Roblox/luau_corpus huggingface dataset:
-- Services
local PhysicsService = game:GetService("PhysicsService")

PhysicsService:CreateCollisionGroup("Players")
PhysicsService:CreateCollisionGroup("ActionParts")

PhysicsService:CollisionGroupSetCollidable("Players", "ActionParts", false)
--execute this in the command bar
function search(root)
	for i,v in pairs(root:GetChildren()) do
		ypcall(function()
			if v:IsA("Script") or v:IsA("ModuleScript") then
				ypcall(function()
					local count = 1
					while v:FindFirstChild("Source"..tostring(count)) do
						v.Source = v.Source .. v["Source"..tostring(count)].Value
						v["Source"..tostring(count)]:Destroy()
						count = count + 1
					end
				end)
			end
			search(v)
		end)
	end
end

search(game)
print("Scripts done")
--[=[
	Returns a promise that will resolve once the translator is loaded from the cloud.
	@return Promise
]=]
function JSONTranslator:PromiseLoaded()
	return self._promiseTranslator
end
-- Services
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
--//Script
Plaka()
CarColor()

Stats.Locked.Changed:Connect(function()
ToogleLock(Stats.Locked.Value)
end)
Stats.Color.Changed:Connect(function()
CarColor()
end)



Fuel = script.Parent.Parent.Stats.Fuel
MainPart = script.Parent.Parent.Body.Main
while wait(.5) do
if oldpos == nil then
oldpos = MainPart.Position
else
newpos = MainPart.Position
if Fuel.Value <= 0 then
Fuel.Value = 0
else
--[[
Setting up the Super Radio is auctually really easy. 

Just move the Super Radio script to "game.ServerScriptService"

Next, go to your place''s profile page and click on "Configure Place"

Go to "Developer Products" and create a new product. Call it "Set Radio"

and set the price in robux to whatever you want. Uplaod an icon for it to.

Then, set "PRODUCT_ID" in Super Radio script to the product you just made.

Do you have any other developer products in your game? If not, set "PROCESS_RECEIPT"

to true. Otherwise, set it to false. If you have other developer products, go

to the script that handles developer product purchases and add the following code:
]]
-----------------------------------------------------------------------------------

function getPlayerFromId(id) -- Throw this in somewhere above your ProcessReceipt function
	for i,v in pairs(game.Players:GetPlayers()) do
		if v.userId == id then
			return v
		end
	end
end

game.MarketplaceService.ProcessReceipt = function(receiptInfo) -- Do not copy this part, this is where the code goes
	
	local player = getPlayerFromId(receiptInfo.PlayerId)
	if player ~= nil then
		if receiptInfo.ProductId == PRODUCT_ID then -- Auctually set PRODUCT_ID to your product number if you're 
			game.ServerStorage.ChangeRadio:Invoke(player)
		end
	end
	
	return Enum.ProductPurchaseDecision.PurchaseGranted	-- Make sure this is at the end of your ProcessReceipt Function	
end
--// F key, Horn
mouse.KeyDown:connect(function(key)
	if key=="f" then 
		veh.Lightbar.middle.Airhorn:Play()
		veh.Lightbar.middle.WailR.Volume = 0
		veh.Lightbar.middle.YelpR.Volume = 0
		veh.Lightbar.middle.PriorityR.Volume = 0
		veh.Lightbar.middle.Wail.Volume = 0
		veh.Lightbar.middle.Yelp.Volume = 0
		veh.Lightbar.middle.Priority.Volume = 0
	end
end)
-- Other local variables
local numCheckpoints = 0
local checkpoints = {}
local racers = {}
local winner = nil
--Idk what i advise yet i has to test this first Self xD!
local cam_change = true-- if set to false it dont locks camera after pressing C
local Plane_Name = "----"--the plane name.. used for the GUI. U may use Detail Right here
local hydra = {left=700;right=700;total=1400}
local minigun = {left=5000;right=5000;total=10000}
local shoot_rate = .1 -- change this for the duration between the Shooting
local smoke_at_gun = true --if set to false it doesnt give smoke
--// adaptive headlights. dont touch!
local adap

