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					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>32.5</X>
						<Y>2.70000052</Y>
						<Z>-23</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>0</R11>
						<R12>1</R12>
						<R20>0</R20>
						<R21>1</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">64x47</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>1.20000005</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX3188">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>32.5</X>
						<Y>1.70000088</Y>
						<Z>-23</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>0</R11>
						<R12>1</R12>
						<R20>0</R20>
						<R21>1</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">64x48</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>1.20000005</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
		</Item>
		<Item class="Color3Value" referent="RBX3189">
			<Properties>
				<string name="Name">ScreenColor</string>
				<Color3 name="Value">4294967295</Color3>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Script" referent="RBX3190">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">PONG</string>
				<string name="Source">print(&quot;RobloxPolice&apos;s PONG GAME!&quot;)

--QUICK MATH
function Round(val)
	local low = math.floor(val)
	local rem = val - low
	if (rem&gt;=0.5) then
		return math.ceiling(val)
	else
		return low
	end
end

bin = script.Parent
--External Sources
playerX = bin.PlayerX--Controller X
playerY = bin.PlayerY --Controller Y
player2X = bin.Player2X--Controller 2 X
player2Y = bin.Player2Y --Controller 2 Y
pause = bin.Pause

--Screen Declarations
screen = bin.HDScreen
scrn_bg = bin.ScreenBG.Value
scrn_clr = bin.ScreenColor.Value

--Game Variables
p1_x = playerX.Value
p1_y = playerY.Value
p1_s = 4
p1_score = 0
p2_x = 59
p2_y = 24
p2_s = 4
p2_score = 0
b_x = 32
b_y = 24
b_s = 1
b_dx = Round(math.random(-1,1))
b_dy = Round(math.random(-1,1))

