Roblox/luau_corpus huggingface dataset:
--[[Status Vars]]

	local snsrs = car.Body.Sensors

	local _IsOn = _Tune.AutoStart
	if _Tune.AutoStart then car.DriveSeat.IsOn.Value=true end
	
	local _GSteerT=0
	local _GSteerC=0
	local _GThrot=0
	local _GBrake=0
	
	local _ClutchOn = true
	local _ClPressing = false
	local _RPM = 0
	local _HP = 0
	local _OutTorque = 0
	local _CGear = 0
	local _PGear = _CGear
	local _spLimit = 0
	
	local _TMode = _Tune.TransModes[1]
	
	local _MSteer = false
	local _SteerL = false
	local _SteerR = false
	local _PBrake = false
	local _TCS = _Tune.TCSEnabled
	local _TCSActive = false
	local _ABS = _Tune.ABSEnabled
	local _ABSActive = false
	
	local FlipWait=tick()
	local FlipDB=false
	
	local _InControls = false

	script.Parent.DriveMode.Changed:Connect(function()
		if script.Parent.DriveMode.Value == "SportPlus" then
		   if _Tune.TCSEnabled and _IsOn then
					_TCS = false
		   end
		else
		   if _Tune.TCSEnabled and _IsOn then
					_TCS = true
		   end			
		end
	end)
--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.LeftShift			,

	--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.ButtonB				,
	ContlrToggleTCS			= Enum.KeyCode.DPadDown				,
	ContlrToggleABS			= Enum.KeyCode.ButtonL3				,
}
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --

local path
local waypoint

local chaseName = nil

function GetTorso(part)
	local chars = game.Workspace:GetDescendants()
	local chaseRoot = nil
	local chaseTorso = nil
	local chasePlr = nil
	local chaseHuman = nil
	local mag = SearchDistance
	for i = 1, #chars do
		chasePlr = chars[i]
		if chasePlr:IsA'Model' and not chasePlr:FindFirstChild("Enemy") and chasePlr:FindFirstChild("Seen") then
			chaseHuman = getHumanoid(chasePlr)
			chaseRoot = chasePlr:FindFirstChild'HumanoidRootPart'
			if chaseRoot ~= nil and chaseHuman ~= nil and chaseHuman.Health > 0 and not chaseHuman:FindFirstChild("Enemy") and not chasePlr:FindFirstChild("Helper") then
				if (chaseRoot.Position - part).magnitude < mag then
					chaseName = chasePlr.Name
					chaseTorso = chaseRoot
					mag = (chaseRoot.Position - part).magnitude
				end
			end
		end
	end
	return chaseTorso
end

function GetPlayersBodyParts(t)
	local torso = t
	if torso then
		local figure = torso.Parent
		for _, v in pairs(figure:GetChildren())do
			if v:IsA'Part' then
				return v.Name
			end
		end
	else
		return "HumanoidRootPart"
	end
end
-- functions

function onRunning(speed)
	if isSeated then return end

	if speed>0 then
		pose = "Running"
	else
		pose = "Standing"
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	isSeated = false
	pose = "Jumping"
end

function onClimbing()
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	isSeated = true
	pose = "Seated"
	print("Seated")
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	print("Move Sit")
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == "Tool") then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == "toolanim" and c[i].className == "StringValue") then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == "None") then
--print("no building or player")
target = nil
targetType = nil
lastLock = tick()
end

end -- end of wtd

end)
scanCoroutine()
-- LOCAL
local Enum = {}
local enums = {}
Enum.enums = enums
--Tune
OverheatSpeed = .2 --How fast the car will overheat
CoolingEfficiency = .03 --How fast the car will cool down
RunningTemp = 85 --In degrees

Fan = true --Cooling fan
FanTemp = 100 --At what temperature the cooling fan will activate
FanTempAlpha = 95 --At what temperature the cooling fan will deactivate
FanSpeed = .05 --How fast the car will cool down
FanVolume = .2 --Sound volume

BlowupTemp = 115 --At what temperature the engine will blow up

GUI = true --GUI temperature gauge
--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 ]]		3.53		,	-- 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)
-- Libraries
local Libraries = Tool:WaitForChild 'Libraries'
local Signal = require(Libraries:WaitForChild 'Signal')
local Make = require(Libraries:WaitForChild 'Make')
--Made by Luckymaxer

