.Out,
		Enum.EasingStyle.Back,
		0.15,
		true
	)
end)
-- Adjust torque and springs based on gravity to keep the car drivable
local function gravityAdjust()
	local defaultGravity = 196.2
	local actualGravity = Workspace.Gravity
	local gravityChange = actualGravity / defaultGravity
	-- Speed is adjusted so that the height of jumps is preserved
	-- So maxSpeed is scaled proportionally to the sqrt of gravity
	ActualDrivingTorque = VehicleParameters.DrivingTorque * gravityChange
	ActualBrakingTorque = VehicleParameters.BrakingTorque * gravityChange

	ActualStrutSpringStiffnessFront = VehicleParameters.StrutSpringStiffnessFront * gravityChange
	ActualStrutSpringDampingFront = VehicleParameters.StrutSpringDampingFront * math.sqrt( gravityChange )
	ActualStrutSpringStiffnessRear = VehicleParameters.StrutSpringStiffnessRear * gravityChange
	ActualStrutSpringDampingRear = VehicleParameters.StrutSpringDampingRear * math.sqrt( gravityChange )

	ActualTorsionSpringStiffness = VehicleParameters.TorsionSpringStiffness * gravityChange
	ActualTorsionSpringDamping = VehicleParameters.TorsionSpringDamping * math.sqrt( gravityChange )
end

local function updateFromConfiguration()
	for property, value in pairs(VehicleParameters) do
		local configProp = VehicleConfig:FindFirstChild(property)
		if configProp then
			if property == "MaxSpeed" or property == "ReverseSpeed" then
				VehicleParameters[property] = configProp.Value/mphConversion -- convert to studs/sec
			else
				VehicleParameters[property] = configProp.Value
			end
		end
	end
end

local updateEvents
if VehicleConfig then
	updateFromConfiguration()
	
	updateEvents = {}
	local props = VehicleConfig:GetChildren()
	for i = 1, #props do
		updateEvents[props[i].Name] = props[i].Changed:connect(function(value)
			VehicleParameters[props[i].Name] = value
			if DoGravityAdjust then
				gravityAdjust()
			end
			if Chassis then
				Chassis.InitializeDrivingValues() -- reinitialize chassis so that changes are reflected in the rig
			end
		end)
	end
end

if DoGravityAdjust then
	gravityAdjust()
end

workspace.Changed:Connect(function(prop)
	if prop == "Gravity" then
		if DoGravityAdjust then
			gravityAdjust()
		end
		if Chassis then
			Chassis.InitializeDrivingValues() -- reinitialize chassis so that changes are reflected in the rig
		end
	end
end)

local Motors
local SteeringPrismatic
local RedressMount
-- Returns a character ancestor and its Humanoid, or nil
function UTIL.FindCharacterAncestor(subject)
	if subject and subject ~= Workspace then
		local humanoid = subject:FindFirstChild('Humanoid')
		if humanoid then
			return subject, humanoid
		else
			return UTIL.FindCharacterAncestor(subject.Parent)
		end
	end
	return nil
end

UTIL.AssetURL = 'http://www.roblox.com/asset/?id='


UTIL.TouchEnabled = game:GetService("UserInputService").TouchEnabled 
do
	local suceeded,_ =pcall(function() game.Workspace.CurrentCamera:GetPanSpeed() end)
	UTIL.CanCheckPanSpeed = suceeded
end


