-- Handle remote functions/events

function runStarting(player)
	if player.Character then
		if player.Character:FindFirstChild("FastStartScript") then
			player.Character.FastStartScript.Disabled = false
		end
	end
end
game.ReplicatedStorage.RemoteEvents.RunStarting.OnServerEvent:connect(runStarting)

local behaviourModules = {}

coroutine.wrap(function()
	for _, behaviourScript in ipairs(script.Behaviours:GetChildren()) do
		local success, errMessage = pcall(function() 
			behaviourModules[behaviourScript.Name] = require(behaviourScript) 
		end)
		if not success then
			warn("Failed to load module" ..behaviourScript.Name.. ".\n" ..errMessage)
		end
	end
end)()

function executeBehaviour(player, character, brickTouched, behaviourName)
	if behaviourModules[behaviourName] ~= nil then
		behaviourModules[behaviourName]:ExecuteBehaviour(brickTouched, character)
	end
end
game.ReplicatedStorage.RemoteEvents.ExecuteBehaviour.OnServerEvent:connect(executeBehaviour)
