--end)

task.spawn(function()
	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.ServerBullet:FireAllClients(nil, h.Position,(aim - h.Position).Unit,WeaponData,nil)
					h.Echo:Play()
					h.Fire:Play()

					local raycastParams = RaycastParams.new()
					raycastParams.FilterDescendantsInstances = Ray_Ignore
					raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
					raycastParams.IgnoreWater = true

					local raycastResult = workspace:Raycast(h.Position, (aim - h.Position).Unit*999, raycastParams)
					if raycastResult and raycastResult.Instance and not Dead then

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


						end
					end
					ammo=ammo-1
					if raycastResult then
						mag=(h.Position-raycastResult.Position).magnitude
						
					end
					t.Humanoid.WalkSpeed = ShootingWalkspeed
				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
			task.wait(RPM) -- How fast the enemy shoots
			if ammo==0 then
				reload()
			end
		end
	end
end
end)