-- The pierce function can also be used for things like bouncing.
-- In reality, it's more of a function that the module uses to ask "Do I end the cast now, or do I keep going?"
-- Because of this, you can use it for logic such as ray reflection or other redirection methods.
-- A great example might be to pierce or bounce based on something like velocity or angle.
-- You can see this implementation further down in the OnRayPierced function.
function CanRayPierce(cast, rayResult, segmentVelocity)

	-- Let's keep track of how many times we've hit something.
	local hits = cast.UserData.Hits
	if (hits == nil) then
		-- If the hit data isn't registered, set it to 1 (because this is our first hit)
		cast.UserData.Hits = 1
	else
		-- If the hit data is registered, add 1.
		return false
		--cast.UserData.Hits += 1
	end

	-- And if the hit count is over 3, don't allow piercing and instead stop the ray.
	if (cast.UserData.Hits > 1) then
		return false
	end

	-- Now if we make it here, we want our ray to continue.
	-- This is extra important! If a bullet bounces off of something, maybe we want it to do damage too!
	-- So let's implement that.
	local hitPart = rayResult.Instance
	if hitPart ~= nil and hitPart.Parent ~= nil then
		local humanoid = hitPart.Parent:FindFirstChildOfClass("Humanoid")
		if humanoid then
			humanoid:TakeDamage(25) -- Damage.
		end
	end

	-- And then lastly, return true to tell FC to continue simulating.
	return true

	--[[
	-- This function shows off the piercing feature literally. Pass this function as the last argument (after bulletAcceleration) and it will run this every time the ray runs into an object.
	
	-- Do note that if you want this to work properly, you will need to edit the OnRayPierced event handler below so that it doesn't bounce.
	
	if material == Enum.Material.Ice or material == Enum.Material.Glass then
		-- Hit glass, plastic, or ice...
		if hitPart.Transparency >= 0.5 then
			-- And it's >= half transparent...
			return true -- Yes! We can pierce.
		end
	end
	return false
	--]]
end

function Fire(direction)
	-- Called when we want to fire the gun.
	if Tool.Parent:IsA("Backpack") then return end -- Can't fire if it's not equipped.
	-- Note: Above isn't in the event as it will prevent the CanFire value from being set as needed.

	-- UPD. 11 JUNE 2019 - Add support for random angles.
	local directionalCF = CFrame.new(Vector3.new(), direction)
	-- Now, we can use CFrame orientation to our advantage.
	-- Overwrite the existing Direction value.
	local direction = (directionalCF * CFrame.fromOrientation(0, 0, RNG:NextNumber(0, TAU)) * CFrame.fromOrientation(math.rad(RNG:NextNumber(MIN_BULLET_SPREAD_ANGLE, MAX_BULLET_SPREAD_ANGLE)), 0, 0)).LookVector

	-- UPDATE V6: Proper bullet velocity!
	-- IF YOU DON'T WANT YOUR BULLETS MOVING WITH YOUR CHARACTER, REMOVE THE THREE LINES OF CODE BELOW THIS COMMENT.
	-- Requested by https://www.roblox.com/users/898618/profile/
	-- We need to make sure the bullet inherits the velocity of the gun as it fires, just like in real life.
	local humanoidRootPart = Tool.Parent:WaitForChild("HumanoidRootPart", 1)	-- Add a timeout to this.
	local myMovementSpeed = humanoidRootPart.Velocity							-- To do: It may be better to get this value on the clientside since the server will see this value differently due to ping and such.
	local modifiedBulletSpeed = (direction * BULLET_SPEED)-- + myMovementSpeed	-- We multiply our direction unit by the bullet speed. This creates a Vector3 version of the bullet's velocity at the given speed. We then add MyMovementSpeed to add our body's motion to the velocity.

	if PIERCE_DEMO then
		CastBehavior.CanPierceFunction = CanRayPierce
	end

	local simBullet = Caster:Fire(FirePointObject.WorldPosition, direction, modifiedBulletSpeed, CastBehavior)
	-- Optionally use some methods on simBullet here if applicable.

	-- Play the sound
	PlayFireSound()
end