local a={}a.__index=a function a.new(G)local h=setmetatable({},a)h.CONTROL_ACTION_PRIORITY=G h.enabled=false h.vehicleSeat=nil h.throttle=0 h.steer=0 h.acceleration=0 h.decceleration=0 h.turningRight=0 h.turningLeft=0 h.vehicleMoveVector=ZERO_VECTOR3 h.autoPilot={}h.autoPilot.MaxSpeed=0 h.autoPilot.MaxSteeringAngle=0 return h end function a.BindContextActions(a)if useTriggersForThrottle then ContextActionService:BindActionAtPriority("\116\104\114\111\116\116\108\101\065\099\099\101\108",function(G,h,J)a:OnThrottleAccel(G,h,J)return Enum.ContextActionResult.Pass end,false,a.CONTROL_ACTION_PRIORITY,Enum.KeyCode.ButtonR2)ContextActionService:BindActionAtPriority("\116\104\114\111\116\116\108\101\068\101\099\099\101\108",function(G,h,J)a:OnThrottleDeccel(G,h,J)return Enum.ContextActionResult.Pass end,false,a.CONTROL_ACTION_PRIORITY,Enum.KeyCode.ButtonL2)end ContextActionService:BindActionAtPriority("\097\114\114\111\119\083\116\101\101\114\082\105\103\104\116",function(G,h,J)a:OnSteerRight(G,h,J)return Enum.ContextActionResult.Pass end,false,a.CONTROL_ACTION_PRIORITY,Enum.KeyCode.Right)ContextActionService:BindActionAtPriority("\097\114\114\111\119\083\116\101\101\114\076\101\102\116",function(G,h,J)a:OnSteerLeft(G,h,J)return Enum.ContextActionResult.Pass end,false,a.CONTROL_ACTION_PRIORITY,Enum.KeyCode.Left)end function a.Enable(h,a,G)if a==h.enabled and G==h.vehicleSeat then return end h.enabled=a h.vehicleMoveVector=ZERO_VECTOR3 if a then if G then h.vehicleSeat=G h:SetupAutoPilot()h:BindContextActions()end else if useTriggersForThrottle then ContextActionService:UnbindAction("\116\104\114\111\116\116\108\101\065\099\099\101\108")ContextActionService:UnbindAction("\116\104\114\111\116\116\108\101\068\101\099\099\101\108")end ContextActionService:UnbindAction("\097\114\114\111\119\083\116\101\101\114\082\105\103\104\116")ContextActionService:UnbindAction("\097\114\114\111\119\083\116\101\101\114\076\101\102\116")h.vehicleSeat=nil end end function a.OnThrottleAccel(J,a,G,h)if FFlagBetterHandlingVehicleInputStates then if G==Enum.UserInputState.End or G==Enum.UserInputState.Cancel then J.acceleration=0 else J.acceleration=-1 end else J.acceleration=G~=Enum.UserInputState.End and-1 or 0 end J.throttle=J.acceleration+J.decceleration end function a.OnThrottleDeccel(J,a,G,h)if FFlagBetterHandlingVehicleInputStates then if G==Enum.UserInputState.End or G==Enum.UserInputState.Cancel then J.decceleration=0 else J.decceleration=1 end else J.decceleration=G~=Enum.UserInputState.End and 1 or 0 end J.throttle=J.acceleration+J.decceleration end function a.OnSteerRight(J,a,G,h)if FFlagBetterHandlingVehicleInputStates then if G==Enum.UserInputState.End or G==Enum.UserInputState.Cancel then J.turningRight=0 else J.turningRight=1 end else J.turningRight=G~=Enum.UserInputState.End and 1 or 0 end J.steer=J.turningRight+J.turningLeft end function a.OnSteerLeft(J,a,G,h)if FFlagBetterHandlingVehicleInputStates then if G==Enum.UserInputState.End or G==Enum.UserInputState.Cancel then J.turningLeft=0 else J.turningLeft=-1 end else J.turningLeft=G~=Enum.UserInputState.End and-1 or 0 end J.steer=J.turningRight+J.turningLeft end

