Roblox/luau_corpus huggingface dataset:
-- Gets the player ready by spawning them, giving them a tool, and setting up listener events 
local function readyPlayer(player, whichSpawn)
	-- Reminder: LoadCharacter recreates the player, so needs to happen at the start or else tools/listeners will be lost. 
	player.RespawnLocation = whichSpawn
	player:LoadCharacter()
	
	-- Adding in a wait to ensure player character has loaded
	local character = player.Character or player.CharacterAdded:Wait()
	local humanoid = character:WaitForChild("Humanoid")	

	setPlayerCollisionGroup(player)
		
	-- Checks if players die
	humanoid.Died:Connect(function()
		removeActivePlayer(player)
		respawnPlayerInLobby(player)
	end)
end

local function removePlayerWeapon(whichPlayer)
	local character = whichPlayer.Character

	-- If the player has it currently on their character
	if character:FindFirstChild("Weapon") then
		character.Weapon:Destroy()
	end
	-- If theplayer has the weapon in their backpack
	if whichPlayer.Backpack:FindFirstChild("Weapon") then
		whichPlayer.Backpack.Weapon:Destroy()
	end
end
-- MAIN SCRIPT --

MessagingService:SubscribeAsync('Message', function(Data)

	local MessageData = HttpService:JSONDecode(Data.Data)

	local MessageValue = ReplicatedStorage:FindFirstChild(MessageData.Type..'Text')
	
	if MessageValue then
		
		local WaitTime = tonumber(#MessageData.Message * 0.5)
		
		MessageValue.Value = MessageData.Message
		
		wait(WaitTime)
		
		MessageValue.Value = ''
		
	end
	
end)
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
wait(1)
Loud = 500
while true do
script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound2.PlaybackSpeed = script.Parent.PlaybackSpeed
script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound2.Volume = (script.Parent.Volume*2)*(Loud/50)
script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound2.RollOffMinDistance = script.Parent.RollOffMinDistance*Loud
script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound2.SoundId = script.Parent.SoundId
script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound2.Playing = script.Parent.Playing
if script.Parent.Parent.Parent.Main.Config.SoftStart.Value == true then
if script.Parent.Parent.Parent.Main.Amps.Value == true and Loud < 500 then
Loud += 50
elseif script.Parent.Parent.Parent.Main.Amps.Value == false then
Loud = 0
end
else
Loud = 506
end
wait()
end
--[=[
	Fails the subscription, preventing anything else from emitting.
]=]
function Subscription:Fail()
	if self._state ~= stateTypes.PENDING then
		return
	end

	self._state = stateTypes.FAILED

	if self._failCallback then
		self._failCallback()
	end

	self:_doCleanup()
end
-- Returns a rounded number
function moduleApiTable:Round(n)
	return n % 1 >= 0.5 and math.ceil(n) or math.floor(n)
end


return moduleApiTable
-- Add extra line breaks at beginning and end of multiline snapshot
-- to make the content easier to read.
local function addExtraLineBreaks(string_: string): string
	if string_:match("\n") then
		return "\n" .. string_ .. "\n"
	else
		return string_
	end
end
--// All global vars will be wiped/replaced except script

return function(data, env)
	if env then
		setfenv(1, env)
	end
	
	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
-- Click Sound
script.Parent.MouseButton1Click:Connect(function()
	script.ClickSound:Play()
end)
--[[
	Returns the current value of this ForValues object.
	The object will be registered as a dependency unless `asDependency` is false.
]]
function class:get(asDependency: boolean?): any
	if asDependency ~= false then
		Dependencies.useDependency(self)
	end
	return self._outputTable
end
--[=[
	@class Gamepad
	@client

