Roblox/luau_corpus huggingface dataset:
--------------------------------------------------------------#
function Tween(instance,tweeninformation,goals)
	TweenService:Create(instance,tweeninformation,goals):Play()
end
LightGroup = script.Parent.Lights:GetChildren()
while true do
	wait(0)
	if script.Parent.on.Value then
		soundfolder.BlinkOn:Play()
		for i = 1,#LightGroup do
			Tween(script.Parent.DLR,TweenInfo.new(deltatime),{Transparency = 1}) -- Add DLR under the "Left" model to make this work
			Tween(LightGroup[i],TweenInfo.new(deltatime),{Transparency = 0})
			Tween(LightGroup[i].Light,TweenInfo.new(deltatime),{Brightness = 2})
		end
		wait(0.4)
		soundfolder.BlinkOff:Play()
		for i = 1,#LightGroup do
			Tween(LightGroup[i],TweenInfo.new(deltatime),{Transparency = 1})
			Tween(LightGroup[i].Light,TweenInfo.new(deltatime),{Brightness = 0})
		end
		wait(0.5)
	else
		for i = 1,#LightGroup do
			Tween(script.Parent.DLR,TweenInfo.new(deltatime*2),{Transparency = 0})
			Tween(LightGroup[i],TweenInfo.new(deltatime),{Transparency = 1})
			Tween(LightGroup[i].Light,TweenInfo.new(deltatime),{Brightness = 0})
		end
		wait(0.1)
	end
end
--			carSeat.Parent.Misc.IL.SS.Motor.DesiredAngle = -0.3
            wait(1/3)
            Debounce = false
        end
    elseif k == 'x' then -- hazards
        if not Debounce then
            Debounce = true
            handler:FireServer('blinkers', 'Hazards')
            wait(1/3)
            Debounce = false
        end
	elseif k == 'q' then
		carSeat.Parent.Misc.LP.SS.Motor.DesiredAngle = .1
	elseif k == 'e' then
		carSeat.Parent.Misc.RP.SS.Motor.DesiredAngle = -.1
    end
end)

Mouse.KeyUp:connect(function(key)
    local k = key:lower()
    if k == 's' then
        handler:FireServer('updateLights', 'brake', false)
    elseif k == 'z' then
	elseif k == 'q' then
		carSeat.Parent.Misc.LP.SS.Motor.DesiredAngle = 0
	elseif k == 'e' then
		carSeat.Parent.Misc.RP.SS.Motor.DesiredAngle = 0
    end
end)

handler.OnClientEvent:connect(function(...)
    local Args = {...}
    if Args[1] then
        if Args[1] == 'blink' then
            if Args[2] then
                local P = Args[2]
                if Args[3] then
                    local Play = Args[3]
                    script.Parent.Blink.Pitch = P
                    if Play == true then
                        script.Parent.Blink:Play()
                    elseif Play == false then
                        script.Parent.Blink:Stop()
                    end
                end
            end
        end
    end
end)
-- LIGHT SETTINGS
--[[
	LIGHT TYPES:
		- Halogen
		- LED
]]--

local Low_Beam_Brightness = 2.25

local High_Beam_Brightness = 3.15

local Fog_Light_Brightness = 0.7

local Rear_Light_Brightness = 1.5

local Brake_Light_Brightness = 2.5

local Reverse_Light_Brightness = 1

local Headlight_Type = "Halogen"

local Indicator_Type = "Halogen"

local Fog_Light_Type = "Halogen"

local Plate_Light_Type = "Halogen"

local Rear_Light_Type = "Halogen"

local Reverse_Light_Type = "Halogen"

local Running_Light_Location = "Custom DRL" -- Where your running lights will luminate. ("Low Beam / Indicators" and "Low Beam".  LED DRLS or any DRL in a differnet position go in the Running model, change the string to "Custom DRL")

local CustomDRL_Type = "LED"

local Fade_Time = 0.35 -- How long it takes for the light to fully turn on. (works only with Halogen, default is 0.35 seconds)

local Indicator_Flash_Rate = 0.3 -- Rate of change between each indicator state. (in seconds)

local Popup_Hinge_Angle = -0.75 -- Changes the angle of your popup headlights. (only use if your car has popups)
------------------------------------------------------------------------

local PlayerState = {} do
	local mouseBehavior
	local mouseIconEnabled
	local cameraType
	local cameraFocus
	local cameraCFrame
	local cameraFieldOfView
	local screenGuis = {}
	local coreGuis = {
		Backpack = true,
		Chat = true,
		Health = true,
		PlayerList = true,
	}
	local setCores = {
		BadgesNotificationsActive = true,
		PointsNotificationsActive = true,
	}