local DebrisService = Game:GetService('Debris')
local DebugPrintOffset = 0
function UTIL.Dprint(...)
	local line = ''
	for _, segment in pairs({...}) do
		line = line .. (line and ' ' or '') .. tostring(segment)
	end
	local gui = Instance.new('ScreenGui')
	local label = Instance.new('TextLabel')
	label.Text = line
	label.Size = UDim2.new(0.25, 0, 0.05, 0)
	label.BackgroundTransparency = 0.5
	label.Position = UDim2.new(0, 0, 0, DebugPrintOffset)
	label.TextWrapped = true
	label.Parent = gui
	DebrisService:AddItem(gui, 30)
	gui.Parent = script.Parent
	DebugPrintOffset = (DebugPrintOffset <= 600) and DebugPrintOffset + 30 or 0
end
--[[ Variables ]]
local bindAtPriorityFlagExists, bindAtPriorityFlagEnabled = pcall(function()
	return UserSettings():IsUserFeatureEnabled("UserPlayerScriptsBindAtPriority")
end)
local FFlagPlayerScriptsBindAtPriority = bindAtPriorityFlagExists and bindAtPriorityFlagEnabled
--function adjustStrutSpring( strutSpring, gravityChange )
--	strutSpring.Stiffness = springStiffness
--	strutSpring.Damping = springDamping
--end

function setMotorTorque(torque)
	for _,m in pairs(motors) do
		m.MotorMaxTorque = torque
	end
end

function setMotorTorqueDamped(torque)
	for _,m in pairs(motors) do
		local r = math.abs( getMotorVelocity(m) / maxSpeed )
		m.MotorMaxTorque = math.exp( -3 * r * r ) * torque
	end
end
-- Tweens volume for more dynamic shut off
local function TweenNumber(Object,FromNum,ToNum,Duration,ValueType,EndFunction,StartCFrame)
	spawn(function()
		for i=0,1,1/(Duration/0.03) do
			
			local NewN = FromNum * (1-i) + ToNum * i
			
			if ValueType == "AngularVelocity" then
				Object.AngularVelocity = NewN/100
			end
			
			wait()
		end
		
		if ValueType == "AngularVelocity" then
			Object.AngularVelocity = ToNum/100
		end
			
		if EndFunction then
			EndFunction()
		end
	end)
end

local function StartWheel()
	
	-- Tween the spin speed for the wheel
	TweenNumber(FerrisMotor,FerrisMotor.AngularVelocity,WheelSpeed.Value,StartUpTime,"AngularVelocity")
	
	wait(StartUpTime+WheelMaxRideTime.Value)
	
	-- Tween the spin speed for the wheel
	TweenNumber(FerrisMotor,FerrisMotor.AngularVelocity*100,0,StartUpTime,"AngularVelocity",function() IsMoving = false end)
end

local function DetectPlayer(Seat)
	if Seat.Occupant and IsMoving == false then
		IsMoving = true
		StartWheel()
	end
end

for i=1, #AllBaskets do
	local Basket = AllBaskets[i]
	
	for _,k in pairs(Basket:GetChildren()) do
		if k and k:IsA("Seat") then
			table.insert(BasketSeats,k)
		end
	end
end
-----------------
--| Constants |--
-----------------

local ROCKET_MESH_ID = 'http://www.roblox.com/asset/?id=94690081'
local ROCKET_MESH_SCALE = Vector3.new(1, 1, 1)

local ANIM_TOTAL_TIME = 3.4 -- Total length of FireAndReload animation
local ROCKET_SHOW_TIME = 1.5 -- Seconds after animation begins to show the rocket
local ROCKET_HIDE_TIME = 2.2 -- Seconds after animation begins to hide the rocket
-- << UPDATES >>
local displayNewUpdatesFor = 86400*10.5
local template1 = updatesFrame.Template
template1.Visible = false
function module:CreateUpdates()
	cf:ClearPage(updatesFrame)
	local totalLabels = 0
	for _, updateGroup in pairs(updates) do
		local updateTime = 0
		totalLabels = totalLabels + #updateGroup
		for i,v in pairs(updateGroup) do
			local label = template1:Clone()
			if i == 1 then
				updateTime = v[1]
				label.BackgroundColor3 = Color3.fromRGB(95, 95, 95)
				label.TextLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
				label.TextLabel.Text = v[2]
			else
				label.BackgroundColor3 = cf:GetLabelBackgroundColor(i)
				label.TextLabel.TextColor3 = Color3.fromRGB(235, 235, 235)
				label.TextLabel.Text = v[1]
				if updateTime > os.time() - displayNewUpdatesFor then
					label.New.Visible = true
					label.TextLabel.Position = UDim2.new(0.16, 0,0.15, 0)
					label.TextLabel.Size = UDim2.new(0.8, 0,0.7, 0)
				end
			end
			label.Visible = true
			label.Parent = updatesFrame
		end
	end
	updatesFrame.CanvasSize = UDim2.new(0,0,0,totalLabels*template1.AbsoluteSize.Y)
end
-- set all the functions up with their keybinds
Actions[DefaultKeybinds.ThrottleUp] = HandleHoldDown(KnobModule.ThrottleUp)
Actions[DefaultKeybinds.ThrottleDown] = HandleHoldDown(KnobModule.ThrottleDown)
Actions[DefaultKeybinds.Mode] = KnobModule.ModePressed