	The Gamepad class is part of the Input package.

	```lua
	local Gamepad = require(packages.Input).Gamepad

	local gamepad = Gamepad.new()
	```
]=]
local Gamepad = {}
Gamepad.__index = Gamepad
-- Functions

play.OnServerEvent:Connect(function(player, character)
	
	character.Radio.Sound:Play()
	
end)

pause.OnServerEvent:Connect(function(player, character)
	
	character.Radio.Sound:Pause()
	
end)

resume.OnServerEvent:Connect(function(player, character)
	
	character.Radio.Sound:Resume()
	
end)

stop.OnServerEvent:Connect(function(player, character)
	
	character.Radio.Sound:Stop()
	
end)

changeID.OnServerEvent:Connect(function(player, character, value)
	
	wait(.5)
		
	character:WaitForChild("Radio").Sound:Stop()
	character:WaitForChild("Radio").Sound.SoundId = ('rbxassetid://'..value)
	
end)
-- UI
local textSize = 30
local textPadding = 5
local captionPadding = 15
-- made by Weeve. for all of you lamo scripters out there, can you at least leave my name here?
-- don't edit anything here
seat = script.Parent

function onChildAdded(part)
	if (part.className == "Weld") then
		while true do
			welde = seat:FindFirstChild("SeatWeld")

			if (welde ~= nil) then
				sitted = welde.Part1.Parent
			end

			if (sitted.Name ~= script.Parent.Owner.Value) then
				if (script.Parent.Owner.Value == "NoOne") then
					script.Parent.Owner.Value = sitted.Name
					print ("sitted steal")
				else
					print ("stolen!!")
					shipstealer = game.Workspace:FindFirstChild(sitted.Name)
					if (shipstealer ~= nil) then
						shipstealer.Humanoid.Jump=true
					end
				end
			end


			wait(0.2)

			if (welde == nil) then
				print("BreakLoop")
				script.Parent.Owner.Value = "NoOne"
			break end
		end
	end
end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 5 -- cooldown for use of the tool again

ZoneModelName = "Homing Bones" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[[



]]

local ReplicatedStorage = game:GetService("ReplicatedStorage")

local AvatarEditor = ReplicatedStorage.AvatarEditor
local Maid = require(AvatarEditor.Shared.Util.Maid)
local Signal = require(AvatarEditor.Shared.Util.Signal)
local Theme = require(AvatarEditor.Client.Theme)

local Class = {}
Class.__index = Class


local function fromHex(hex)
	local r, g, b = string.match(hex, "^#?(%w%w)(%w%w)(%w%w)$")
	return Color3.fromRGB(tonumber(r, 16), tonumber(g, 16), tonumber(b, 16))
end

local function toHex(color)
	return string.format("#%02X%02X%02X", color.R * 255, color.G * 255, color.B * 255)
end


local function isWearing(assets, color3)
	return toHex(assets) == toHex(color3)
end


function Class.new(frame, colorData, wearingTone)
	local self = setmetatable({}, Class)
	
	self.Frame = frame
	self.Wearing = wearingTone
	self.Children = {}
	self.Maid = Maid.new()
	self.Listeners = Maid.new()
	self.ItemSelected = Signal.new()
	
	self.Maid:GiveTask(Theme.Changed:Connect(function()
		self:Render()
	end))

	self.Maid:GiveTask(Theme:Bind(frame, "ScrollBarImageColor3", "Scrollbar"))
	
	for i, v in ipairs(colorData) do
		local button = AvatarEditor.ColorTemplate:Clone()
		button.BackgroundColor3 = v
		button.Wearing.Visible = isWearing(wearingTone, v)
		button.Parent = frame
		self.Children[i] = button
		
		self.Maid:GiveTask(Theme:Bind(button.Wearing, "ImageColor3", "Wearing"))
		
		self.Maid:GiveTask(button.Activated:Connect(function(inputObject)
			self.ItemSelected:Fire(i)
		end))
	end
	
	return self
end


function Class:Render()
	local maid = self.Listeners
	local wearingTone = self.Wearing
	
	maid:DoCleaning()
	
	for i, v in ipairs(self.Children) do
		v.Wearing.Visible = isWearing(wearingTone, v.BackgroundColor3)
	end
end


function Class:UpdateWearing(wearingTone)
	self.Wearing = wearingTone
	self:Render()
end


function Class:Destroy()
	self.Maid:Destroy()
	self.Maid = nil
	self.Listeners:Destroy()
	self.Listeners = nil
	self.Frame = nil
	self.Wearing = nil
	for i, v in ipairs(self.Children) do
		v:Destroy()
	end
	table.clear(self.Children)
	self.ItemSelected:Destroy()
	self.ItemSelected = nil
end