	-- Save state and set up for freecam
	function PlayerState.Push()
		--for name in pairs(coreGuis) do
		--	coreGuis[name] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType[name])
		--	StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], false)
		--end
		--for name in pairs(setCores) do
		--	setCores[name] = StarterGui:GetCore(name)
		--	StarterGui:SetCore(name, false)
		--end
		--local playergui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
		--if playergui then
		--	for _, gui in pairs(playergui:GetChildren()) do
		--		if gui:IsA("ScreenGui") and gui.Enabled then
		--			screenGuis[#screenGuis + 1] = gui
		--			gui.Enabled = false
		--		end
		--	end
		--end

		cameraFieldOfView = Camera.FieldOfView
		Camera.FieldOfView = 70

		cameraType = Camera.CameraType
		Camera.CameraType = Enum.CameraType.Custom

		cameraCFrame = Camera.CFrame
		cameraFocus = Camera.Focus

		mouseIconEnabled = UserInputService.MouseIconEnabled
		UserInputService.MouseIconEnabled = true

		mouseBehavior = UserInputService.MouseBehavior
		UserInputService.MouseBehavior = Enum.MouseBehavior.Default
	end

	-- Restore state
	function PlayerState.Pop()
		for name, isEnabled in pairs(coreGuis) do
			StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], isEnabled)
		end
		for name, isEnabled in pairs(setCores) do
			StarterGui:SetCore(name, isEnabled)
		end
		for _, gui in pairs(screenGuis) do
			if gui.Parent then
				gui.Enabled = true
			end
		end

		Camera.FieldOfView = cameraFieldOfView
		cameraFieldOfView = nil

		Camera.CameraType = cameraType
		cameraType = nil

		Camera.CFrame = cameraCFrame
		cameraCFrame = nil

		Camera.Focus = cameraFocus
		cameraFocus = nil

		UserInputService.MouseIconEnabled = mouseIconEnabled
		mouseIconEnabled = nil

		UserInputService.MouseBehavior = mouseBehavior
		mouseBehavior = nil
	end
end

local function StartFreecam()
	local cameraCFrame = Camera.CFrame
	cameraRot = Vector2.new(cameraCFrame:toEulerAnglesYXZ())
	cameraPos = cameraCFrame.p
	cameraFov = Camera.FieldOfView

	velSpring:Reset(Vector3.new())
	panSpring:Reset(Vector2.new())
	fovSpring:Reset(0)

	PlayerState.Push()
	RunService:BindToRenderStep("Freecam", Enum.RenderPriority.Camera.Value, StepFreecam)
	Input.StartCapture()
end

local function StopFreecam()
	Input.StopCapture()
	RunService:UnbindFromRenderStep("Freecam")
	PlayerState.Pop()
end
--[[

