----------//Render Functions\\----------
Run.RenderStepped:Connect(function(step)
	HeadMovement()
	renderGunRecoil()
	renderCam()

	if ViewModel and LArm and RArm and WeaponInHand then --Check if the weapon and arms are loaded

		local mouseDelta = User:GetMouseDelta()
		SwaySpring:accelerate(Vector3.new(mouseDelta.x/60, mouseDelta.y/60, 0))

		local swayVec = SwaySpring.p
		local TSWAY = swayVec.z
		local XSSWY = swayVec.X
		local YSSWY = swayVec.Y
		local Sway = CFrame.Angles(YSSWY,XSSWY,XSSWY)

		if BipodAtt then

			local BipodRay = Ray.new(UnderBarrelAtt.Main.Position, Vector3.new(0,-1.75,0))
			local BipodHit, BipodPos, BipodNorm = workspace:FindPartOnRayWithIgnoreList(BipodRay, Ignore_Model, false, true)

			if BipodHit then
				CanBipod = true
				if CanBipod and BipodActive and not runKeyDown and (GunStance == 0 or GunStance == 2) then
					TS:Create(SE_GUI.GunHUD.Att.Bipod, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,255,255), ImageTransparency = .123}):Play()
					if not aimming then
						BipodCF = BipodCF:Lerp(CFrame.new(0,(((UnderBarrelAtt.Main.Position - BipodPos).magnitude)-1) * (-1.5), 0),.2)
					else
						BipodCF = BipodCF:Lerp(CFrame.new(),.2)
					end				

				else
					BipodActive = false
					BipodCF = BipodCF:Lerp(CFrame.new(),.2)
					TS:Create(SE_GUI.GunHUD.Att.Bipod, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,255,0), ImageTransparency = .5}):Play()
				end
			else
				BipodActive = false
				CanBipod = false
				BipodCF = BipodCF:Lerp(CFrame.new(),.2)
				TS:Create(SE_GUI.GunHUD.Att.Bipod, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,0,0), ImageTransparency = .5}):Play()
			end

		end

		AnimPart.CFrame = cam.CFrame * NearZ * BipodCF * maincf * gunbobcf * aimcf

		if not AnimData.GunModelFixed then
			WeaponInHand:SetPrimaryPartCFrame(
				ViewModel.PrimaryPart.CFrame
					* guncf
			)
		end

		if running then
			gunbobcf = gunbobcf:Lerp(CFrame.new(
				0.025 * (charspeed/10) * math.sin(tick() * 8),
				0.025 * (charspeed/10) * math.cos(tick() * 16),
				0
				) * CFrame.Angles(
					math.rad( 1 * (charspeed/10) * math.sin(tick() * 16) ), 
					math.rad( 1 * (charspeed/10) * math.cos(tick() * 8) ), 
					math.rad(0)
				), 0.1)
		else
			gunbobcf = gunbobcf:Lerp(CFrame.new(
				0.005 * math.sin(tick() * 1.5),
				0.005 * math.cos(tick() * 2.5),
				0 
				), 1)
		end
		
		local AimTiming = 0
		if WeaponData.adsTime then
			AimTiming += step / (WeaponData.adsTime * 0.1)
		else
			AimTiming = 0.2
		end
		if CurAimpart and aimming and AnimDebounce and not CheckingMag then
			if not NVG or WeaponInHand.AimPart:FindFirstChild("NVAim") == nil then
				if AimPartMode == 1 then
					TS:Create(cam,AimTween,{FieldOfView = ModTable.ZoomValue}):Play()
					maincf = maincf:Lerp(maincf * CFrame.new(0,0,-.5) * recoilcf * Sway:inverse() * CurAimpart.CFrame:toObjectSpace(cam.CFrame), AimTiming)
				else
					TS:Create(cam,AimTween,{FieldOfView = ModTable.Zoom2Value}):Play()
					maincf = maincf:Lerp(maincf * CFrame.new(0,0,-.5) * recoilcf * Sway:inverse() * CurAimpart.CFrame:toObjectSpace(cam.CFrame), AimTiming)
				end
			else
				TS:Create(cam,AimTween,{FieldOfView = 70}):Play()
				maincf = maincf:Lerp(maincf * CFrame.new(0,0,-.5) * recoilcf * Sway:inverse() * (WeaponInHand.AimPart.CFrame * WeaponInHand.AimPart.NVAim.CFrame):toObjectSpace(cam.CFrame), AimTiming)
			end

		else
			TS:Create(cam,AimTween,{FieldOfView = 70}):Play()
			maincf = maincf:Lerp(AnimData.MainCFrame * recoilcf * Sway:inverse(), AimTiming)   
		end

		for index, Part in pairs(WeaponInHand:GetDescendants()) do
			if Part:IsA("BasePart") and Part.Name == "SightMark" then
				local dist_scale = Part.CFrame:pointToObjectSpace(cam.CFrame.Position)/Part.Size
				local reticle = Part.SurfaceGui.Border.Scope	
				reticle.Position=UDim2.new(.5+dist_scale.x,0,.5-dist_scale.y,0)	
				if Part.SurfaceGui.Border:FindFirstChild("Vignette") then
					--Part.SurfaceGui.Border.Vignette.Position = reticle.Position
				end
			end
		end

