Roblox/luau_corpus huggingface dataset:
--------BACKLIGHTS--------

game.Workspace.audiencebackleft1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part5.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part7.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part8.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part9.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)

game.Workspace.audiencebackright1.Part1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part5.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part7.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part8.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackright1.Part9.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
-- float rd_flt_basic(byte f1..8)
-- @f1..4 - The 4 bytes composing a little endian float
local function rd_flt_basic(f1, f2, f3, f4)
	local sign = (-1) ^ bit.rshift(f4, 7)
	local exp = bit.rshift(f3, 7) + bit.lshift(bit.band(f4, 0x7F), 1)
	local frac = f1 + bit.lshift(f2, 8) + bit.lshift(bit.band(f3, 0x7F), 16)
	local normal = 1

	if exp == 0 then
		if frac == 0 then
			return sign * 0
		else
			normal = 0
			exp = 1
		end
	elseif exp == 0x7F then
		if frac == 0 then
			return sign * (1 / 0)
		else
			return sign * (0 / 0)
		end
	end

	return sign * 2 ^ (exp - 127) * (1 + normal / 2 ^ 23)
end
--[[
	Returns the scene with the given name in the given list of scenes.
	Returns nil if no scene with the given name was found.

	Parameters:
	ScenesList: {Folder} - An array of scenes
	SceneName: string - The name of the scene to find

	Returns:
	Folder? - The scene with the given name or nil if no scene matches the
	given name.
]]

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local CollectionService = game:GetService("CollectionService")

local function GetSceneByName(SceneName: string): Folder?
	local OrchestraScenes = ReplicatedStorage:FindFirstChild("SequencerScenes")
	if OrchestraScenes then
		for _, folder in ipairs(OrchestraScenes:GetChildren()) do
			if folder:IsA("Configuration") or folder:IsA("Folder") then
				if folder.Name == SceneName then
					return folder
				end
			end
		end
	end

	local ScenesList = CollectionService:GetTagged("SequencerScene")
	for _, SceneItem in ipairs(ScenesList) do
		if SceneItem.Name == SceneName then
			return SceneItem
		end
	end

	return nil
end

return GetSceneByName
-------------------------
function onClicked()
R.Function1.Disabled = true
R.Function2.Disabled = false
R.BrickColor = BrickColor.new("Institutional white")
N.Four1.BrickColor = BrickColor.new("Really black")
N.One2.BrickColor = BrickColor.new("Really black")
N.One4.BrickColor = BrickColor.new("Really black")
N.One8.BrickColor = BrickColor.new("Really black")
N.Three4.BrickColor = BrickColor.new("Really black")
N.Two1.BrickColor = BrickColor.new("Really black")
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- Check if character is there
if script.Owner.Value.Character ~= nil and script.Owner.Value.Character:FindFirstChild("Humanoid") then
	
	-- Listen for invisibility activation
	local debounce = false
	local event = game.ReplicatedStorage.Interactions.Server.Perks.MakeInvisible.OnServerEvent:connect(function(plr)
		
		-- Make sure correct player
		if not debounce and script.Owner.Value.Character ~= nil and plr == script.Owner.Value then
			debounce = true
			
			-- Tell all playing players to make murderer invisible
			local playingPlrs = game.ServerScriptService.RoundManager.GetPlayersInGame:Invoke()
			for n, i in pairs(playingPlrs) do
				if i == script.Owner.Value then
					table.remove(playingPlrs, n)
					break
				end
			end
			for _, i in pairs(playingPlrs) do
				game.ReplicatedStorage.Interactions.Client.ChangeCharacterVisibility:FireClient(i, script.Owner.Value, true)
			end
			
			-- Tell everyone else to make murderer half-transparent
			for _, i in pairs(game.Players:GetPlayers()) do
				local playing = false
				for _, o in pairs(playingPlrs) do
					if o == i then
						playing = true
						break
					end
				end
				if not playing then
					game.ReplicatedStorage.Interactions.Client.ChangeCharacterVisibility:FireClient(i, script.Owner.Value, false)
				end
			end
			
			-- Wait cooldown
			wait(COOLDOWN)
			
			debounce = false
		end
		
	end)
	
	-- Connect character death
	script.Owner.Value.Character.Humanoid.Died:connect(function()
		event:disconnect()
		event = nil
	end)
	