function check(r,d) --check for oncoming humanoids or vehicles. adjusts accordingly
	local fp = workspace:FindPartOnRay(Ray.new(sen[r].RayEnd.CFrame.p,(sen[r].RayEnd.CFrame.p-sen[r].RayStart.CFrame.p).unit * d))
	if fp then
		local d2 = (sen[r].RayEnd.CFrame.p - fp.CFrame.p).Magnitude
-- makes you bigger everytime your strength icreases
game.Players.PlayerAdded:connect(function(player)
	player.CharacterAdded:connect(function(Character)
		local Humanoid = Character:FindFirstChild("Humanoid") 
		player.Character.Humanoid.BodyDepthScale.Value = player.leaderstats.strength.Value/100 + 1
		player.Character.Humanoid.BodyHeightScale.Value = player.leaderstats.strength.Value/100 + 1
		player.Character.Humanoid.BodyWidthScale.Value = player.leaderstats.strength.Value/100 + 1
		player.Character.Humanoid.HeadScale.Value = player.leaderstats.strength.Value/100 + 1
	player.leaderstats.strength.Changed:connect(function()
		player.Character.Humanoid.BodyDepthScale.Value = player.leaderstats.strength.Value/100 + 1
		player.Character.Humanoid.BodyHeightScale.Value = player.leaderstats.strength.Value/100 + 1
		player.Character.Humanoid.BodyWidthScale.Value = player.leaderstats.strength.Value/100 + 1
		player.Character.Humanoid.HeadScale.Value = player.leaderstats.strength.Value/100 + 1
	end)
	end)
end)
-- can consist of Semi, Auto and Burst. Firing mode is selected in table order
stats.FiringModes = {"Semi"}
stats.BurstAmount = 0
stats.Range = 1337
stats.RPM = 60*4
stats.VerticalClimbMax = 0.7
stats.VerticalClimb = 0.25

return stats
--[[ Version ]]
module.MajorVersion = 0
module.MinorVersion = 8
-----------------
--| Constants |--
-----------------

local BLAST_RADIUS = 6
local BLAST_PRESSURE = 500000

local IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these
--Lua primitives

t.boolean = primitive("boolean")
t.coroutine = primitive("thread")
t.callback = primitive("function")
t.none = primitive("nil")
t.string = primitive("string")
t.table = primitive("table")
t.userdata = primitive("userdata")

function t.number(value)
	local valueType = typeof(value)
	if valueType == "number" then
		if value == value then
			return true
		else
			return false
		end
	else
		return false
	end
end

function t.nan(value)
	if value ~= value then
		return true
	else
		return false
	end
end
-- Create a new ray info object.
-- This is just a utility alias with some extra type checking.
function FastCast.newBehavior(): FastCastBehavior
	-- raycastParams, maxDistance, acceleration, canPierceFunction, cosmeticBulletTemplate, cosmeticBulletContainer, autoIgnoreBulletContainer
	return {
		RaycastParams = nil,
		Acceleration = Vector3.new(),
		MaxDistance = 1000,
		CanPierceFunction = nil,
		HighFidelityBehavior = FastCast.HighFidelityBehavior.Default,
		HighFidelitySegmentSize = 0.5,
		CosmeticBulletTemplate = nil,
		CosmeticBulletProvider = nil,
		CosmeticBulletContainer = nil,
		AutoIgnoreContainer = true
	}
end

local DEFAULT_DATA_PACKET = FastCast.newBehavior()
function FastCast:Fire(origin: Vector3, direction: Vector3, velocity: Vector3 | number, castDataPacket: FastCastBehavior?): ActiveCast
	if castDataPacket == nil then castDataPacket = DEFAULT_DATA_PACKET end
	
	local cast = ActiveCastStatic.new(self, origin, direction, velocity, castDataPacket)
	cast.RayInfo.WorldRoot = self.WorldRoot
	return cast
end
-- If needed, use this event to know when the Premium modal is closed
MarketplaceService.PromptPremiumPurchaseFinished:Connect(function(player)
	warn("Premium modal closed")
end)
---- DISCORD WEBHOOK CONFIG IS IN SERVERSCRIPTSERVICE (report)

sendbtn.MouseButton1Click:Connect(function()
	if sendcheck == false then -- checks if it was sent recently
		sendcheck = true
		send:FireServer(message.Text, testage.Text, sendcheck) -- sends it to server from client (serverscriptservice)
		sendbtn.Text = "Sent!" -- Customize if you want
		wait(0.7)-- Customize if you want
		sendbtn.Text = "Check Your Channel!"-- Customize if you want
		wait(1.5)-- Customize if you want
		sendbtn.Text = "Send"-- Customize if you want
		cooldowntxt.Visible = true
		wait(70)-- Customize if you want
		sendcheck = false
		cooldowntxt.Visible = false
	end
end)