	LOWGames Studios
	Date: 27 October 2022
	by Elder
	
]]--

local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
while not v1.Loaded do
	game:GetService("RunService").Heartbeat:Wait();
end;
return function(p1, p2, ...)
	local v2, v3 = ...;
	local v4 = v3 or Color3.fromRGB(111, 111, 111);
	p1.title.Text = v2;
	if v4 == "Dark Matter" then
		coroutine.wrap(function()
			while not p1.Parent do
				v1.RenderStepped();			
			end;
			local v5 = os.clock();
			while p1 and p1.Parent do
				p1.title.back.BackgroundColor3 = Color3.fromRGB(57, 8, 70):Lerp(Color3.fromRGB(0, 0, 0), math.sin((os.clock() - v5) * 50) / 2 + 0.5);
				v1.RenderStepped();			
			end;
		end)();
		return;
	end;
	if v4 == "Rainbow" then
		coroutine.wrap(function()
			while not p1.Parent do
				v1.RenderStepped();			
			end;
			v1.GUIFX.Rainbow(p1.title.back, "BackgroundColor3", 3);
		end)();
		return;
	end;
	if v4 == "Golden" then
		coroutine.wrap(function()
			while not p1.Parent do
				v1.RenderStepped();			
			end;
			local v6 = os.clock();
			while p1 and p1.Parent do
				p1.title.back.BackgroundColor3 = Color3.fromRGB(255, 253, 184):Lerp(Color3.fromRGB(255, 213, 61), math.sin((os.clock() - v6) * 4) / 2 + 0.5);
				v1.RenderStepped();			
			end;
		end)();
		return;
	end;
	p1.title.back.BackgroundColor3 = v4;
end;
--- Parses all of the command arguments into ArgumentContexts
-- Called by the command dispatcher automatically
-- allowIncompleteArguments: if true, will not throw an error for missing arguments
function Command:Parse (allowIncompleteArguments)
	local hadOptional = false
	for i, definition in ipairs(self.ArgumentDefinitions) do
		if type(definition) == "function" then
			definition = definition(self)

			if definition == nil then
				break
			end
		end

		local required = (definition.Default == nil and definition.Optional ~= true)

		if required and hadOptional then
			error(("Command %q: Required arguments cannot occur after optional arguments."):format(self.Name))
		elseif not required then
			hadOptional = true
		end

		if self.RawArguments[i] == nil and required and allowIncompleteArguments ~= true then
			return false, ("Required argument #%d %s is missing."):format(i, definition.Name)
		elseif self.RawArguments[i] or allowIncompleteArguments then
			self.Arguments[i] = Argument.new(self, definition, self.RawArguments[i] or "")
		end
	end

	return true
end
-- Services
local TweenService = game:GetService("TweenService")
local UserInputService = game:GetService("UserInputService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
--[[ -------------------------------------------- ]]--
local lplr = game:getService("Players").LocalPlayer
local r = game:service("RunService")
local mouse = lplr:GetMouse()
local sp = script.Parent
local running = false

function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end
--- RUNTIME ---

UserInputService.InputBegan:Connect(Input)
UserInputService.InputEnded:Connect(Input)
--[[Run]]

	--Print Version
	local ver=require(car["A-Chassis Tune"].README)
	print("//INSPARE: AC6 Loaded - Build "..ver)
	
	--Runtime Loop
	while wait() do
		--Steering
		Steering()
		
		--Powertrain
		Engine()
		
		--Flip
		if _Tune.AutoFlip then Flip() end
		
		--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 * 5250 / _RPM
		script.Parent.Values.TransmissionMode.Value = _TMode
		script.Parent.Values.Throttle.Value = _GThrot
		script.Parent.Values.Brake.Value = _GBrake
		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.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
		
		--Vehicleseat Speedometer
		if _PGear~=_CGear then
			_PGear=_CGear
			car.DriveSeat.MaxSpeed = car.DriveSeat.Velocity.Magnitude*(_Tune.Redline/_RPM)
		end
	end
--Adds a rocket to the buffer.
local function AddBufferRocket()
	local NewRocket = RocketCreator:CreateRocket(true)
	CurrentRocket = NewRocket
	RocketBuffer:AddItem(NewRocket)
end
AddBufferRocket()
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 610		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 5000		--		Use sliders to manipulate values
	Tune.Redline		= 6800		--		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	= 2			-- 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)
-- The optional property of matcher context is true if undefined.
function isExpand(expand: boolean?)
	return expand ~= false
end

local PRINT_LIMIT = 3

local NO_ARGUMENTS = "called with 0 arguments"

function printExpectedArgs(expected: Array<any>): string
	if #expected == 0 then
		return NO_ARGUMENTS
	else
		return Array.join(
			Array.map(expected, function(arg)
				return printExpected(arg)
			end),
			", "
		)
	end
end

function printReceivedArgs(received: Array<any>, expected: Array<any>): string
	if #received == 0 then
		return NO_ARGUMENTS
	else
		return Array.join(
			Array.map(received, function(arg, i)
				if Array.isArray(expected) and i <= #expected and isEqualValue(expected[i], arg) then
					return printCommon(arg)
				else
					return printReceived(arg)
				end
			end),
			", "
		)
	end
end