	-- Activate perk for client
	game.ReplicatedStorage.Interactions.Client.Perks.UseInvisibility:FireClient(script.Owner.Value)
	
end
-- NOTICE: Player property names do not all match their StarterPlayer equivalents,
-- with the differences noted in the comments on the right
local PLAYER_CAMERA_PROPERTIES =
	{
		"CameraMinZoomDistance",
		"CameraMaxZoomDistance",
		"CameraMode",
		"DevCameraOcclusionMode",
		"DevComputerCameraMode",			-- Corresponds to StarterPlayer.DevComputerCameraMovementMode
		"DevTouchCameraMode",				-- Corresponds to StarterPlayer.DevTouchCameraMovementMode

		-- Character movement mode
		"DevComputerMovementMode",
		"DevTouchMovementMode",
		"DevEnableMouseLock",				-- Corresponds to StarterPlayer.EnableMouseLockOption
	}

local USER_GAME_SETTINGS_PROPERTIES =
	{
		"ComputerCameraMovementMode",
		"ComputerMovementMode",
		"ControlMode",
		"GamepadCameraSensitivity",
		"MouseSensitivity",
		"RotationType",
		"TouchCameraMovementMode",
		"TouchMovementMode",
	}
--	[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)
-- Decompiled with the Synapse X Luau decompiler.

return {
	Name = "len", 
	Aliases = {}, 
	Description = "Returns the length of a comma-separated list", 
	Group = "DefaultUtil", 
	Args = { {
			Type = "string", 
			Name = "CSV", 
			Description = "The comma-separated list"
		} }, 
	Run = function(p1, p2)
		return #p2:split(",");
	end
};
-- ~60 c/s
game["Run Service"].Stepped:Connect(function()
	--Steering
	Steering()

	--RPM
	RPM()

	--Update External Values
	_IsOn = script.Parent.IsOn.Value
	_InControls = script.Parent.ControlsOpen.Value
	script.Parent.Values.Gear.Value = _CGear
	script.Parent.Values.RPM.Value = _RPM
	script.Parent.Values.Horsepower.Value = _HP
	script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM
	script.Parent.Values.TransmissionMode.Value = _TMode
	if game.Players.LocalPlayer.PlayerGui["A-Chassis Interface"].AC6_Stock_Gauges.SelfDrive:GetAttribute("Enabled") == false then
		script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))
		script.Parent.Values.SteerT.Value = _GSteerT
		script.Parent.Values.Throttle.Value = _GThrot
		script.Parent.Values.Brake.Value = _GBrake
	else
		_GBrake = script.Parent.Values.Brake.Value
	end
	script.Parent.Values.PBrake.Value = _PBrake
	script.Parent.Values.TCS.Value = _TCS
	script.Parent.Values.TCSActive.Value = _TCSActive
	script.Parent.Values.ABS.Value = _ABS
	script.Parent.Values.ABSActive.Value = _ABSActive
	script.Parent.Values.MouseSteerOn.Value = _MSteer
	script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity

end)
----- Initialize -----

MarketplaceService.ProcessReceipt = ProcessReceipt
-- Variables
local damageHeight = getSetting("Damaging height") or 20 -- The height at which the player will start getting damaged at
local lethalHeight = getSetting("Lethal height") or 42 -- The height at which the player will get killed

game:GetService("Players").PlayerAdded:Connect(function (plr)
	plr.CharacterAdded:Connect(function (char)
		
		local root = char:WaitForChild("HumanoidRootPart")
		local humanoid = char:WaitForChild("Humanoid")
		
		if humanoid and root then
			
			local headHeight
			
			wait(3) -- Prevent the player from dying on spawn
			humanoid.FreeFalling:Connect(function (state)
				if state then
					headHeight = root.Position.Y
				elseif not state and headHeight ~= nil then
					pcall(function ()
						
						local fell = headHeight - root.Position.Y
						
						if fell >= lethalHeight then
							humanoid.Health = 0
						elseif fell >= damageHeight then
							humanoid.Health = humanoid.Health - math.floor(fell)
						end
					end)
				end
			end)
		end
	end)
end)
--[[
	Promise.new, except pcall on a new thread is automatic.
]]
function Promise.defer(callback)
	local traceback = debug.traceback(nil, 2)
	local promise
	promise = Promise._new(traceback, function(resolve, reject, onCancel)
		local connection
		connection = Promise._timeEvent:Connect(function()
			connection:Disconnect()
			local ok, _, result = runExecutor(traceback, callback, resolve, reject, onCancel)

			if not ok then
				reject(result[1])
			end
		end)
	end)

	return promise
end
Promise.Defer = Promise.defer
--[[ The Module ]]--
local BaseCharacterController = {}
BaseCharacterController.__index = BaseCharacterController

function BaseCharacterController.new()
	local self = setmetatable({}, BaseCharacterController)
	self.enabled = false
	self.moveVector = ZERO_VECTOR3
	self.moveVectorIsCameraRelative = true
	self.isJumping = false
	return self
end