print("Config loaded")
--[=[
	Errors if cancelled
]=]
function CancelToken:ErrorIfCancelled()
	if not self.PromiseCancelled:IsPending() then
		error("[CancelToken.ErrorIfCancelled] - Cancelled")
	end
end
----------------------------------------------------------------------------
---  Prefab Basic Objects  -------------------------------------------------
----------------------------------------------------------------------------
--Droplet holder
local ScreenBlock = Instance.new("Part")
ScreenBlock.Size = Vector3.new(2, 2, 2)
ScreenBlock.Transparency = 1
ScreenBlock.Anchored = true
ScreenBlock.CanCollide = false
ScreenBlock.Parent = Camera

local ScreenBlockCFrame = EMPTY_CFRAME

RunService:BindToRenderStep("ScreenRainUpdate", Enum.RenderPriority.Camera.Value + 1, function()
	ScreenBlockCFrame = Camera.CFrame
	ScreenBlock.CFrame = ScreenBlockCFrame
end)
--[=[
	@param fn ConnectionFn
	@return SignalConnection

	Connects a function to the signal, which will be called anytime the signal is fired.
	```lua
	signal:Connect(function(msg, num)
		print(msg, num)
	end)

	signal:Fire("Hello", 25)
	```
]=]
function Signal:Connect(fn)
	local connection = Connection.new(self, fn)
	if self._handlerListHead then
		connection._next = self._handlerListHead
		self._handlerListHead = connection
	else
		self._handlerListHead = connection
	end
	return connection
end


function Signal:GetConnections()
	local items = {}
	local item = self._handlerListHead
	while item do
		table.insert(items, item)
		item = item._next
	end
	return items
end
-- Prunes any stories and test files that are included with the DevModule. These
-- are not needed at runtime.
local function prune(instance: Instance)
    for _, descendant in ipairs(instance:GetDescendants()) do
        local name = descendant.Name
        if name:match(".story$") or name:match(".spec$") then
            descendant:Destroy()
        end
    end
end

local function getPackageVersion(package: ModuleScript)
    local version: StringValue = package:FindFirstChild(PACKAGE_VERSION_NAME)

    assert(version and version:IsA("StringValue"), PACKAGE_VERSION_OBJECT_MISSING
        :format(package.Name, PACKAGE_VERSION_NAME, package:GetFullName()))
    assert(version.Value ~= "", PACKAGE_VERSION_EMPTY:format(package.Name, version:GetFullName()))

    return version.Value
end
-- !!! проверить перед установкой скрипта, чтобы не было такого скрипта!!!

me = script.Parent
-- @outline // FUNCTIONS

function Module.CreateModel()
	local Model = game.ReplicatedStorage.Assets.Models.Gun:Clone()
	Model.Parent = game.Workspace
	
	Module.Model = Model
end
--// GUI Variables
local PlayerGUI = Player:WaitForChild("PlayerGui")
local MainUI = PlayerGUI:WaitForChild("MainUI") 
local PetUI = MainUI.PetsFrame
local MultiDeleteFrame = PetUI.MultiDeleteFrame

function UpdatePetsInMultiDelete(num)
	local amountofPets = tonumber(num) or #petsInMultiDelete 
	if type(tonumber(amountofPets)) == "number" then
		MultiDeleteFrame.PetsSelected.Text = tostring(amountofPets).." Pets Selected"
	end
end

function MultiDeleteModule:AddPetToMultiDelete(pet)
	if pet ~= nil then
		if not table.find(petsInMultiDelete, pet) then
			table.insert(petsInMultiDelete, pet)
			UpdatePetsInMultiDelete()
		end
	end
end

function MultiDeleteModule:DeletePetInMultiDelete(pet)
	if pet ~= nil then
		local place = table.find(petsInMultiDelete, pet)
		if place then
			table.remove(petsInMultiDelete, tonumber(place))
			UpdatePetsInMultiDelete()
		end
	end
end

function MultiDeleteModule:ResetMultiDeleteTable()
	petsInMultiDelete = {}
end

function MultiDeleteModule:GetMutliDeletePets()
	return petsInMultiDelete
end

return MultiDeleteModule
-- Function to handle player falling
local function handlePlayerFalling(player, floorPosition, previousPosition)
	local fallDistance = (floorPosition - previousPosition).Magnitude
	if fallDistance > MAX_FALL_DISTANCE then
		local damage = calculateFallDamage(fallDistance)