function printCommon(val: any)
	return DIM_COLOR(stringify(val))
end

function isEqualValue(expected: any, received: any): boolean
	return equals(expected, received, { iterableEquality })
end

function isEqualCall(expected: Array<any>, received: Array<any>): boolean
	return isEqualValue(expected, received)
end

function isEqualReturn(expected, result): boolean
	return result.type == "return" and isEqualValue(expected, result.value)
end

function countReturns(results: Array<any>): number
	return Array.reduce(results, function(n: number, result: any)
		if result.type == "return" then
			return n + 1
		else
			return n
		end
	end, 0)
end

function printNumberOfReturns(countReturns_: number, countCalls: number): string
	local retval = string.format("\nNumber of returns: %s", printReceived(countReturns_))
	if countCalls ~= countReturns_ then
		retval = retval .. string.format("\nNumber of calls:   %s", printReceived(countCalls))
	end

	return retval
end

type PrintLabel = (string, boolean) -> string
--[[ Functions overridden from BaseCamera ]]--
function LegacyCamera:SetCameraToSubjectDistance(desiredSubjectDistance)
	return BaseCamera.SetCameraToSubjectDistance(self,desiredSubjectDistance)
end

function LegacyCamera:Update(dt: number): (CFrame?, CFrame?)

	-- Cannot update until cameraType has been set
	if not self.cameraType then
		return nil, nil
	end

	local now = tick()
	local timeDelta = (now - self.lastUpdate)
	local camera = 	workspace.CurrentCamera
	local newCameraCFrame = camera.CFrame
	local newCameraFocus = camera.Focus
	local player = PlayersService.LocalPlayer

	if self.lastUpdate == nil or timeDelta > 1 then
		self.lastDistanceToSubject = nil
	end
	local subjectPosition: Vector3 = self:GetSubjectPosition()

	if self.cameraType == Enum.CameraType.Fixed then
		if subjectPosition and player and camera then
			local distanceToSubject = self:GetCameraToSubjectDistance()
			local newLookVector = self:CalculateNewLookVectorFromArg(nil, CameraInput.getRotation())

			newCameraFocus = camera.Focus -- Fixed camera does not change focus
			newCameraCFrame = CFrame.new(camera.CFrame.p, camera.CFrame.p + (distanceToSubject * newLookVector))
		end

	elseif self.cameraType == Enum.CameraType.Attach then
		local subjectCFrame = self:GetSubjectCFrame()
		local cameraPitch = camera.CFrame:ToEulerAnglesYXZ()
		local _, subjectYaw = subjectCFrame:ToEulerAnglesYXZ()

		cameraPitch = math.clamp(cameraPitch - CameraInput.getRotation().Y, -PITCH_LIMIT, PITCH_LIMIT)

		newCameraFocus = CFrame.new(subjectCFrame.p)*CFrame.fromEulerAnglesYXZ(cameraPitch, subjectYaw, 0)
		newCameraCFrame = newCameraFocus*CFrame.new(0, 0, self:StepZoom())

	elseif self.cameraType == Enum.CameraType.Watch then
		if subjectPosition and player and camera then
			local cameraLook = nil

			if subjectPosition == camera.CFrame.p then
				warn("Camera cannot watch subject in same position as itself")
				return camera.CFrame, camera.Focus
			end

			local humanoid = self:GetHumanoid()
			if humanoid and humanoid.RootPart then
				local diffVector = subjectPosition - camera.CFrame.p
				cameraLook = diffVector.unit

				if self.lastDistanceToSubject and self.lastDistanceToSubject == self:GetCameraToSubjectDistance() then
					-- Don't clobber the zoom if they zoomed the camera
					local newDistanceToSubject = diffVector.magnitude
					self:SetCameraToSubjectDistance(newDistanceToSubject)
				end
			end

			local distanceToSubject: number = self:GetCameraToSubjectDistance()
			local newLookVector: Vector3 = self:CalculateNewLookVectorFromArg(cameraLook, CameraInput.getRotation())

			newCameraFocus = CFrame.new(subjectPosition)
			newCameraCFrame = CFrame.new(subjectPosition - (distanceToSubject * newLookVector), subjectPosition)