--FUNCTION DECLARATIONS!
function ClearScreen() --In case we need to clear everything
	for x = 0,64 do
		for y = 0,48 do
			local pix = screen:findFirstChild(x..&quot;x&quot;..y)
			if (pix~=nil) then
				pix.Color = scrn_bg
			end
		end
	end
end
function DrawPix(x,y,clr) --The Graphics Engine
	local pix = screen:findFirstChild(x..&quot;x&quot;..y)
	if (pix~=nil) then
		pix.Color = clr
	end
end
function CheckCollide(x1,y1,plr) --The Physics Engine
	if (plr==1) then --Check player 1
		local collided_y=false
		for y = p1_y-(p1_s/2),p1_y+(p1_s/2) do
			if (y1==Round(y)) then
				collided_y=true
				break
			end
		end
		if (collided_y==true) then
			if (x1-1==p1_x or x1==p1_x) then --FULL COLLISION
				return true
			end
		end
		return false
	else --Check Player 2
		local collided_y=false
		for y = p2_y-(p2_s/2),p2_y+(p2_s/2) do
			if (y1==Round(y)) then
				collided_y=true
				break
			end
		end
		if (collided_y==true) then
			if (x1+1==p2_x or x1==p2_x) then --FULL COLLISION
				return true
			end
		end
		return false
	end
end
function RunAI() --Super Simple CPU AI script
	if (b_y&gt;p2_y) then
		DrawPix(p2_x,p2_y,scrn_bg) --Clear Last
		p2_y=p2_y+1
		DrawPix(p2_x,p2_y,scrn_clr)
	end
	if (b_y&lt;p2_y) then
		DrawPix(p2_x,p2_y,scrn_bg)
		p2_y=p2_y-1
		DrawPix(p2_x,p2_y,scrn_clr)
	end
end
function UpdateBall() --Automated systems
	DrawPix(b_x,b_y,scrn_bg) --Clear Last
	if (b_dx==0) then --Stalled
		b_dx = Round(math.random(-1,1))
		b_dy = Round(math.random(-1,1))
	end
	b_x=b_x+b_dx
	b_y=b_y+b_dy
	if (CheckCollide(b_x,b_y,1)==true) then --Collided with Player 1
		b_dx = -b_dx
		b_dy = -(b_dy+Round(math.random(-1,1)))
	end
	if (CheckCollide(b_x,b_y,2)==true) then --Collided with Player 2
		b_dx = -b_dx
		b_dy = -(b_dy+Round(math.random(-1,1)))
	end
	if (b_y&gt;=47 or b_y&lt;=1) then --Bounce
		b_dy = -(b_dy)
	end
	if (b_x&lt;=0) then --Player 2 Scored!
		p2_score = p2_score + 1
		--Reset Game
		b_x = 32
		b_y = 24
		b_dx = Round(math.random(-1,1))
		b_dy = Round(math.random(-1,1))
		wait(3)
	end
	if (b_x&gt;=64) then --Player 1 Scored
		p1_score = p1_score + 1
		--Reset Game
		b_x = 32
		b_y = 24
		b_dx = Round(math.random(-1,1))
		b_dy = Round(math.random(-1,1))
		wait(3)
	end
	DrawPix(b_x,b_y,scrn_clr) --Draw New
end
function ClearPlayers()
	--Draw Player 1
	for y = p1_y-(p1_s/2),p1_y+(p1_s/2) do
		DrawPix(p1_x,y,scrn_bg)
	end
	--Draw Player 2
	for y2 = p2_y-(p2_s/2),p2_y+(p2_s/2) do
		DrawPix(p2_x,y2,scrn_bg)
	end
end
function DrawPlayers()
	--Draw Player 1
	for y = p1_y-(p1_s/2),p1_y+(p1_s/2) do
		DrawPix(p1_x,y,scrn_clr)
	end
	--Draw Player 2
	for y2 = p2_y-(p2_s/2),p2_y+(p2_s/2) do
		DrawPix(p2_x,y2,scrn_clr)
	end
end
function RemoveOld(face)
	local getChild = face:children()
	if (#getChild&gt;0) then
		local old_dig = getChild[1]
		if (old_dig~=nil) then
			old_dig:remove()
		end
	end
end
function DisplayVal(val,face)
	local bank = game.StarterPack.Digits
	if (val==-1) then
		local new_dig = bank.digitn:clone()
		new_dig.Parent = face
	end
	local getDig = bank:findFirstChild(&quot;digit&quot;..val)
	if (getDig~=nil) then
		local new_dig = getDig:clone()
		new_dig.Parent = face
	else
		local new_dig = bank.digitn:clone()
		new_dig.Parent = face
	end
end
function DrawScore() --Uggh, there has to be a better way!
	RemoveOld(bin.Player1Score)
	DisplayVal(p1_score,bin.Player1Score)
	RemoveOld(bin.Player2Score)
	DisplayVal(p2_score,bin.Player2Score)
end



--MAIN LOOP FINALY!
playGame = true --The exit code
ClearScreen()
while (playGame==true) do
	wait(0.1) --Keep Frame Rate!
	if (pause.Value==false) then
		UpdateBall()
		ClearPlayers()
		p1_x = playerX.Value
		p1_y = playerY.Value
		p2_x = player2X.Value
		p2_y = player2Y.Value
		DrawPlayers()
		DrawScore()