return Class
--Differential Settings	
Tune.FDiffSlipThres	= 0		-- 1 - 100%				(Max threshold of applying full lock determined by deviation from avg speed)
Tune.FDiffLockThres	= 0			-- 0 - 100%				(0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
Tune.RDiffSlipThres	= 0		-- 1 - 100%
Tune.RDiffLockThres	= 0			-- 0 - 100%
Tune.CDiffSlipThres	= 0			-- 1 - 100%				[AWD Only]
Tune.CDiffLockThres	= 0			-- 0 - 100%				[AWD Only]
--[[ Local Functions ]]--
function MouseLockController:OnMouseLockToggled()
	self.isMouseLocked = not self.isMouseLocked
	
	if self.isMouseLocked then
		local cursorImageValueObj = script:FindFirstChild("CursorImage")
		if cursorImageValueObj and cursorImageValueObj:IsA("StringValue") and cursorImageValueObj.Value then
			self.savedMouseCursor = Mouse.Icon
			Mouse.Icon = cursorImageValueObj.Value
		else
			if cursorImageValueObj then
				cursorImageValueObj:Destroy()
			end
			cursorImageValueObj = Instance.new("StringValue")
			cursorImageValueObj.Name = "CursorImage"
			cursorImageValueObj.Value = DEFAULT_MOUSE_LOCK_CURSOR
			cursorImageValueObj.Parent = script
			self.savedMouseCursor = Mouse.Icon
			Mouse.Icon = DEFAULT_MOUSE_LOCK_CURSOR
		end
	else
		if self.savedMouseCursor then
			Mouse.Icon = self.savedMouseCursor
			self.savedMouseCursor = nil
		end
	end
	
	self.mouseLockToggledEvent:Fire()
end
-- TODO: this is special because it gets imported during build.
return "17.0.1"
--[[
    A lite-FSM script that holds state. Can transition between states, as long as they are defined as being
    transitional. Will call any relevant callbacks when the state changes.
]]
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local BaseComponent = require(ReplicatedStorage.Dependencies.GameUtils.Components.BaseComponent)
local Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger)

local StateHolder = BaseComponent:extend("StateHolder")
--[=[
	@within TableUtil
	@function Values
	@param tbl table
	@return table

	Returns an array with all the values in the table.

	```lua
	local t = {A = 10, B = 20, C = 30}
	local values = TableUtil.Values(t)
	print(values) --> {10, 20, 30}
	```

	:::caution Ordering
	The ordering of the values is never guaranteed. If order is imperative, call
	`table.sort` on the resulting `values` array.
	```lua
	local values = TableUtil.Values(t)
	table.sort(values)
	```
]=]
local function Values<K, V>(tbl: { [K]: V }): { V }
	local values = table.create(#tbl)
	for _, v in tbl do
		table.insert(values, v)
	end
	return values
end
--// Services

local RunService = game:GetService("RunService")
local UIS = game:GetService("UserInputService")
local Players = game:GetService("Players")
--[[
	signal = Signal.new()
	signal:Fire(...)
	signal:Wait()
	signal:Destroy()
	signal:DisconnectAll()
	
	connection = signal:Connect(functionHandler)
	connection.Connected
	connection:Disconnect()
	connection:IsConnected()
--]]

local Connection = {}
Connection.__index = Connection

function Connection.new(signal, connection)
	local self = setmetatable({
		_signal = signal;
		_conn = connection;
		Connected = true;
	}, Connection)
	return self
end

function Connection:Disconnect()
	if (self._conn) then
		self._conn:Disconnect()
		self._conn = nil
	end
	if (not self._signal) then return end
	self.Connected = false
	local connections = self._signal._connections
	local connectionIndex = table.find(connections, self)
	if (connectionIndex) then
		local n = #connections
		connections[connectionIndex] = connections[n]
		connections[n] = nil
	end
	self._signal = nil
end

function Connection:IsConnected()
	if (self._conn) then
		return self._conn.Connected
	end
	return false
end