			self.lastDistanceToSubject = distanceToSubject
		end
	else
		-- Unsupported type, return current values unchanged
		return camera.CFrame, camera.Focus
	end

	self.lastUpdate = now
	return newCameraCFrame, newCameraFocus
end

return LegacyCamera
---
	script.Parent.Values.Gear.Changed:connect(function()
		if script.Parent.Values.Gear.Value == -1 then
			for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
			child.BrickColor = BrickColor.new("White")
			child.Material = Enum.Material.Neon
			car.DriveSeat.Reverse:Play()
			end
		else
			for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do
			child.BrickColor = BrickColor.new("Black")
			child.Material = Enum.Material.SmoothPlastic
			car.DriveSeat.Reverse:Stop()
			end
		end
	end)
	
	while wait() do
		if (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then
		car.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300
		car.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/150)	
		else
		car.DriveSeat.Reverse.Pitch = 1.3
		car.DriveSeat.Reverse.Volume = .2
		end
	end
--[[
	Constructs a new state object which can listen for updates on another state
	object.

	FIXME: enabling strict types here causes free types to leak
]]

local Dependencies = require(script.Parent.Parent.Dependencies)

type Set<T> = {[T]: any}

local class = {}
local CLASS_METATABLE = {__index = class}
--// bolekinds

script.Parent.MouseButton1Click:Connect(function()
	local plr = script.Parent.Parent.Parent.Parent.Parent
	game.ServerStorage.ServerData.HasKeys.Value = true
	script.Parent.Parent:Destroy()
end)
-- no touchy
local path
local waypoint
local oldpoints
local isWandering = 0

if canWander then
	spawn(function()
		while isWandering == 0 do
			isWandering = 1
			local desgx, desgz = hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-WanderZ, WanderZ)
			human:MoveTo( Vector3.new(desgx, 0, desgz) )
			wait(math.random(4, 6))
			isWandering = 0
		end
	end)
end

while wait() do
	local enemytorso = GetTorso(hroot.Position)		
	if enemytorso ~= nil and enemytorso.Parent:FindFirstChildOfClass("Humanoid").Health > 0 and enemytorso.Parent:FindFirstChildOfClass("Humanoid") then -- if player detected
		isWandering = 1
		local function checkw(t)
			local ci = 3
			if ci > #t then
				ci = 3
			end
			if t[ci] == nil and ci < #t then
				repeat
					ci = ci + 1
					wait()
				until t[ci] ~= nil
				return Vector3.new(1, 0, 0) + t[ci]
			else
				ci = 3
				return t[ci]	
		
	        end
		end
		
		path = pfs:FindPathAsync(hroot.Position, enemytorso.Position)
		waypoint = path:GetWaypoints()
		oldpoints = waypoint
		local connection;
		
		local direct = Vector3.FromNormalId(Enum.NormalId.Front)
		local ncf = hroot.CFrame * CFrame.new(direct)
		direct = ncf.p.unit
		local rootr = Ray.new(hroot.Position, direct)
		local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot)
		if path and waypoint or checkw(waypoint) and enemytorso.Parent:FindFirstChildOfClass("Humanoid").Health > 0 then
			if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then
				human:MoveTo( checkw(waypoint).Position )
				human.Jump = false
			end
			
			-- CANNOT LET BALDI JUMPS --
			--[[if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then
				human.Jump = true
				connection = human.Changed:connect(function()
					human.Jump = true
				end)
				human:MoveTo( checkw(waypoint).Position )
			else
				human.Jump = false
			end]]
			
			--[[hroot.Touched:connect(function(p)
				local bodypartnames = GetPlayersBodyParts(enemytorso)
				if p:IsA'Part' and not p.Name == bodypartnames and phit and phit.Name ~= bodypartnames and phit:IsA'Part' and rootr:Distance(phit.Position) < 5 then
					connection = human.Changed:connect(function()
						human.Jump = true
					end)
				else
					human.Jump = false
				end
			end)]]
			
			if connection then
				connection:Disconnect()
			end
			
		else
			for i = 3, #oldpoints do
				human:MoveTo( oldpoints[i].Position )	
			end
		end
	elseif enemytorso == nil and canWander then -- if player not detected
		isWandering = 0
		path = nil
		waypoint = nil
		wait()
	end
end
-- Local Functions
local function StartIntermission()
	-- Default to circle center of map
	local possiblePoints = {}
	table.insert(possiblePoints, Vector3.new(0,50,0))
	
	local focalPoint = possiblePoints[math.random(#possiblePoints)]
	Camera.CameraType = Enum.CameraType.Scriptable
	Camera.Focus = CFrame.new(focalPoint)
	