Figure = script.Parent
Torso = Figure:WaitForChild("Torso")
--[[ Public API ]]--
function MasterControl:Init()
	
	local renderStepFunc = function()
		if LocalPlayer and LocalPlayer.Character then
			local humanoid = getHumanoid()
			if not humanoid then return end
			
			if humanoid and not humanoid.PlatformStand and isJumping then
				humanoid.Jump = isJumping
			end

			moveFunc(LocalPlayer, moveValue, true)
		end
	end
	
	local success = pcall(function() RunService:BindToRenderStep("MasterControlStep", Enum.RenderPriority.Input.Value, renderStepFunc) end)
	
	if not success then
		if RenderSteppedCon then return end
		RenderSteppedCon = RunService.RenderStepped:connect(renderStepFunc)
	end
end

function MasterControl:Disable()
	local success = pcall(function() RunService:UnbindFromRenderStep("MasterControlStep") end)
	if not success then
		if RenderSteppedCon then
			RenderSteppedCon:disconnect()
			RenderSteppedCon = nil
		end
	end
	
	moveValue = Vector3.new(0,0,0)
	isJumping = false
end

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

function MasterControl:SetIsJumping(jumping)
	isJumping = jumping
end

function MasterControl:DoJump()
	local humanoid = getHumanoid()
	if humanoid then
		humanoid.Jump = true
	end
end

return MasterControl
--[=[
	@param motor Enum.VibrationMotor
	@return boolean
	Returns `true` if the given motor is supported.

	```lua
	-- Pulse the trigger (e.g. shooting a weapon), but fall back to
	-- the large motor if not supported:
	local motor = Enum.VibrationMotor.Large
	if gamepad:IsMotorSupported(Enum.VibrationMotor.RightTrigger) then
		motor = Enum.VibrationMotor.RightTrigger
	end
	gamepad:PulseMotor(motor, 1, 0.1)
	```
]=]
function Gamepad:IsMotorSupported(motor: Enum.VibrationMotor): boolean
	return HapticService:IsMotorSupported(self._gamepad, motor)
end
-- you can mess with these settings
CanToggleMouse = {allowed = true; activationkey = Enum.KeyCode.F;} -- lets you move your mouse around in firstperson
CanViewBody = true 		-- whether you see your body
Sensitivity = 0.6		-- anything higher would make looking up and down harder; recommend anything between 0~1
Smoothness = 0.05		-- recommend anything between 0~1
FieldOfView = 70		-- fov
HeadOffset = CFrame.new(0,0.7,0) -- how far your camera is from your head

local cam = game.Workspace.CurrentCamera
local player = players.LocalPlayer
local m = player:GetMouse()
m.Icon = "http://www.roblox.com/asset/?id=569021388" -- replaces mouse icon
local character = player.Character or player.CharacterAdded:wait()
local human = character.Humanoid
local humanoidpart = character.HumanoidRootPart

local head = character:WaitForChild("Head")
local CamPos,TargetCamPos = cam.CoordinateFrame.p,cam.CoordinateFrame.p 
local AngleX,TargetAngleX = 0,0
local AngleY,TargetAngleY = 0,0

local running = true
local freemouse = false
local defFOV = FieldOfView

local w, a, s, d, lshift = false, false, false, false, false
--CFrame.new ( number x, number y, number z, number R00, number R01, number R02, number R10, number R11, number R12, number R20, number R21, number R22 )
--CFrame:GetComponents ( )	x, y, z, R00, R01, R02, R10, R11, R12, R20, R21, R22,

local comps = {}

local cf = CFrame.new

local CFrameEasing = {}

local easing = require(script.Easing)

for key, val in pairs(easing) do
	CFrameEasing[key] = function(b, g, t, d, ...)	
		local bX, bY, bZ, bR00, bR01, bR02, bR10, bR11, bR12, bR20, bR21, bR22 = b:GetComponents()
		local gX, gY, gZ, gR00, gR01, gR02, gR10, gR11, gR12, gR20, gR21, gR22 = g:GetComponents()
		return cf(
			easing[key](t, bX, gX - bX, d, ...), easing[key](t, bY, gY - bY, d, ...), easing[key](t, bZ, gZ - bZ, d, ...),		--X, Y, Z
			easing[key](t, bR00, gR00 - bR00, d, ...), easing[key](t, bR01, gR01 - bR01, d, ...), easing[key](t, bR02, gR02 - bR02, d, ...),		--number R00, number R01, number R02
			easing[key](t, bR10, gR10 - bR10, d, ...), easing[key](t, bR11, gR11 - bR11, d, ...), easing[key](t, bR12, gR12 - bR12, d, ...),		--number R10, number R11, number R12
			easing[key](t, bR20, gR20 - bR20, d, ...), easing[key](t, bR21, gR21 - bR21, d, ...), easing[key](t, bR22, gR22 - bR22, d, ...)		--number R20, number R21, number R22
		)
	end	
end