local VehicleController = {}
VehicleController.__index = VehicleController

function VehicleController.new(CONTROL_ACTION_PRIORITY)
	local self = setmetatable({}, VehicleController)

	self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY

	self.enabled = false
	self.vehicleSeat = nil
	self.throttle = 0
	self.steer = 0

	self.acceleration = 0
	self.decceleration = 0
	self.turningRight = 0
	self.turningLeft = 0

	self.vehicleMoveVector = ZERO_VECTOR3

	self.autoPilot = {}
	self.autoPilot.MaxSpeed = 0
	self.autoPilot.MaxSteeringAngle = 0

	return self
end

function VehicleController:BindContextActions()
	if useTriggersForThrottle then
		ContextActionService:BindActionAtPriority("throttleAccel", (function(actionName, inputState, inputObject)
			self:OnThrottleAccel(actionName, inputState, inputObject)
			return Enum.ContextActionResult.Pass
		end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonR2)
		ContextActionService:BindActionAtPriority("throttleDeccel", (function(actionName, inputState, inputObject)
			self:OnThrottleDeccel(actionName, inputState, inputObject)
			return Enum.ContextActionResult.Pass
		end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonL2)
	end
	ContextActionService:BindActionAtPriority("arrowSteerRight", (function(actionName, inputState, inputObject)
		self:OnSteerRight(actionName, inputState, inputObject)
		return Enum.ContextActionResult.Pass
	end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Right)
	ContextActionService:BindActionAtPriority("arrowSteerLeft", (function(actionName, inputState, inputObject)
		self:OnSteerLeft(actionName, inputState, inputObject)
		return Enum.ContextActionResult.Pass
	end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Left)
end

function VehicleController:Enable(enable, vehicleSeat)
	if enable == self.enabled and vehicleSeat == self.vehicleSeat then
		return
	end

	self.enabled = enable
	self.vehicleMoveVector = ZERO_VECTOR3

	if enable then
		if vehicleSeat then
			self.vehicleSeat = vehicleSeat

			self:SetupAutoPilot()
			self:BindContextActions()
		end
	else
		if useTriggersForThrottle then
			ContextActionService:UnbindAction("throttleAccel")
			ContextActionService:UnbindAction("throttleDeccel")
		end
		ContextActionService:UnbindAction("arrowSteerRight")
		ContextActionService:UnbindAction("arrowSteerLeft")
		self.vehicleSeat = nil
	end
end

function VehicleController:OnThrottleAccel(actionName, inputState, inputObject)
	if FFlagBetterHandlingVehicleInputStates then
		if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then
			self.acceleration = 0
		else
			self.acceleration = -1
		end
	else
		self.acceleration = (inputState ~= Enum.UserInputState.End) and -1 or 0
	end
	self.throttle = self.acceleration + self.decceleration
end

function VehicleController:OnThrottleDeccel(actionName, inputState, inputObject)
	if FFlagBetterHandlingVehicleInputStates then
		if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then
			self.decceleration = 0
		else
			self.decceleration = 1
		end
	else
		self.decceleration = (inputState ~= Enum.UserInputState.End) and 1 or 0
	end
	self.throttle = self.acceleration + self.decceleration
end

function VehicleController:OnSteerRight(actionName, inputState, inputObject)
	if FFlagBetterHandlingVehicleInputStates then
		if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then
			self.turningRight = 0
		else
			self.turningRight = 1
		end
	else
		self.turningRight = (inputState ~= Enum.UserInputState.End) and 1 or 0
	end
	self.steer = self.turningRight + self.turningLeft
end

function VehicleController:OnSteerLeft(actionName, inputState, inputObject)
	if FFlagBetterHandlingVehicleInputStates then
		if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then
			self.turningLeft = 0
		else
			self.turningLeft = -1
		end
	else
		self.turningLeft = (inputState ~= Enum.UserInputState.End) and -1 or 0
	end
	self.steer = self.turningRight + self.turningLeft
end
