--local r2 = cr.Misc.FR.Door.Ind

local b1 = lt.LEFT
local b2 = lt.RIGHT
local b3 = lt.TB
local lw = lt.B
local lww = lt.L
local lwww = lt.L2
local hi = lt.HB
local rb = lt.RB
local rv = lt.Reverse

local left = false
local right = false
local hazards = false
local reverse = false
local headlt = false
local highlt = false
local relay = false
local brake = false

function DealWithInput(input,processed)
	if (processed) then return end
	if input.KeyCode == Enum.KeyCode.S or input.KeyCode == Enum.KeyCode.Down then --Brake
		if input.UserInputState == Enum.UserInputState.Begin then
			brake=true
			b3.BrickColor = BrickColor.new("Really red")
			b3.Material = Enum.Material.Neon
			if not left then
				b1.BrickColor = BrickColor.new("Really Red")
				b1.Material = Enum.Material.Neon
			end
			if not right then
				b2.BrickColor = BrickColor.new("Really Red")
				b2.Material = Enum.Material.Neon
			end
		elseif input.UserInputState == Enum.UserInputState.End then
			brake=false
			b3.BrickColor = BrickColor.new("Crimson")
			b3.Material = Enum.Material.SmoothPlastic
			if ((not left) and (not hazards) and (not brake)) then
			b1.BrickColor = BrickColor.new("Pearl")
			b1.Material = Enum.Material.SmoothPlastic
			else