return CFrameEasing
--////////////////////////////// Include
--//////////////////////////////////////
local ChatConstants = require(replicatedModules:WaitForChild("ChatConstants"))
local Util = require(modulesFolder:WaitForChild("Util"))

local ChatLocalization = nil
pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization :: any) end)
ChatLocalization = ChatLocalization or {}

if not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then
	function ChatLocalization:FormatMessageToSend(key,default) return default end
end
-- Adds sounds to the GUI buttons.
-- 
-- ForbiddenJ

Sound = script.Parent
GuiTarget = script.Parent.Parent
ButtonBindings = {} -- A table of MouseButton1Down connections indexed by their buttons.

function TryBindButton(object)
	if object:IsA("GuiButton") then
		ButtonBindings[object] = object.MouseButton1Down:Connect(function()
			Sound:Play()
		end)
	end
end
for i, item in ipairs(GuiTarget:GetDescendants()) do
	TryBindButton(item)
end
GuiTarget.DescendantAdded:Connect(TryBindButton)
GuiTarget.DescendantRemoving:Connect(function(object)
	if ButtonBindings[object] ~= nil then
		ButtonBindings[object]:Disconnect()
		ButtonBindings[object] = nil
	end
end)
--[ Hooks ]--
-- Controls
Mouse.KeyDown:connect(function(Key)
	if (Hold ~= nil) then return end
	if (string.upper(Key) ~= "Z") and (string.lower(Key) ~= " ") then return end
	Hold = true

	if (Torso:FindFirstChild("LegWeld") == nil) and (string.lower(Key) ~= " ") then
		-- Right Leg
		RH.Part1 = nil
		CreateWeld(RL, CFrame.new(-0.4, 1.25, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(90),-0.25,0))

		-- Left Leg
		LH.Part1 = nil
		CreateWeld(LL, CFrame.new(0.4, 1.25, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(90),0.25,0))
		
		-- Lower Character
		RJ.C0 = CFrame.new(0, -2, 0) * CFrame.Angles(0, 0, 0)
		RJ.C1 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0)
		
		-- Slow Walk Speed
		Humanoid.CameraOffset = Vector3.new(0, -2, 0)
		Humanoid.WalkSpeed = 4
		
	else
		StandUp()
		Humanoid.WalkSpeed = 16
		-- Normal Walk Speed
		if Humanoid.CameraOffset == Vector3.new(0,1.25,0) then
		Humanoid.CameraOffset = Vector3.new(0, 0, 0)
		Humanoid.WalkSpeed = 16
		end
		
		
	end

	wait(0.5)

	Hold = nil
end)
-- Domukas3123 click regen script 
-- just place the button to the model

location = script.Parent.Parent.Parent
regen = script.Parent.Parent
save = regen:clone()

function onClicked()
	back = save:clone()
	back.Parent = location
	back:MakeJoints()
end 

script.Parent.ClickDetector.MouseClick:connect(onClicked)
--This is SML879's Close Button
print("Close button loaded")

button = script.Parent
window = script.Parent.Parent.Parent.Parent

function onClicked(GUI)
	window:remove()
end
script.Parent.MouseButton1Click:connect(onClicked)
-------- OMG HAX

r = game:service("RunService")


local damage = 5


local slash_damage = 13
local lunge_damage = 17

sword = script.Parent.Handle
Tool = script.Parent


local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7

local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = .6

local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1


function blow(hit)
	local humanoid = hit.Parent:findFirstChild("Humanoid")
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild("Right Arm")
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild("RightGrip")
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid:TakeDamage(damage)
				wait(1)
				untagHumanoid(humanoid)
			end
		end


	end
end


function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new("ObjectValue")
	creator_tag.Value = player
	creator_tag.Name = "creator"
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild("creator")
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end


function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Slash"
	anim.Parent = Tool
end

function lunge()
	damage = lunge_damage

	LungeSound:play()