Connection.Destroy = Connection.Disconnect
--------------------------------------------------- Mobile Button

local function handleContext(name, state, input)
	if state == Enum.UserInputState.Begin then
		if CameraEffect == true then
			TweenService:Create(Camera, TweenInfo.new(0.5), {FieldOfView = 90}):Play()
		end
		Humanoid.WalkSpeed = SprintSpeed
	else
		if CameraEffect == true then
			TweenService:Create(Camera, TweenInfo.new(0.5), {FieldOfView = 70}):Play()
		end
		Humanoid.WalkSpeed = NormalWalkSpeed
	end
end

cas:BindAction("Sprint", handleContext, true, Leftc, RightC)
cas:SetPosition("Sprint", UDim2.new(.2, 0, .5, 0))
cas:SetTitle("Sprint", "Sprint")
cas:GetButton("Sprint").Size = UDim2.new(.3, 0, .3, 0)
--[[Output Scaling Factor]]

	local hpScaling = _Tune.WeightScaling*100
	local FBrakeForce = _Tune.FBrakeForce
	local RBrakeForce = _Tune.RBrakeForce
	local PBrakeForce = _Tune.PBrakeForce
	if not workspace:PGSIsEnabled() then
		hpScaling = _Tune.LegacyScaling*100
		FBrakeForce = _Tune.FLgcyBForce
		RBrakeForce = _Tune.RLgcyBForce
		PBrakeForce = _Tune.LgcyPBForce
	end
--DevVince was here. :o
local shelly = script.Parent
local origin = shelly.PrimaryPart.CFrame
local tether = 15
local bg = shelly.PrimaryPart:WaitForChild'BodyGyro'
local bp = shelly.PrimaryPart:WaitForChild'BodyPosition'
bp.Position = origin.p
bg.CFrame = shelly.PrimaryPart.CFrame
local shellyGood = true
local ostrich = tick()

function MoveShelly()
	bp.Parent = shelly.PrimaryPart
	local goal
	repeat 
	local ray = Ray.new(Vector3.new(origin.p.x+math.random(-tether,tether), shelly.PrimaryPart.Position.Y+100, origin.p.z+math.random(-tether,tether)),Vector3.new(0,-130,0))
	local part,pos,norm,mat = workspace:FindPartOnRay(ray, shelly)
	if part == workspace.Terrain and mat ~= Enum.Material.Water then
		goal = pos+Vector3.new(0,.35,0)
	end
	wait()
	until goal
	--Set new goal for banto to MoveTo :)
	local pos = shelly.PrimaryPart.Position
	local cf = CFrame.new(Vector3.new(pos.X, 0, pos.Z), Vector3.new(goal.X, 0, goal.Z))
	bg.CFrame = cf
	bp.Position = (cf*CFrame.new(0,0,-100)).p
	
	local start = tick()
	repeat task.wait(.5)
	local ray = Ray.new(shelly.PrimaryPart.Position, Vector3.new(0,-140,0))
	
	until (shelly.PrimaryPart.Position-goal).magnitude < 10 or tick()-start >15 or not shellyGood
	if not shellyGood then bp.Parent,bg.Parent= nil,nil return end
	bp.Parent = nil
	wait(math.random(3,8))
end


local soundBank = game.ServerStorage.Sounds.NPC.Shelly:GetChildren()
shelly.Health.Changed:connect(function()
	if shellyGood then
		bp.Parent,bg.Parent= nil,nil
		shelly.PrimaryPart.Transparency =1
		shelly.PrimaryPart.CanCollide = false
		shelly.Shell.Transparency = 1
		shelly.HitShell.Transparency = 0
		shelly.HitShell.CanCollide = true
		shellyGood = false
		ostrich = tick()
		shelly:SetPrimaryPartCFrame(shelly.PrimaryPart.CFrame*CFrame.new(0,2,0))
		local hitSound = soundBank[math.random(1,#soundBank)]:Clone()
		hitSound.PlayOnRemove = true
		hitSound.Parent = shelly.PrimaryPart
		wait()
		hitSound:Destroy()
		
		repeat task.wait() until tick()-ostrich > 10
		shelly.PrimaryPart.Transparency = 0
		shelly.PrimaryPart.CanCollide = true
		shelly.Shell.Transparency = 0
		shelly.HitShell.Transparency = 1
		shelly.HitShell.CanCollide = false
		bp.Parent,bg.Parent = shelly.PrimaryPart,shelly.PrimaryPart
		shellyGood = true
	end
end)