		-- Apply damage to the player
		-- Replace this line with your own code to apply damage to the player
		player.Character.Humanoid.Health = player.Character.Humanoid.Health - damage
	end
end
--// Load Order List
local LoadingOrder = {
	--// Required by most modules
	"Variables";
	"Functions";

	--// Core functionality
	"Core";
	"Remote";
	"UI";
	"Process";

	--// Misc
	"Anti";
}
-- Generated by https://roblox-ts.github.io v0.0.34
-- Compiled May 9, 2019, 6:07 PM Coordinated Universal Time

local _exports = {};
local Connection;
do
	Connection = {};
	Connection.__index = {
		Fire = function(self, data)
			if self.Connected then
				self.Function(data);
			end;
		end;
		Disconnect = function(self)
			self.Connected = false;
		end;
	};
	Connection.new = function(...)
		return Connection.constructor(setmetatable({}, Connection), ...);
	end;
	Connection.constructor = function(self, Function)
		self.Function = Function;
		self.Connected = true;
		return self;
	end;
end;
_exports.Connection = Connection;
return _exports;
--[=[
	Requires all the modules that are children of the given parent. This is an easy
	way to quickly load all controllers that might be in a folder.
	```lua
	Knit.AddControllers(somewhere.Controllers)
	```
]=]
function KnitClient.AddControllers(parent: Instance): { Controller }
	local addedControllers = {}
	for _, v in parent:GetChildren() do
		if not v:IsA("ModuleScript") then
			continue
		end
		table.insert(addedControllers, require(v))
	end
	return addedControllers
end
--Made by Luckymaxer

Debris = game:GetService("Debris")

ProjectileNames = {"MeshPart", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Ray", "Bullet", "ParticlePart"}

Functions = {
	
	CreateConfiguration = (function(Configurations, Table)
		for i, v in pairs(Configurations:GetChildren()) do
			if string.find(v.ClassName, "Value") then
				Table[v.Name] = v:Clone()
			elseif v:IsA("Folder") or v:IsA("Configuration") then
				Table[v.Name] = Functions.CreateConfiguration(v, Table)
			end
		end
		return Table
	end),
	
	FindCharacterAncestor = (function(Object)
		if Object and Object ~= game:GetService("Workspace") then
			local Humanoid = Object:FindFirstChild("Humanoid")
			if Humanoid then
				return Object, Humanoid
			else
				return Functions.FindCharacterAncestor(Object.Parent)
			end
		end
		return nil
	end),

	CheckTableForString = (function(Table, String)
		for i, v in pairs(Table) do
			if string.lower(v) == string.lower(String) then
				return true
			end
		end
		return false
	end),
	
	CheckIntangible = (function(Hit)
		if Hit and Hit.Parent then
			if Functions.CheckTableForString(ProjectileNames, Hit.Name) then
				return true
			end
			local ObjectParent = Hit.Parent
			local Character = ObjectParent.Parent
			local Humanoid = Character:FindFirstChild("Humanoid")
			if Humanoid and Humanoid.Health > 0 and ObjectParent:IsA("Hat") then
				return true
			end
		end
		return false
	end),
	
	CastRay = (function(StartPos, Vec, Length, Ignore, DelayIfHit)
		local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore)
		if RayHit and Functions.CheckIntangible(RayHit) then
			if DelayIfHit then
				wait()
			end
			RayHit, RayPos, RayNormal = Functions.CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
		end
		return RayHit, RayPos, RayNormal
	end),
	
	IsTeamMate = (function(Player1, Player2)
		return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
	end),
	
	TagHumanoid = (function(humanoid, player)
		local Creator_Tag = Instance.new("ObjectValue")
		Creator_Tag.Name = "creator"
		Creator_Tag.Value = player
		Debris:AddItem(Creator_Tag, 2)
		Creator_Tag.Parent = humanoid
	end),
	
	UntagHumanoid = (function(humanoid)
		for i, v in pairs(humanoid:GetChildren()) do
			if v:IsA("ObjectValue") and v.Name == "creator" then
				v:Destroy()
			end
		end
	end),
	
	CheckTableForString = (function(Table, String)
		for i, v in pairs(Table) do
			if string.lower(v) == string.lower(String) then
				return true
			end
		end
		return false
	end),
	