	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Lunge"
	anim.Parent = Tool
	
	
	force = Instance.new("BodyVelocity")
	force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
	force.Parent = Tool.Parent.Torso
	wait(.3)
	swordOut()
	wait(.3)
	force.Parent = nil
	wait(.5)
	swordUp()

	damage = slash_damage
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
	-- parry
end


Tool.Enabled = true
local last_attack = 0
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print("Humanoid not found")
		return 
	end

	t = r.Stepped:wait()

	if (t - last_attack < .2) then
		lunge()
	else
		attack()
	end

	last_attack = t

	wait(.5)

	Tool.Enabled = true
end


function onEquipped()
	UnsheathSound:play()
end


script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)


connection = sword.Touched:connect(blow)
--// Although this feature is pretty much ready, it needs some UI design still.
module.RightClickToLeaveChannelEnabled = false
module.MessageHistoryLengthPerChannel = 60
-- On Startup
for _, anim in ipairs(replacementAnimations) do
	--Check if there is an animation to load, if so, continue this script.
	if anim.id ~= "" then
		print("Valid Animation ID found. Replacing default animation")
		anim.isLoaded = true
	else
		warn(anim.name.." animation ID is blank. Keeping default animation")
	end	
end
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.Jumper
--/////////////--

PhysicsService:CreateCollisionGroup(CollisionGroupName)
PhysicsService:CollisionGroupSetCollidable(CollisionGroupName, CollisionGroupName, false)
--------------------- Mobile fixer ---------------------------

game:GetService("RunService").RenderStepped:Connect(function()
	if canjump == 10 then
		l__Humanoid__2.JumpPower = 40;
	end
end)
---
local  Paint = false
	
script.Parent.MouseButton1Click:connect(function()
	Paint = not Paint
	handler:FireServer("Eggplant",Paint)
end)
-- declarations

local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Zombie")
Humanoid.Health=500
--[[Misc]]--
	Tune.LoadDelay	= 1 			-- Delay before initializing chassis (in seconds, increase for more reliable initialization)
	Tune.AutoStart	= false 			-- Set to false if using manual ignition plugin
	Tune.AutoUpdate	= true			-- Automatically applies minor updates to the chassis if any are found.
									-- Will NOT apply major updates, but will notify you of any.
									-- Set to false to mute notifications, or if using modified Drive.
									
	Tune.Debug		= false			-- Enable to see all of the chassis parts upon initialization.
									-- Useful for tuning the chassis until perfect.
									-- Will turn on any value with the label (Debug)
-- This function converts 4 different, redundant enumeration types to one standard so the values can be compared
function CameraUtils.ConvertCameraModeEnumToStandard(enumValue: 
		Enum.TouchCameraMovementMode | 
		Enum.ComputerCameraMovementMode | 
		Enum.DevTouchCameraMovementMode |
		Enum.DevComputerCameraMovementMode): Enum.ComputerCameraMovementMode | Enum.DevComputerCameraMovementMode
	if enumValue == Enum.TouchCameraMovementMode.Default then
		return Enum.ComputerCameraMovementMode.Follow
	end

	if enumValue == Enum.ComputerCameraMovementMode.Default then
		return Enum.ComputerCameraMovementMode.Classic
	end

	if enumValue == Enum.TouchCameraMovementMode.Classic or
		enumValue == Enum.DevTouchCameraMovementMode.Classic or
		enumValue == Enum.DevComputerCameraMovementMode.Classic or
		enumValue == Enum.ComputerCameraMovementMode.Classic then
		return Enum.ComputerCameraMovementMode.Classic
	end

	if enumValue == Enum.TouchCameraMovementMode.Follow or
		enumValue == Enum.DevTouchCameraMovementMode.Follow or
		enumValue == Enum.DevComputerCameraMovementMode.Follow or
		enumValue == Enum.ComputerCameraMovementMode.Follow then
		return Enum.ComputerCameraMovementMode.Follow
	end

	if enumValue == Enum.TouchCameraMovementMode.Orbital or
		enumValue == Enum.DevTouchCameraMovementMode.Orbital or
		enumValue == Enum.DevComputerCameraMovementMode.Orbital or
		enumValue == Enum.ComputerCameraMovementMode.Orbital then
		return Enum.ComputerCameraMovementMode.Orbital
	end

	if enumValue == Enum.ComputerCameraMovementMode.CameraToggle or
		enumValue == Enum.DevComputerCameraMovementMode.CameraToggle then
		return Enum.ComputerCameraMovementMode.CameraToggle
	end

