local m={}m.__index=m function m.new(M)local C=setmetatable({},m)C.CONTROL_ACTION_PRIORITY=M C.enabled=false C.vehicleSeat=nil C.throttle=0 C.steer=0 C.acceleration=0 C.decceleration=0 C.turningRight=0 C.turningLeft=0 C.vehicleMoveVector=ZERO_VECTOR3 C.autoPilot={}C.autoPilot.MaxSpeed=0 C.autoPilot.MaxSteeringAngle=0 return C end function m.BindContextActions(m)if useTriggersForThrottle then ContextActionService:BindActionAtPriority("\116\104\114\111\116\116\108\101\065\099\099\101\108",function(M,C,r)m:OnThrottleAccel(M,C,r)return Enum.ContextActionResult.Pass end,false,m.CONTROL_ACTION_PRIORITY,Enum.KeyCode.ButtonR2)ContextActionService:BindActionAtPriority("\116\104\114\111\116\116\108\101\068\101\099\099\101\108",function(M,C,r)m:OnThrottleDeccel(M,C,r)return Enum.ContextActionResult.Pass end,false,m.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(M,C,r)m:OnSteerRight(M,C,r)return Enum.ContextActionResult.Pass end,false,m.CONTROL_ACTION_PRIORITY,Enum.KeyCode.Right)ContextActionService:BindActionAtPriority("\097\114\114\111\119\083\116\101\101\114\076\101\102\116",function(M,C,r)m:OnSteerLeft(M,C,r)return Enum.ContextActionResult.Pass end,false,m.CONTROL_ACTION_PRIORITY,Enum.KeyCode.Left)end function m.Enable(C,m,M)if m==C.enabled and M==C.vehicleSeat then return end C.enabled=m C.vehicleMoveVector=ZERO_VECTOR3 if m then if M then C.vehicleSeat=M C:SetupAutoPilot()C: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")C.vehicleSeat=nil end end function m.OnThrottleAccel(r,m,M,C)if FFlagBetterHandlingVehicleInputStates then if M==Enum.UserInputState.End or M==Enum.UserInputState.Cancel then r.acceleration=0 else r.acceleration=-1 end else r.acceleration=M~=Enum.UserInputState.End and-1 or 0 end r.throttle=r.acceleration+r.decceleration end function m.OnThrottleDeccel(r,m,M,C)if FFlagBetterHandlingVehicleInputStates then if M==Enum.UserInputState.End or M==Enum.UserInputState.Cancel then r.decceleration=0 else r.decceleration=1 end else r.decceleration=M~=Enum.UserInputState.End and 1 or 0 end r.throttle=r.acceleration+r.decceleration end function m.OnSteerRight(r,m,M,C)if FFlagBetterHandlingVehicleInputStates then if M==Enum.UserInputState.End or M==Enum.UserInputState.Cancel then r.turningRight=0 else r.turningRight=1 end else r.turningRight=M~=Enum.UserInputState.End and 1 or 0 end r.steer=r.turningRight+r.turningLeft end function m.OnSteerLeft(r,m,M,C)if FFlagBetterHandlingVehicleInputStates then if M==Enum.UserInputState.End or M==Enum.UserInputState.Cancel then r.turningLeft=0 else r.turningLeft=-1 end else r.turningLeft=M~=Enum.UserInputState.End and-1 or 0 end r.steer=r.turningRight+r.turningLeft end
-- Note that VehicleController does not derive from BaseCharacterController, it is a special case
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