	-- Stream in the area around the focal point.
	Player:RequestStreamAroundAsync(focalPoint)
	
	local angle = 0
	game.Lighting.Blur.Enabled = true
	RunService:BindToRenderStep('IntermissionRotate', Enum.RenderPriority.Camera.Value, function()
		local cameraPosition = focalPoint + Vector3.new(50 * math.cos(angle), 20, 50 * math.sin(angle))
		Camera.CoordinateFrame = CFrame.new(cameraPosition, focalPoint)
		angle = angle + math.rad(.25)
		
		if BlurBlock then
		BlurBlock.CFrame = Camera.CoordinateFrame + 
			Camera.CoordinateFrame:vectorToWorldSpace(Vector3.new(0,0,-2))
		end
	end)
	
	ScreenGui.ScoreFrame["Bright blue"].Visible = false
	ScreenGui.ScoreFrame["Bright red"].Visible = false
end

local function StopIntermission()
	game.Lighting.Blur.Enabled = false
	RunService:UnbindFromRenderStep('IntermissionRotate')
	Camera.CameraType = Enum.CameraType.Custom
	if IsTeams then
		ScreenGui.ScoreFrame["Bright blue"].Visible = true
		ScreenGui.ScoreFrame["Bright red"].Visible = true
	end
end

local function OnDisplayIntermission(display)
	if display and not InIntermission then
		InIntermission = true
		StartIntermission()
	end	
	if not display and InIntermission then
		InIntermission = false
		StopIntermission()
	end
end

local function OnSetBlurBlock(block)
	BlurBlock = block
	BlurBlock.LocalTransparencyModifier = 0
end

local function OnFetchConfiguration(configFetched, configValue)
	if configFetched == "TEAMS" then
		IsTeams = configValue
		ScreenGui.ScoreFrame["Bright blue"].Visible = IsTeams
		ScreenGui.ScoreFrame["Bright red"].Visible = IsTeams
	end
end
--[=[
	Set the value of the property for specific players. This just
	loops through the players given and calls `SetFor`.

	```lua
	local players = {player1, player2, player3}
	remoteProperty:SetForList(players, "CustomData")
	```
]=]
function RemoteProperty:SetForList(players: { Player }, value: any)
	for _, player in ipairs(players) do
		self:SetFor(player, value)
	end
end
-- Compiled with roblox-ts v2.0.4
local default = function(className)
	local _exp = string.split(className, " ")
	local _arg0 = function(s)
		return #s > 0
	end
	-- ▼ ReadonlyArray.filter ▼
	local _newValue = {}
	local _length = 0
	for _k, _v in _exp do
		if _arg0(_v, _k - 1, _exp) == true then
			_length += 1
			_newValue[_length] = _v
		end
	end
	-- ▲ ReadonlyArray.filter ▲
	table.sort(_newValue)
	local split = _newValue
	return table.concat(split, " ")
end
return {
	default = default,
}
-- detection
		character:FindFirstChild("RightUpperArm").LocalTransparencyModifier = 0
		
		character:FindFirstChild("RightLowerArm").LocalTransparencyModifier = 0
		
		character:FindFirstChild("RightHand").LocalTransparencyModifier = 0
--- Sets a list of keyboard keys (Enum.KeyCode) that can be used to open the commands menu
function Cmdr:SetActivationKeys(keysArray)
	self.ActivationKeys = Util.MakeDictionary(keysArray)
end
--[=[
	Fires the subscription

	@param ... any
]=]
function Subscription:Fire(...)
	if self._state == stateTypes.PENDING then
		if self._fireCallback then
			self._fireCallback(...)
		end
	elseif self._state == stateTypes.CANCELLED then
		warn("[Subscription.Fire] - We are cancelled, but events are still being pushed")

		if ENABLE_STACK_TRACING then
			print(debug.traceback())
			print(self._source)
		end
	end
end