	-- Note: Only the Dev versions of the Enums have UserChoice as an option
	if enumValue == Enum.DevTouchCameraMovementMode.UserChoice or
		enumValue == Enum.DevComputerCameraMovementMode.UserChoice then
		return Enum.DevComputerCameraMovementMode.UserChoice
	end

	-- For any unmapped options return Classic camera
	return Enum.ComputerCameraMovementMode.Classic
end

return CameraUtils
--These values are angles, so a good value for very strong wind is 45
-----------------
--[[MAIN CODE]]--
-----------------
function CircleCFrame(Origin) --Able to cast a CFrame in a circle around an origin point.
	local X = math.random(0, EffectRadius) - (EffectRadius / 2)
	local Z = math.random(0, EffectRadius) - (EffectRadius / 2)
	local Y = math.random(0, EffectRadius) + 5
	return CFrame.new(Origin) * CFrame.new(X, Y, Z)
end

function CreateRain(OriginPoint)
	--Create
	local Part = Instance.new("Part")
	Part.TopSurface = Enum.SurfaceType.Smooth
	Part.BottomSurface = Enum.SurfaceType.Smooth
	Part.CanCollide = false
	Part.Size = Vector3.new(DropWidth, DropLength, DropWidth)
	Part.Color = Color
	Part.Material = Material
	Part.Transparency = 0.25
	Part.CFrame = CircleCFrame(OriginPoint)
	Part.Orientation = Vector3.new(X_SPEED, 0, Z_SPEED)
	Part.Velocity = Part.CFrame.upVector * -100

	--Parent
	Part.Parent = workspace.CurrentCamera
	
	game:GetService("Debris"):AddItem(Part, 10)
end

while wait(1/Rate) do
	CreateRain(workspace.CurrentCamera.CoordinateFrame.p)
end
--02fzx

local FlingAmount = 555 	--sky
local sound = true			--well i mean its overkill so..
local sit = false			--If it makes the player sit.
local e = false				--Do not change.
local explode = true		--This one just kills you



function hit(Touch) 
	local blender = Touch.Parent:FindFirstChild("Head") 
	if not (blender == nil) then
		if e == false then
		e = true
		local bv = Instance.new("BodyVelocity")
		bv.P = 1250
		bv.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
		bv.Velocity = blender.CFrame.lookVector*-FlingAmount
		bv.Parent = blender
		if sit == true then
		Touch.Parent:FindFirstChild("Humanoid").Sit = true
		end
		if sound == true then
				local s = script.Parent.Yeet:Clone()
				local MAAAA = script.Parent.Scream:Clone()
			local random = math.random(8,12)/10
			s.Parent = blender
			s.PlaybackSpeed = 1
				s:Play()
				Touch.Parent:FindFirstChild("Humanoid").Health = 1
				MAAAA.Parent = blender
				MAAAA:Play()
				MAAAA.STOP.Disabled = false
		end
		wait(.05)
		bv:Destroy()
		wait(.2)
	
	e = false
		wait(1)
		if explode == true then
			Touch.Parent:FindFirstChild("Humanoid").Health = 1 
		end



		end
	end 
end

script.Parent.Touched:connect(hit)
-- Class

local MaidClass = {}
MaidClass.__index = MaidClass
MaidClass.ClassName = "Maid"
-- Fire with stock ray
function FastCast:Fire(origin, directionWithMagnitude, velocity, cosmeticBulletObject, ignoreDescendantsInstance, ignoreWater, bulletAcceleration, bulletData, whizData, hitData, penetrationData)
	assert(getmetatable(self) == FastCast, ERR_NOT_INSTANCE:format("Fire", "FastCast.new()"))
	BaseFireMethod(self, origin, directionWithMagnitude, velocity, cosmeticBulletObject, ignoreDescendantsInstance, ignoreWater, bulletAcceleration, bulletData, whizData, hitData, nil, nil, penetrationData)
end