while true do
	if shellyGood then
		MoveShelly()
	else
		task.wait(1)
	end 
end
--script.Parent.BBB.Velocity = script.Parent.BBB.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.BBBB.Velocity = script.Parent.BBBB.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.C.Velocity = script.Parent.C.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.CC.Velocity = script.Parent.CC.CFrame.lookVector *script.Parent.Speed.Value
--	while adap do
--		local dis = math.max(math.min(car.DriveSeat.Velocity.Magnitude*2,200),60)
--		check("FSL",dis)
--		check("FSR",dis)
--		wait(.1)
--	end
end
--local Network = require(Replicated.Network)
local Workspace = game:GetService("Workspace")

local LocalPlayer = Players.LocalPlayer
if not LocalPlayer then
	Players:GetPropertyChangedSignal("LocalPlayer"):Wait()
	LocalPlayer = Players.LocalPlayer
end

local Camera = Workspace.CurrentCamera
Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
	local newCamera = Workspace.CurrentCamera
	if newCamera then
		Camera = newCamera
	end
end)
--!strict
--SecondsToClock
--Yuuwa0519
--2021-08-25

return function(seconds: number): ...number
    local rawHours: number = seconds / 3600
    local fullHours: number = math.floor(rawHours)
    local partialHours: number = rawHours - fullHours

    local rawMinutes: number = partialHours * 60
    local fullMinutes: number = math.floor(rawMinutes)
    local partialMinutes: number = rawMinutes - fullMinutes
    
    local rawSeconds: number = partialMinutes * 60
    local fullSeconds: number = math.round(rawSeconds)

    if fullSeconds == 60 then
        fullMinutes += 1
        fullSeconds = 0
    end

    if fullMinutes == 60 then
        fullHours += 1
        fullMinutes = 0
    end

    return fullHours, fullMinutes, fullSeconds
end
--Points layout instructions--
-- Place the S2 on the track with the A parts, and the S1 on the track with the B parts. 
-- Each route with a set of points is automatically decided.

local s1 = script.Parent.S1
local s2 = script.Parent.S2
local s3 = script.Parent.S3
local aparts = script.Parent.AParts:GetChildren()
local bparts = script.Parent.BParts:GetChildren()
--- Connect a new handler to the event. Returns a connection object that can be disconnected.
-- @tparam function handler Function handler called with arguments passed when `:Fire(...)` is called
-- @treturn Connection Connection object that can be disconnected
function Signal:Connect(handler)
	if not (type(handler) == "function") then
		error(("connect(%s)"):format(typeof(handler)), 2)
	end

	return self._bindableEvent.Event:Connect(function()
		if self._argData ~= nil and self._argCount ~= nil then
			handler(unpack(self._argData, 1, self._argCount))
		end
	end)
end
-- I have seen this script so many times in many free models that
-- I don't know who made this in the first place, I just modified
-- some parts of the script to serve my purposes.
function onClicked(hit)
    print(hit.Name)
    print(hit.Character.Name)
	if hit.Character:findFirstChild("Humanoid") ~= nil and hit.Character:findFirstChild("Hat") == nil then
		local g = script.Parent.Parent.Hat:clone()
		g.Parent = hit.Character
		local C = g:GetChildren()
		for i=1, #C do
			if C[i].className == "Part" or C[i].className == "UnionOperation" or  C[i].className == "MeshPart" then
				local W = Instance.new("Weld")
				W.Part0 = g.Middle
				W.Part1 = C[i]
				local CJ = CFrame.new(g.Middle.Position)
				local C0 = g.Middle.CFrame:inverse()*CJ
				local C1 = C[i].CFrame:inverse()*CJ
				W.C0 = C0
				W.C1 = C1
				W.Parent = g.Middle
			end
				local Y = Instance.new("Weld")
				Y.Part0 = hit.Character.Head
				Y.Part1 = g.Middle
				Y.C0 = CFrame.new(0, 0, 0)
				Y.Parent = Y.Part0
		end

		local h = g:GetChildren()
		for i = 1, # h do
			if h[i].className == "Part" or C[i].className == "UnionOperation"  or C[i].className == "MeshPart" then
				h[i].Anchored = false
				h[i].CanCollide = false
			end
		end
		