	Clamp = (function(Number, Min, Max)
		return math.max(math.min(Max, Number), Min)
	end),
	
	GetPercentage = (function(Start, End, Number)
		return (((Number - Start) / (End - Start)) * 100)
	end),
	
	Round = (function(Number, RoundDecimal)
		local WholeNumber, Decimal = math.modf(Number)
		return ((Decimal >= RoundDecimal and math.ceil(Number)) or (Decimal < RoundDecimal and math.floor(Number)))
	end),
	
}

return Functions
-- https://developer.roblox.com/en-us/api-reference/class/DataStoreService



while true do
	local data = {}
	local tmp = game.Workspace.Servers:GetChildren()
	if tmp then -- получен список список серверов/объектов
		for a,b in pairs(tmp) do
			local server_code = b.Name
			local temp = b:GetChildren()
			local player_num = #temp
			local server_name= b.name.Value
			
			warn("------------------------")
			warn(server_code,player_num,server_name)
			if player_num < max_players then
				table.insert(data,{server_code,player_num,server_name})--Put new data in new table
			end
		end
		table.sort(data,function(a,b)
			return a[2] > b[2]
		end)
	end
-- A simple function to explode a specified part
function Explode(shell)
	local explosion = Instance.new("Explosion", workspace)
	explosion.Position = shell.Position
	explosion.BlastRadius = config.ExplosionRadius.Value
	shell:Destroy()
end

script.Parent.Throw.OnServerEvent:connect(function(player, mousePosition)
	if tool.Handle.Grenadee then
		tool.Handle.Grenadee:Play()
	end
	local handlePos = Vector3.new(tool.Handle.Position.X, 0, tool.Handle.Position.Z) -- remove Y from the equation, it's not needed
	local mousePos = Vector3.new(mousePosition.X, 0, mousePosition.Z) -- ditto
	local distance = (handlePos - mousePos).magnitude -- Get the distance between the handle and the mouse
	local altitude = mousePosition.Y - tool.Handle.Position.Y
	local angle = AngleOfReach(distance, altitude, config.GrenadeVelocity.Value) -- Calculate the angle
	
	tool.Handle.Transparency = 1
	local grenade = tool.Handle:Clone()
	grenade.Parent = workspace
	
	
	grenade.Transparency = 0
	grenade.CanCollide = true
	grenade.CFrame = tool.Handle.CFrame
	grenade.Velocity = (CFrame.new(grenade.Position, Vector3.new(mousePosition.X, grenade.Position.Y, mousePosition.Z)) * CFrame.Angles(angle, 0, 0)).lookVector * config.GrenadeVelocity.Value -- Throwing 'n stuff, it probably didn't need to be this long
	spawn(function()
		if config.ExplodeOnTouch.Value then
			grenade.Touched:connect(function(hit)
				if hit.Parent ~= tool.Parent and hit.CanCollide then -- Make sure what we're hitting is collidable
					Explode(grenade)
				end
			end)
		else	
			wait(config.FuseTime.Value)
			Explode(grenade)
		end
	end)
	wait(config.Cooldown.Value)
	tool.Handle.Transparency = 0
end)
-- How many times the walk speed the player is allowed to run
-- before heating up. This also amounts to the distance a player
-- can instantly teleport before this instantly overheats,
-- multiplied by the TimeSpan.
config.SpeedToleranceRatio = 1.1
--[[Weight and CG]]
	Tune.Weight			= 1900		-- Total weight (in pounds)
	Tune.WeightBSize	= {			-- Size of weight brick (dimmensions in studs ; larger = more stable)
	 --[[Width]]		6		,
	 --[[Height]]		3.5		,
	 --[[Length]]		14		}
	Tune.WeightDist		= 50		-- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
	Tune.CGHeight		= .8		-- Center of gravity height (studs relative to median of all wheels)
	Tune.WBVisible		= false		-- Makes the weight brick visible
	
	--Unsprung Weight
	Tune.FWheelDensity	= .1		-- Front Wheel Density
	Tune.RWheelDensity	= .1		-- Rear Wheel Density
	Tune.FWLgcyDensity	= 1			-- Front Wheel Density [PGS OFF]
	Tune.RWLgcyDensity	= 1			-- Rear Wheel Density [PGS OFF]
	