function BaseCharacterController:OnRenderStepped(dt: number)
	-- By default, nothing to do
end

function BaseCharacterController:GetMoveVector(): Vector3
	return self.moveVector
end

function BaseCharacterController:IsMoveVectorCameraRelative(): boolean
	return self.moveVectorIsCameraRelative
end

function BaseCharacterController:GetIsJumping(): boolean
	return self.isJumping
end
--!strict
-- ROBLOX deviation: Promote `shared` to an actual unpublished package with a
-- real interface instead of just a bag of loose source code
local Packages = script.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
type Object = LuauPolyfill.Object

local ReactTypes = require(script.ReactTypes)
local flowtypes = require(script["flowtypes.roblox"])
local ReactElementType = require(script.ReactElementType)
local ReactFiberHostConfig = require(script.ReactFiberHostConfig)
local ReactSharedInternals = require(script.ReactSharedInternals)
local ErrorHandling = require(script["ErrorHandling.roblox"])
--// Variables
local L_1_ = game.Players.LocalPlayer
local L_2_ = L_1_.Character

local L_3_ = game.ReplicatedStorage:WaitForChild('ACS_Engine')
local L_4_ = L_3_:WaitForChild('Eventos')
local L_5_ = L_3_:WaitForChild('ServerConfigs')
local L_7_ = L_3_:WaitForChild('HUD')

local L_8_ = true
--//Despawning\\--
function DestroyCorpseOnDeath(Model)
	repeat wait() until Model:FindFirstChildOfClass("Humanoid")
	local MaybeHuman = Model:FindFirstChildOfClass("Humanoid") 	
	if MaybeHuman then
		local HumanFunc
		HumanFunc=MaybeHuman.Died:Connect(function()
			for i,v in pairs(Model:GetDescendants()) do
				if v:IsA("Script") then
					v:Destroy()
				end
			end
			print("Death")
			local Done=false
			for i,v in pairs(Model:GetDescendants()) do
				if v:IsA("Part") or v:IsA("MeshPart") then
					spawn(function()
						for i =1,10 do
							wait(0.1)
							if v then
								v.Transparency=v.Transparency+.1
							else
								break
							end
						end
						v:Destroy()
						Done=true
					end)
				end
			end
			repeat wait() until Done==true
			if Model then
				Model:Destroy()
			end
			HumanFunc:Disconnect()
		end)
	end 
end
CurZombie=nil
--[=[
	Constructs a new Subscription

	@param fireCallback function?
	@param failCallback function?
	@param completeCallback function?
	@param onSubscribe () -> MaidTask
	@return Subscription
]=]
function Subscription.new(fireCallback, failCallback, completeCallback, onSubscribe)
	assert(type(fireCallback) == "function" or fireCallback == nil, "Bad fireCallback")
	assert(type(failCallback) == "function" or failCallback == nil, "Bad failCallback")
	assert(type(completeCallback) == "function" or completeCallback == nil, "Bad completeCallback")

	return setmetatable({
		_state = stateTypes.PENDING;
		_source = ENABLE_STACK_TRACING and debug.traceback() or "";
		_fireCallback = fireCallback;
		_failCallback = failCallback;
		_completeCallback = completeCallback;
		_onSubscribe = onSubscribe;
	}, Subscription)
end
-- Get the CFrame of the given view with proper view rotations (before any tweening is done):
local function GetViewCFrame(view, rotation)
	return seat.CFrame * view.Pivot * rotation * view.Offset
end
--Made by Luckymaxer

Model = script.Parent

Debris = game:GetService("Debris")

Creator = script:FindFirstChild("Creator")
Tool = script:FindFirstChild("Tool")

FadeRate = 0.025
Rate = (1 / 15)

Removing = false

function DestroyModel()
	if Removing then
		return
	end
	Model.Name = ""
	for i, v in pairs(Model:GetChildren()) do
		if v:IsA("BasePart") then
			v.Transparency = 1
			v.Anchored = true
			v.CanCollide = false
			for ii, vv in pairs(v:GetChildren()) do
				if vv:IsA("Fire") or vv:IsA("Smoke") or vv:IsA("Sparkles") or vv:IsA("Light") or vv:IsA("ParticleEmitter") then
					vv.Enabled = false
				end
			end
		end
	end
	Removing = true
	Debris:AddItem(Model, 1.5)
end

function ClearModel()
	if Removing then
		return
	end
	local Parts = {}
	for i, v in pairs(Model:GetChildren()) do
		if v:IsA("BasePart") then
			table.insert(Parts, v)
		end
	end
	if #Parts == 0 then
		Removing = true
		Model.Name = ""
		Debris:AddItem(Model, 0.5)
	end
end

if not Creator or not Creator.Value or not Creator.Value:IsA("Player") or not Creator.Value.Parent or not Tool or not Tool.Value or not Tool.Value.Parent then
	DestroyModel()
	return
end