		if (p1_score&gt;=10 or p2_score&gt;=10) then --Game Over Reset!
			ClearScreen()
			playerX.Value = 5
			playerY.Value = 24
			player2X.Value = 59
			player2Y.Value = 24
			p1_score = 0
			p2_score = 0
			b_x = 32
			b_y = 24
			b_dx = Round(math.random(-1,1))
			b_dy = Round(math.random(-1,1))
			wait(3)
		end
	end
end
script.Disabled = true --Game over, no more errors or lagging</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Color3Value" referent="RBX3191">
			<Properties>
				<string name="Name">ScreenBG</string>
				<Color3 name="Value">4278190080</Color3>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="IntValue" referent="RBX3192">
			<Properties>
				<string name="Name">PlayerX</string>
				<int name="Value">5</int>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="IntValue" referent="RBX3193">
			<Properties>
				<string name="Name">PlayerY</string>
				<int name="Value">24</int>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Model" referent="RBX3194">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Controler</string>
				<Ref name="PrimaryPart">RBX3195</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX3196">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">23</int>
					<CoordinateFrame name="CFrame">
						<X>-12</X>
						<Y>16.2000008</Y>
						<Z>28</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>-0</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>-0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Up</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>1.20000005</Y>
						<Z>2</Z>
					</Vector3>
				</Properties>
				<Item class="StringValue" referent="RBX3197">
					<Properties>
						<string name="Name">Action</string>
						<string name="Value">CNTRL_Up</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX3198">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-12</X>
						<Y>15.8000002</Y>
						<Z>32</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>-0</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>-0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Down</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>0.400000006</Y>
						<Z>2</Z>
					</Vector3>
				</Properties>
				<Item class="StringValue" referent="RBX3199">
					<Properties>
						<string name="Name">Action</string>
						<string name="Value">CNTRL_Down</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX3195">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>-12</X>
						<Y>15</Y>
						<Z>30</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>-0</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>-0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
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QmCC</binary></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script" referent="RBX3259">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">PongController</string>
					<string name="Source">print(&quot;RobloxPolice&apos;s Drive Action Tool!&quot;)

shooting = false
reloadtime = 0
time = 0
dir=1
turning=false
lastPiece=nil
bin=script.Parent

function CheckDistance(part1,part2)
	if (part1~=nil and part2~=nil) then
		local x1=part1.Position.x
		local y1=part1.Position.y
		local z1=part1.Position.z
		local x2=part2.Position.x
		local y2=part2.Position.y
		local z2=part2.Position.z
		local dist=(math.abs(x1-x2)+math.abs(y1-y2)+math.abs(z1-z2))/3 --Average Position?
		if (dist&lt;=8) then
			return true
		else
			return false
		end
	else
		return false
	end
end

function SetSpeed(car,spd,spd2)
	car.FL.RightParamA = -spd
	car.FL.RightParamB = spd
	car.BL.RightParamA = -spd
	car.BL.RightParamB = spd
	car.FR.LeftParamA = spd2
	car.FR.LeftParamB = -spd2
	car.BR.LeftParamA = spd2
	car.BR.LeftParamB = -spd2
end

function Execute(piece, com)
	com = com:lower()
	if (com==&quot;cntrl_up&quot;) then
		local plr_y = game.Workspace.PlayerY
		if (plr_y.Value&gt;1) then
			plr_y.Value = plr_y.Value - 1
		end
	end
	if (com==&quot;cntrl_down&quot;) then
		local plr_y = game.Workspace.PlayerY
		if (plr_y.Value&lt;47) then
			plr_y.Value = plr_y.Value + 1
		end
	end
	if (com==&quot;game_pause&quot;) then
		local pause = game.Workspace.Pause
		if (pause~=nil) then
			if (pause.Value==true) then
				pause.Value = false
			else
				pause.Value = true
			end
		end
		time = 4
	end
end

function onButton1Down(mouse)
	if reloadtime &gt; 0 then return end
	if shooting == true then return end
	reloadtime = 1.0
	shooting = true

	time = 0
	while shooting == true do
		--FIRE MECHANISM
		local part = mouse.Target
		local act = part:findFirstChild(&quot;Action&quot;)
		if (act~=nil) then
			lastPiece=part
			local body = bin.Parent.Parent.Character.Torso
			if (CheckDistance(part,body)==true) then
				local val = act.Value
				if (val~=nil) then
					Execute(part, val)
				end
			end
		end

		wait(.075)
		time = time + .1
		if time &gt; 3.5 then shooting = false end
	end
	mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;
	wait(0.1)
	reloadtime = 0
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
end

function onButton1Up(mouse)
	shooting = false
end

function onSelected(mouse)
	if reloadtime &gt; 0 then
		mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;
	else
		mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	end
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
	mouse.Button1Up:connect(function() onButton1Up(mouse) end)
end