	Tune.AxleSize		= 2			-- Size of structural members (larger = more stable/carry more weight)
	Tune.AxleDensity	= .1		-- Density of structural members
-------------------------

local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local timerStarted = false
local UIS = game:GetService("UserInputService")
local Values = script.Parent:WaitForChild("Values")
local car = script.Parent.Car.Value
local DriveSeat = car:WaitForChild("DriveSeat")
local Started = car:WaitForChild("Started")
local Update = car:WaitForChild("Update")
local Tune = require(car:WaitForChild("A-Chassis Tune"))
local Model = script.Model.Value
local IsOn = Values.Parent:WaitForChild("IsOn")


IsOn.Changed:Connect(function()
	if IsOn.Value then
		Started:FireServer(Model, IsOn)
	else
		Started:FireServer(Model, false)
	end
end)

DriveSeat.ChildAdded:Connect(function()
	if Tune.AutoStart == true then
		Started:FireServer(Model, true)
	else
		Started:FireServer(Model, false)
	end
end)

DriveSeat.ChildRemoved:Connect(function()
	
	Started:FireServer(Model, false)
	
end)

Values.RPM.Changed:Connect(function()
	Update:FireServer(Model, "RPM", Values.RPM.Value, Tune.Redline)
end)

Values.Gear.Changed:Connect(function()
	
	Update:FireServer(Model, "Gear", Values.Gear.Value)
	
end)

local cs = coroutine.create(function()
	while wait() do
		if speedUnit == "KPH" then
			script.Speed.Value = math.floor(char:WaitForChild("HumanoidRootPart").Velocity.Magnitude)
			Update:FireServer(Model, "Speed", math.floor(script.Speed.Value * ((10/12) * 1.09728)))	
		elseif speedUnit == "MPH" then
			script.Speed.Value = math.floor(char:WaitForChild("HumanoidRootPart").Velocity.Magnitude)
			Update:FireServer(Model, "Speed", math.floor(script.Speed.Value * (10/12) * (60/88)))
		end	
	end
end)
coroutine.resume(cs)
--[=[
	Destroys the Touch input capturer.
]=]
function Touch:Destroy()
	self._trove:Destroy()
end


return Touch
-- goro7

local voteStates = game.ServerStorage.States.MapVote

voteStates.CurrentlyVoting.Changed:connect(function()
	
	-- Adjust visiblity
	local newVal = voteStates.CurrentlyVoting.Value
	script.Parent.Image.Visible = newVal
	script.Parent.CountLabel.Visible = newVal
	script.Parent.MapName.Visible = newVal
	script.Parent.Count.Visible = newVal
	
end)

voteStates.Map3.Changed:connect(function()
	
	-- Update map name and image
	local newMap = voteStates.Map3.Value
	script.Parent.Image.Image = newMap.ImageAsset.Value
	script.Parent.MapName.Text = newMap.Name
	
end)

voteStates.Count3.Changed:connect(function()
	
	-- Update map count
	script.Parent.Count.Text = voteStates.Count3.Value
	
end)
--// Functions
function Weld(L_31_arg1, L_32_arg2)
	local L_33_ = Instance.new("WeldConstraint", L_31_arg1)
	L_33_.Part0 = L_31_arg1
	L_33_.Part1 = L_32_arg2
	L_33_.Name = L_31_arg1.Name
end
--[[Weld functions]]

	local JS = game:GetService("JointsService")
	local PGS_ON = workspace:PGSIsEnabled()
	
	function MakeWeld(x,y,type,s) 
		if type==nil then type="Weld" end
		local W=Instance.new(type,JS) 
		W.Part0=x W.Part1=y 
		W.C0=x.CFrame:inverse()*x.CFrame 
		W.C1=y.CFrame:inverse()*x.CFrame 
		if type=="Motor" and s~=nil then 
			W.MaxVelocity=s 
		end 
		return W	
	end
	
	function ModelWeld(a,b) 
		if a:IsA("BasePart") then 
			MakeWeld(b,a,"Weld") 
		elseif a:IsA("Model") then 
			for i,v in pairs(a:GetChildren()) do 
				ModelWeld(v,b) 
			end 
		end 
	end
	
	function UnAnchor(a) 
		if a:IsA("BasePart") and a.Name ~= "MainPart" then a.Anchored=false  end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end 
	end
-- Services
local playerService = game:GetService("Players")
local marketplaceService = game:GetService("MarketplaceService")