Creator = Creator.Value
Tool = Tool.Value

Character = Creator.Character
if not Character then
	DestroyModel()
	return
end

Creator.Changed:connect(function(Property)
	if Property == "Parent" and not Creator.Parent then
		DestroyModel()
	end
end)

Character.Changed:connect(function(Property)
	if Property == "Parent" and not Character.Parent then
		DestroyModel()
	end
end)

Tool.Changed:connect(function(Property)
	if Property == "Parent" then
		DestroyModel()
	end
end)

Model.ChildRemoved:connect(function(Child)
	ClearModel()
end)

wait(1)

ClearModel()
-- ================================================================================
-- LOCAL FUNCTIONS
-- ================================================================================
local function exit()
	local raceStatus = RaceManager:GetRaceStatus()
	if raceStatus == RaceManager.Status.WaitingForPlayers or 
		raceStatus == RaceManager.Status.WaitingForRaceToStart then
		RemoveActivePlayer:FireServer()
	else
		PlayerConverter:SpeederToPlayer()
	end
end -- exit()
-- goro7

local plr = game.Players.LocalPlayer

function update()
	
	-- Calculate scale
	local scale = (plr.PlayerGui.MainGui.AbsoluteSize.Y + 2) / script.Parent.Parent.Size.Y.Offset
	if scale > 1.5 then
		scale = 1.5
	end
	if scale > 0 then
		script.Parent.Scale = scale
	end
	
end

plr.PlayerGui:WaitForChild("MainGui"):GetPropertyChangedSignal("AbsoluteSize"):connect(update)
update()
--[[
	For each point on each line, find the values of the other sequence at that point in time through interpolation
		then interpolate between the known value and the learned value
		then use that value to create a new keypoint at the time
		then build a new sequence using all the keypoints generated
--]]

local sortByTime = function(a, b)
	return a.Time < b.Time
end

return function(a, b, t)
	local keypoints = {}
	local addedTimes = {}
	
	for i, ap in next, a.Keypoints do
		local closestAbove, closestBelow
		
		for i, bp in next, b.Keypoints do
			if bp.Time == ap.Time then
				closestAbove, closestBelow = bp, bp
				break
			elseif bp.Time < ap.Time and (closestBelow == nil or bp.Time > closestBelow.Time) then
				closestBelow = bp
			elseif bp.Time > ap.Time and (closestAbove == nil or bp.Time < closestAbove.Time) then
				closestAbove = bp
			end
		end
		
		local bValue, bEnvelope
		if closestAbove == closestBelow then
			bValue, bEnvelope = closestAbove.Value, closestAbove.Envelope
		else
			local p = (ap.Time - closestBelow.Time)/(closestAbove.Time - closestBelow.Time)
			bValue = (closestAbove.Value - closestBelow.Value)*p + closestBelow.Value
			bEnvelope = (closestAbove.Envelope - closestBelow.Envelope)*p + closestBelow.Envelope
		end
		local interValue = (bValue - ap.Value)*t + ap.Value
		local interEnvelope = (bEnvelope - ap.Envelope)*t + ap.Envelope
		local interp = NumberSequenceKeypoint.new(ap.Time, interValue, interEnvelope)
		
		table.insert(keypoints, interp)
		
		addedTimes[ap.Time] = true
	end
	for i, bp in next, b.Keypoints do
		if not addedTimes[bp.Time] then
			local closestAbove, closestBelow
			
			for i, ap in next, a.Keypoints do
				if ap.Time == bp.Time then
					closestAbove, closestBelow = ap, ap
					break
				elseif ap.Time < bp.Time and (closestBelow == nil or ap.Time > closestBelow.Time) then
					closestBelow = ap
				elseif ap.Time > bp.Time and (closestAbove == nil or ap.Time < closestAbove.Time) then
					closestAbove = ap
				end
			end
			
			local aValue, aEnvelope
			if closestAbove == closestBelow then
				aValue, aEnvelope = closestAbove.Value, closestAbove.Envelope
			else
				local p = (bp.Time - closestBelow.Time)/(closestAbove.Time - closestBelow.Time)
				aValue = (closestAbove.Value - closestBelow.Value)*p + closestBelow.Value
				aEnvelope = (closestAbove.Envelope - closestBelow.Envelope)*p + closestBelow.Envelope
			end
			local interValue = (bp.Value - aValue)*t + aValue
			local interEnvelope = (bp.Envelope - aEnvelope)*t + aEnvelope
			local interp = NumberSequenceKeypoint.new(bp.Time, interValue, interEnvelope)
			
