--end)



while true do

	if Dead then
		break
	end

	AI()

	local n,mag,hum=near()
	if n and not Dead then
		n=n.p
		if not r then
			w=.14
			local dir=h.Position-n
			local tst ,_ =workspace:FindPartOnRay(Ray.new(t.Torso.Position,(n-t.Torso.Position).Unit*999),t)
			local aim =n+Vector3.new(math.random(-mag*RecoilSpread,mag*RecoilSpread),math.random(-mag*RecoilSpread,mag*RecoilSpread),math.random(-mag*RecoilSpread,mag*RecoilSpread))+hum
			

			if tst and not Dead then
				
				local FoundHuman,VitimaHuman = CheckForHumanoid(tst)
				if FoundHuman == true and VitimaHuman.Health > 0 and game.Players:GetPlayerFromCharacter(VitimaHuman.Parent) and perception >= 10 then
				

				function lookAt(target, eye)
   					local forwardVector = (eye - target).Unit
   					local upVector = Vector3.new(0, 1, 0)
  					  -- You have to remember the right hand rule or google search to get this right
  					local rightVector = forwardVector:Cross(upVector)
   					local upVector2 = rightVector:Cross(forwardVector)
 							
   					 return CFrame.fromMatrix(eye, rightVector, upVector2)
				end

				local direction = (n+hum)-h.CFrame.LookVector
				script.Parent:SetPrimaryPartCFrame(CFrame.new(t.Head.CFrame.Position,Vector3.new(direction.X,h.CFrame.Y,direction.Z)))

				Evt.ACS_AI.AIShoot:FireAllClients(h)
				h.Echo:Play()
				h.Fire:Play()
				local par, pos, Norm, Mat = workspace:FindPartOnRay(Ray.new(h.Position,(aim-h.Position).Unit*999),t)
				if par and not Dead then

				Hitmaker(par, pos, Norm, Mat)
					local FoundHuman,VitimaHuman = CheckForHumanoid(par)
					if FoundHuman == true and VitimaHuman.Health > 0 and game.Players:GetPlayerFromCharacter(VitimaHuman.Parent) then
					local TotalDistTraveled = (pos - h.Position).Magnitude
					 ------ How much damage the gun inflicts
					if par.Name == "Head" or par.Parent.Name == "Top" or par.Parent.Name == "Headset" or par.Parent.Name == "Olho" or par.Parent.Name == "Face" or par.Parent.Name == "Numero" then
						local DanoBase = math.random(HeadDamage[1], HeadDamage[2])
						local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Head")	
						Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
					elseif (par.Parent:IsA('Accessory') or par.Parent:IsA('Hat')) then
						local DanoBase = math.random(HeadDamage[1], HeadDamage[2])
						local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Head")	
						Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
					elseif par.Name == "Torso" or par.Parent.Name == "Chest" or par.Parent.Name == "Waist" then
						local DanoBase = math.random(TorsoDamage[1], TorsoDamage[2])
						local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body")	
						Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
					elseif par.Name == "Right Arm" or par.Name == "Left Arm" or par.Name == "Right Leg" or par.Name == "Left Leg" or par.Parent.Name == "Back" or par.Parent.Name == "Leg1" or par.Parent.Name == "Leg2" or par.Parent.Name == "Arm1" or par.Parent.Name == "Arm2" then
						local DanoBase = math.random(LimbsDamage[1], LimbsDamage[2])
						local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body")	
						Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
					else
						local DanoBase = math.random(LimbsDamage[1], LimbsDamage[2])
						local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body")	
						Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
					end	


					end
				end
				ammo=ammo-1
				mag=(h.Position-pos).magnitude
				t.Humanoid.WalkSpeed = ShootingWalkspeed
				--print("Atirando")
				
				local TracerChance = math.random(1,100)
				
				if TracerChance <= Settings.TracerChance.Value then

					Evt.ACS_AI.AIBullet:FireAllClients(nil, t.Head.CFrame, Tracer, 0, 2200, (aim-h.Position).Unit,TracerColor,Ray_Ignore, BulletFlare, BulletFlareColor)

				end

			elseif FoundHuman == true and VitimaHuman.Health > 0 and game.Players:GetPlayerFromCharacter(VitimaHuman.Parent) and perception < 10 then
					perception = perception + Settings.Level.Value
					t.Humanoid.WalkSpeed = SearchingWalkspeed
					Memory = Settings.Level.Value * 100
					CanSee = true
			elseif perception > 0 then
					perception = perception - 1/Settings.Level.Value * 2
					t.Humanoid.WalkSpeed = SearchingWalkspeed
					CanSee = false
				elseif perception <= 0 then
					perception = 0
					t.Humanoid.WalkSpeed = RegularWalkspeed
					Memory = Memory - .25
			end
			--print(Memory)
		end
			wait(RPM) -- How fast the enemy shoots
			if ammo==0 then
				reload()
			end
		end
	end
end