		recoilcf = recoilcf:Lerp(CFrame.new() * CFrame.Angles( math.rad(RecoilSpring.p.X), math.rad(RecoilSpring.p.Y), math.rad(RecoilSpring.p.z)), AimTiming)


		if WeaponData.CrossHair then
			if aimming then
				CHup = CHup:Lerp(UDim2.new(.5,0,.5,0),AimTiming)
				CHdown = CHdown:Lerp(UDim2.new(.5,0,.5,0),AimTiming)
				CHleft = CHleft:Lerp(UDim2.new(.5,0,.5,0),AimTiming)
				CHright = CHright:Lerp(UDim2.new(.5,0,.5,0),AimTiming)
			else
				local Normalized = ((WeaponData.CrosshairOffset + BSpread + (charspeed * WeaponData.WalkMult * ModTable.WalkMult) ) / 50)/10

				CHup = CHup:Lerp(UDim2.new(0.5, 0, 0.5 - Normalized,0),0.5)
				CHdown = CHdown:Lerp(UDim2.new(.5, 0, 0.5 + Normalized,0),0.5)
				CHleft = CHleft:Lerp(UDim2.new(.5 - Normalized, 0, 0.5, 0),0.5)
				CHright = CHright:Lerp(UDim2.new(.5 + Normalized, 0, 0.5, 0),0.5)
			end

			Crosshair.Position = UDim2.new(0,mouse.X,0,mouse.Y)

			Crosshair.Up.Position = CHup
			Crosshair.Down.Position = CHdown
			Crosshair.Left.Position = CHleft
			Crosshair.Right.Position = CHright

		else

			CHup = CHup:Lerp(UDim2.new(.5,0,.5,0),AimTiming)
			CHdown = CHdown:Lerp(UDim2.new(.5,0,.5,0),AimTiming)
			CHleft = CHleft:Lerp(UDim2.new(.5,0,.5,0),AimTiming)
			CHright = CHright:Lerp(UDim2.new(.5,0,.5,0),AimTiming)

			Crosshair.Position = UDim2.new(0,mouse.X,0,mouse.Y)

			Crosshair.Up.Position = CHup
			Crosshair.Down.Position = CHdown
			Crosshair.Left.Position = CHleft
			Crosshair.Right.Position = CHright

		end

		if BSpread then
			local currTime = time()
			if currTime - LastSpreadUpdate > (60/WeaponData.ShootRate) * 2 and not shooting and BSpread > WeaponData.MinSpread * ModTable.MinSpread then
				BSpread = math.max(WeaponData.MinSpread * ModTable.MinSpread, BSpread - WeaponData.AimInaccuracyDecrease * ModTable.AimInaccuracyDecrease)
			end
			if currTime - LastSpreadUpdate > (60/WeaponData.ShootRate) * 1.5 and not shooting and RecoilPower > WeaponData.MinRecoilPower * ModTable.MinRecoilPower then
				RecoilPower =  math.max(WeaponData.MinRecoilPower * ModTable.MinRecoilPower, RecoilPower - WeaponData.RecoilPowerStepAmount * ModTable.RecoilPowerStepAmount)
			end
		end

		if LaserActive and Pointer ~= nil then

			if NVG then
				Pointer.Transparency = 0
				Pointer.Beam.Enabled = true
			else
				if not gameRules.RealisticLaser then
					Pointer.Beam.Enabled = true
				else
					Pointer.Beam.Enabled = false
				end
				if IRmode then
					Pointer.Transparency = 1
				else
					Pointer.Transparency = 0
				end
			end

			for index, Key in pairs(WeaponInHand:GetDescendants()) do
				if Key:IsA("BasePart") and Key.Name == "LaserPoint" then
					local L_361_ = Ray.new(Key.CFrame.Position, Key.CFrame.LookVector * 1000)
					local Hit, Pos, Normal = workspace:FindPartOnRayWithIgnoreList(L_361_, Ignore_Model, false, true)

					if Hit then
						Pointer.CFrame =  CFrame.new(Pos, Pos + Normal)
					else
						Pointer.CFrame =  CFrame.new(cam.CFrame.Position + Key.CFrame.LookVector * 2000, Key.CFrame.LookVector)
					end

					if HalfStep and gameRules.ReplicatedLaser then
						Evt.SVLaser:FireServer(Pos,1,Pointer.Color,IRmode,WeaponTool)
					end
					break
				end
			end
		end
	end
	
	if ACS_Client:GetAttribute("Surrender") then
		char.Humanoid.WalkSpeed = 0
	elseif script.Parent:GetAttribute("Injured") then
		SetWalkSpeed(gameRules.InjuredCrouchWalkSpeed)
	elseif runKeyDown then
		SetWalkSpeed(gameRules.RunWalkSpeed)
		Crouched = false
		Proned = false
	elseif Crouched then
		SetWalkSpeed(gameRules.CrouchWalkSpeed)
	elseif Proned then
		SetWalkSpeed(gameRules.ProneWalksSpeed)
	elseif Steady then
		SetWalkSpeed(gameRules.SlowPaceWalkSpeed)
	else
		SetWalkSpeed(gameRules.NormalWalkSpeed)
	end
end)