			table.insert(keypoints, interp)
		end
	end
	
	table.sort(keypoints, sortByTime)
	
	return NumberSequence.new(keypoints)
end
--[[Wheel Stabilizer Gyro]]
	Tune.FGyroDamp		= 200	-- Front Wheel Non-Axial Dampening
	Tune.RGyroDamp		= 200		-- Rear Wheel Non-Axial Dampening
--[=[
	@param matches {Some: (value: any) -> any, None: () -> any}
	@return any

	Matches against the option.

	```lua
	local opt = Option.Some(32)
	opt:Match {
		Some = function(num) print("Number", num) end,
		None = function() print("No value") end,
	}
	```
]=]
function Option:Match(matches)
	local onSome = matches.Some
	local onNone = matches.None
	assert(type(onSome) == "function", "Missing 'Some' match")
	assert(type(onNone) == "function", "Missing 'None' match")
	if self:IsSome() then
		return onSome(self:Unwrap())
	else
		return onNone()
	end
end
--////////////////////////////// Methods
--//////////////////////////////////////

local methods = {}
methods.__index = methods

function methods:SendSystemMessage(message, extraData)
	local messageObj = self:InternalCreateMessageObject(message, nil, true, extraData)

	local success, err = pcall(function() self.eMessagePosted:Fire(messageObj) end)
	if not success and err then
		print("Error posting message: " ..err)
	end

	self:InternalAddMessageToHistoryLog(messageObj)

	for i, speaker in pairs(self.Speakers) do
		speaker:InternalSendSystemMessage(messageObj, self.Name)
	end

	return messageObj
end

function methods:SendSystemMessageToSpeaker(message, speakerName, extraData)
	local speaker = self.Speakers[speakerName]
	if (speaker) then
		local messageObj = self:InternalCreateMessageObject(message, nil, true, extraData)
		speaker:InternalSendSystemMessage(messageObj, self.Name)
	else
		warn(string.format("Speaker '%s' is not in channel '%s' and cannot be sent a system message", speakerName, self.Name))
	end
end

function methods:SendMessageObjToFilters(message, messageObj, fromSpeaker)
	local oldMessage = messageObj.Message
	messageObj.Message = message
	self:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name)
	self.ChatService:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name)
	local newMessage = messageObj.Message
	messageObj.Message = oldMessage
	return newMessage
end

function methods:CanCommunicateByUserId(userId1, userId2)
--[[**
		creates a union type

		@param ... The checks to union

		@returns A function that will return true iff the condition is passed
	**--]]
	function t.union(...)
		local checks = { ... }
		assert(callbackArray(checks))

		return function(value)
			for _, check in ipairs(checks) do
				if check(value) then
					return true
				end
			end

			return false
		end
	end
--[[The local script included in this model can only be used if
1. The weapon is being placed in the players backpack first (i.e. the weapon is in starterpack and moves to player backpack)
OR
2. The weapon is previously welded (weapon can be placed in workspace and picked up then)
]] 
repeat wait() until script.Parent:FindFirstChild("Handle")
local welds={}
function ClearOldWelds(tbl)
	for _,v in pairs(tbl) do
		if v:IsA('Weld') then
			v:Destroy()
		end
	end
end

function Equipped()
	local handle=script.Parent:FindFirstChild('Handle')
	if not handle then return end
	local tble=handle:GetChildren()
	for _,v in pairs(script.Parent:GetChildren()) do
		if v:IsA('BasePart') and v~=handle then
			local c1
			for _1,v1 in pairs(welds) do
				if _1==v then
					c1=v1
					break
				end
			end
			if not c1 then
				welds[v]=v.CFrame:inverse()*handle.CFrame
				v.Anchored=false
				c1=welds[v]
			end
			local weld=Instance.new('Weld')
					weld.Part0=handle
					weld.Part1=v
					weld.C0=CFrame.new()
					weld.C1=c1
					weld.Parent=handle
		end
	end
	ClearOldWelds(tble)
	handle.Anchored=false
end
Equipped()
script.Parent.Equipped:connect(Equipped)
--[=[
	Returns `true` if the property object is ready to be
	used. In other words, it has successfully gained
	connection to the server-side version and has synced
	in the initial value.

	```lua
	if clientRemoteProperty:IsReady() then
		local value = clientRemoteProperty:Get()
	end
	```
]=]
function ClientRemoteProperty:IsReady(): boolean
	return self._ready
end