bin.Selected:connect(onSelected)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="HopperBin" referent="RBX3260">
			<Properties>
				<token name="BinType">0</token>
				<string name="Name">PongGame2</string>
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				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script" referent="RBX3261">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">PongController2</string>
					<string name="Source">print(&quot;RobloxPolice&apos;s Drive Action Tool!&quot;)

shooting = false
reloadtime = 0
time = 0
dir=1
turning=false
lastPiece=nil
bin=script.Parent

function CheckDistance(part1,part2)
	if (part1~=nil and part2~=nil) then
		local x1=part1.Position.x
		local y1=part1.Position.y
		local z1=part1.Position.z
		local x2=part2.Position.x
		local y2=part2.Position.y
		local z2=part2.Position.z
		local dist=(math.abs(x1-x2)+math.abs(y1-y2)+math.abs(z1-z2))/3 --Average Position?
		if (dist&lt;=8) then
			return true
		else
			return false
		end
	else
		return false
	end
end

function SetSpeed(car,spd,spd2)
	car.FL.RightParamA = -spd
	car.FL.RightParamB = spd
	car.BL.RightParamA = -spd
	car.BL.RightParamB = spd
	car.FR.LeftParamA = spd2
	car.FR.LeftParamB = -spd2
	car.BR.LeftParamA = spd2
	car.BR.LeftParamB = -spd2
end

function Execute(piece, com)
	com = com:lower()
	if (com==&quot;cntrl2_up&quot;) then
		local plr_y = game.Workspace.Player2Y
		if (plr_y.Value&gt;1) then
			plr_y.Value = plr_y.Value - 1
		end
	end
	if (com==&quot;cntrl2_down&quot;) then
		local plr_y = game.Workspace.Player2Y
		if (plr_y.Value&lt;47) then
			plr_y.Value = plr_y.Value + 1
		end
	end
	if (com==&quot;game_pause&quot;) then
		local pause = game.Workspace.Pause
		if (pause~=nil) then
			if (pause.Value==true) then
				pause.Value = false
			else
				pause.Value = true
			end
		end
		time = 4
	end
end

function onButton1Down(mouse)
	if reloadtime &gt; 0 then return end
	if shooting == true then return end
	reloadtime = 1.0
	shooting = true

	time = 0
	while shooting == true do
		--FIRE MECHANISM
		local part = mouse.Target
		local act = part:findFirstChild(&quot;Action&quot;)
		if (act~=nil) then
			lastPiece=part
			local body = bin.Parent.Parent.Character.Torso
			if (CheckDistance(part,body)==true) then
				local val = act.Value
				if (val~=nil) then
					Execute(part, val)
				end
			end
		end

		wait(.075)
		time = time + .1
		if time &gt; 3.5 then shooting = false end
	end
	mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;
	wait(0.1)
	reloadtime = 0
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
end

function onButton1Up(mouse)
	shooting = false
end

function onSelected(mouse)
	if reloadtime &gt; 0 then
		mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;
	else
		mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	end
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
	mouse.Button1Up:connect(function() onButton1Up(mouse) end)
end

bin.Selected:connect(onSelected)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Part" referent="RBX3262">
			<Properties>
				<bool name="Anchored">false</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">4</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">26</int>
				<CoordinateFrame name="CFrame">
					<X>-35.7999992</X>
					<Y>10</Y>
					<Z>27</Z>
					<R00>0</R00>
					<R01>1</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>0</R11>
					<R12>1</R12>
					<R20>1</R20>
					<R21>0</R21>
					<R22>0</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">2</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">false</bool>
				<string name="Name">Digits</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">3</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>4</X>
					<Y>0.400000006</Y>
					<Z>6</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX3263">
				<Properties>
					<token name="Face">1</token>
					<string name="Name">digit0</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture" mimeType="image/jpeg"><hash>e36c8ef44b446c2fac8373063d4a8081</hash></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Decal" referent="RBX3264">
				<Properties>
					<token name="Face">1</token>
					<string name="Name">digit1</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
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