	end
	
	--[[if hit.Character:findFirstChild("Humanoid") ~= nil and hit.Character:findFirstChild("Headgear") == nil then
		local g = script.Parent.Parent.Headgear:clone()
		g.Parent = hit.Character.Parent
		local C = g:GetChildren()
		for i=1, #C do
			if C[i].className == "Part" or C[i].className == "UnionOperation" or  C[i].className == "MeshPart" then
				local W = Instance.new("Weld")
				W.Part0 = g.Middle
				W.Part1 = C[i]
				local CJ = CFrame.new(g.Middle.Position)
				local C0 = g.Middle.CFrame:inverse()*CJ
				local C1 = C[i].CFrame:inverse()*CJ
				W.C0 = C0
				W.C1 = C1
				W.Parent = g.Middle
			end
				local Y = Instance.new("Weld")
				Y.Part0 = hit.Parent.Head
				Y.Part1 = g.Middle
				Y.C0 = CFrame.new(0, 0, 0)
				Y.Parent = Y.Part0
		end

		local h = g:GetChildren()
		for i = 1, # h do
			if h[i].className == "Part" or C[i].className == "UnionOperation" or  C[i].className == "MeshPart" then
				h[i].Anchored = false
				h[i].CanCollide = false
			end
		end
		
	end	]]--
	
end

script.Parent.ClickDetector.MouseClick:connect(onClicked)
-------- OMG HAX

r = game:service("RunService")


local damage = 0


local slash_damage = 0


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



function attack()
	local anim = Instance.new("StringValue")
	anim.Name = "toolanim"
	anim.Value = "Slash"
	anim.Parent = Tool
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



Tool.Enabled = true

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

	

	attack()

	wait(1)

	Tool.Enabled = true
end


function onEquipped()
	print("Running Delete")
end


script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
--[=[
	@return isRightDown: boolean
]=]
function Mouse:IsRightDown()
	return UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton2)
end
-- Naturally Aspirated Engine
Tune.Engine 		= true		

Tune.Horsepower		= 160
Tune.IdleRPM		= 1000
Tune.PeakRPM		= 11000
Tune.Redline		= 13000
Tune.EqPoint		= 9500
Tune.PeakSharpness	= 2
Tune.CurveMult		= 0.02
--[[
	Enables or disables character movement (eg. walking, jumping) based on the
	'isEnabled' argument.
	
	This function is called whenever the MerchBooth UI is opened or closed.
]]

local Players = game:GetService("Players")

local function setCharacterMovementEnabled(isEnabled: boolean)
	local playerModule = Players.LocalPlayer.PlayerScripts:FindFirstChild("PlayerModule")

	if playerModule then
		playerModule = require(playerModule)
		playerModule:GetControls():Enable(isEnabled)
	end
end

return setCharacterMovementEnabled
--| Service |--
local Replicated = game:GetService("ReplicatedStorage")
local TS = game:GetService("TweenService")
local Debris = game:GetService("Debris")
-- functions

local function CreateSquad(name)
	local squad		= script.Squad:Clone()
		squad.Name			= name and name or HttpService:GenerateGUID(false)
		squad.Queue.Value	= "Solo"
		squad.Fill.Value	= false
		squad.Parent		= SQUADS
		
	return squad
end

local function GetSquad(player)
	for _, squad in pairs(SQUADS:GetChildren()) do
		if squad.Players:FindFirstChild(player.Name) then
			return squad
		end
	end
end

local function RemovePlayer(player)
	for _, squad in pairs(SQUADS:GetChildren()) do
		local playerValue	= squad.Players:FindFirstChild(player.Name)
		
		if playerValue then
			playerValue:Destroy()
			
			if #squad.Players:GetChildren() == 0 then
				squad:Destroy()
			else
				if not squad.Players:FindFirstChild(squad.Leader.Value) then
					squad.Leader.Value	= squad.Players:GetChildren()[1].Name
				end
			end
			
			break
		end
	end
end

local function AddPlayerToSquad(player, squad)
	local currentSquad	= GetSquad(player)
	
	if currentSquad then
		RemovePlayer(player)
	end
	
	local playerValue	= Instance.new("BoolValue")
		playerValue.Name	= player.Name
		playerValue.Value	= false
		playerValue.Parent	= squad.Players
		
	if #squad.Players:GetChildren() == 1 then
		squad.Leader.Value	= player.Name
	elseif #squad.Players:GetChildren() > 1 then
		squad.Queue.Value	= "Squad"
	end
end

local function LeaveSquad(player)
	local squad	= CreateSquad()
	AddPlayerToSquad(player, squad)
	
	REMOTES.MatchInfo:FireClient(player, "Leave")
end