Actions[DefaultKeybinds.Forward] = ReverserModule.FWDPressed
Actions[DefaultKeybinds.Reverse] = ReverserModule.REVPressed
Actions[DefaultKeybinds.Stop] = ReverserModule.STOPPressed

Actions[DefaultKeybinds.Find] = VisualizeModule.VisualizePressed
Actions[DefaultKeybinds.Type] = AddressModule.ForceFocus

Actions[DefaultKeybinds.Lights] = FunctionsModule.GetButtons().Lights.Activate
Actions[DefaultKeybinds.Horn] = FunctionsModule.GetButtons().Horn.Activate

local module = {}
	
function module.SetEnabled(enabled)
	Enabled = enabled
	if Enabled and not InputBeganConnection then
		InputBeganConnection = UIS.InputBegan:connect(HandleKeyDown)
	elseif not Enabled and InputBeganConnection then
		InputBeganConnection:Disconnect()
		InputBeganConnection = nil
	end
end

return module
---------------------------------------------------------------------


local PlayerList = {}
PlayerList.__index = PlayerList


function PlayerList.new( holder ): ( {} )
    local self = setmetatable({}, PlayerList )
    self._janitor = Janitor.new()

    local function SortList()
        local killCounts = {}
        for index, icon in pairs( holder:GetChildren() ) do 
            local player = game.Players:FindFirstChild(icon.Name)
            if not player then continue end
            table.insert(killCounts, {
                player = player;
                kills = player:GetAttribute("Kills")
            })
        end
        table.sort(killCounts, function(a,b)
            return a.kills < b.kills 
        end)
        for index, killData in pairs( killCounts ) do 
            local playerIcon = holder[ killData.player.Name ]
            playerIcon.LayoutOrder = index
        end
    end

    local function OnPlayerAdded( player: Player ): ()
        local icon = PlayerIcon:Clone()
        local playerIcon: ImageLabel = icon:WaitForChild("Icon")
        icon.Name = player.Name
        playerIcon.Image = game.Players:GetUserThumbnailAsync(player.UserId, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size420x420)
        local points: TextLabel = icon:WaitForChild("Points")
        points.Text = player:GetAttribute("Kills") or 0
        icon.Parent = holder
        player:GetAttributeChangedSignal("Kills"):Connect(function()
            points.Text = player:GetAttribute("Kills")
            SortList()
        end)
		SortList()
		icon.BackgroundColor = player.Team.TeamColor
	end
	
	local function teamChange( )
		--if holder[game.Players.LocalPlayer.Name] then
		--	holder[game.Players.LocalPlayer.Name].BackgroundColor = game.Players.LocalPlayer.Team.TeamColor
		--end
	end

    local function OnPlayerRemoving( player: Player )
        local icon = holder[ player.Name ]
        icon:Destroy()
    end

    for index, player in pairs( game.Players:GetPlayers() ) do 
        OnPlayerAdded(player)
    end

