--				handler:FireServer('updateLights', 'fog', true)

			end
		end
	elseif input.KeyCode == Enum.KeyCode.Z or input.KeyCode == Enum.KeyCode.ButtonL1 then
		if input.UserInputState == Enum.UserInputState.Begin then
	        if not Debounce then
	            Debounce = true
	            handler:FireServer('blinkers', 'Left',st)
	            wait(1/3)
	            Debounce = false
	        end
		end
	elseif input.KeyCode == Enum.KeyCode.C or input.KeyCode == Enum.KeyCode.ButtonR1 then
		if input.UserInputState == Enum.UserInputState.Begin then
	        if not Debounce then
	            Debounce = true
	            handler:FireServer('blinkers', 'Right',st)
	            wait(1/3)
	            Debounce = false
	        end
		end
	elseif input.KeyCode == Enum.KeyCode.X then
		if input.UserInputState == Enum.UserInputState.Begin then
	        if not Debounce then
	            Debounce = true
	            handler:FireServer('blinkers', 'Hazards',false)
	            wait(1/3)
	            Debounce = false
	        end
		end
	end
end

is.InputBegan:connect(DealWithInput)
is.InputChanged:connect(DealWithInput)
is.InputEnded:connect(DealWithInput)

handler.OnClientEvent:connect(function(...)
    local Args = {...}
    if Args[1] then
        if Args[1] == 'blink' then
            if Args[2] then
                local P = Args[2]
                if Args[3] then
                    local Play = Args[3]
                    script.Parent.Blink.Pitch = P
                    if Play == true then
                        script.Parent.Blink:Play()
                    elseif Play == false then
                        script.Parent.Blink:Stop()
                    end
                end
            end
        end
    end
end)