    self._janitor:Add( game.Players.PlayerAdded:Connect(OnPlayerAdded) )
	self._janitor:Add( game.Players.PlayerRemoving:Connect(OnPlayerRemoving) )
	self._janitor:Add( game.Players.LocalPlayer:GetPropertyChangedSignal("TeamColor"):Connect(teamChange) )
    self._janitor:Add(function()
        for index, playerIcon in pairs( holder:GetChildren() ) do 
            if playerIcon:IsA("ImageButton") then 
                playerIcon:Destroy()
            end
        end
    end)

    local function OnScreenChanged( screenName: string ): () 
        holder.Visible = if screenName == "PlayerList" then true else false
    end
    
    return self
end


function PlayerList:Destroy(): ()
    self._janitor:Destroy()
end


return PlayerList
--local player = game.Players.LocalPlayer
--local character = player.Character
--local humanoid = character.Humanoid

script.Parent.Activated:Connect(function()
	print("test")
	script.Parent.Handle.JetpackThrust.MaxForce = Vector3.new(0,math.huge,0)
	script.Parent.ParticlesPartLeft.ParticleEmitter.Enabled = true
	script.Parent.ParticlesPartRight.ParticleEmitter.Enabled = true
end)

script.Parent.Deactivated:Connect(function()
	print("test end")
	script.Parent.Handle.JetpackThrust.MaxForce = Vector3.new(0,0,0)
	script.Parent.ParticlesPartLeft.ParticleEmitter.Enabled = false
	script.Parent.ParticlesPartRight.ParticleEmitter.Enabled = false
end)
--// All global vars will be wiped/replaced except script
--// All guis are autonamed client.Variables.CodeName..gui.Name

return function(data, env)
	if env then
		setfenv(1, env)
	end
	
	local gui = script.Parent.Parent
	local bar = gui.TextLabel
	local playergui = service.PlayerGui
	
	--[[
	local TopbarMatchAdmin = client.GetReturn("Setting","TopbarMatchAdmin")
	local TopbarColor = client.GetReturn("Setting","TopbarColor")
	local TopbarTransparency = client.GetReturn("Setting","TopbarTransparency")
	local TopbarText = client.GetReturn("Setting","TopbarText")
	
	if not TopbarMatchAdmin then
		local text=TopbarText
		if text=="%TIME" then
			cPcall(function()
				repeat
					local t4=GetTime()
					local nt4
					local hour=t4:match("%d+")
					if tonumber(hour)>12 or tonumber(hour)<1 then
						nt4=math.abs(tonumber(hour)-12)..t4:match(":%d+").." PM"
					else
						nt4=t4.." AM"
					end
					bar.Text=t4.." / "..nt4
				until not wait(1)
			end)
		else
			bar.Text=TopbarText
		end
		bar.BackgroundColor3=TopbarColor
		bar.BorderSizePixel=0
		bar.BackgroundTransparency=TopbarTransparency
	end
	--]]
	
	--bar.Position=UDim2.new(0,0,0,-35)
	gTable:Ready()
end
--- A helper method that registers all commands inside a specific container.
function Registry:RegisterCommandsIn (container, filter)
	local skippedServerScripts = {}
	local usedServerScripts = {}

	for _, commandScript in pairs(container:GetChildren()) do
		if commandScript:IsA("ModuleScript") then
			if not commandScript.Name:find("Server") then
				local serverCommandScript = container:FindFirstChild(commandScript.Name .. "Server")

				if serverCommandScript then
					usedServerScripts[serverCommandScript] = true
				end

				self:RegisterCommand(commandScript, serverCommandScript, filter)
			else
				skippedServerScripts[commandScript] = true
			end
		else
			self:RegisterCommandsIn(commandScript, filter)
		end
	end

	for skippedScript in pairs(skippedServerScripts) do
		if not usedServerScripts[skippedScript] then
			warn("Command script " .. skippedScript.Name .. " was skipped because it has 'Server' in its name, and has no equivalent shared script.")
		end
	end
end