----------//Gun System\\----------
local L_199_ = nil
char.ChildAdded:connect(function(Tool)
	
	if Tool:IsA("Tool") and not Tool:FindFirstChild("ACS_Settings") then
		PreviousTool = nil
		canDrop = false
	end
	
	if Tool:IsA('Tool') and Humanoid.Health > 0 and not ToolEquip and Tool:FindFirstChild("ACS_Settings") ~= nil and (require(Tool.ACS_Settings).Type == 'Gun' or require(Tool.ACS_Settings).Type == 'Melee' or require(Tool.ACS_Settings).Type == 'Grenade') then
		local L_370_ = true
		if char:WaitForChild("Humanoid").Sit then
			if char.Humanoid.SeatPart:IsA("VehicleSeat") and not gameRules.EquipInVehicleSeat then 
				L_370_ = false
			elseif char.Humanoid.SeatPart:IsA("Seat") and not gameRules.EquipInSeat then
				L_370_ = false
			end
		end

		if L_370_ then
			L_199_ = Tool
			if not ToolEquip then
				--pcall(function()
				setup(Tool)
				--end)

			elseif ToolEquip then
				pcall(function()
					unset()
					setup(Tool)
				end)
			end;
		end;
	end

end)

char.ChildRemoved:connect(function(Tool)
	if Tool == WeaponTool then
		if ToolEquip then
			unset()
		end
	end
end)

Humanoid.Running:Connect(function(speed)
	charspeed = speed
	if speed > 0.1 then
		running = true
	else
		running = false
	end
end)

Humanoid.Swimming:Connect(function(speed)
	if Swimming then
		charspeed = speed
		if speed > 0.1 then
			running = true
		else
			running = false
		end
	end
end)

Humanoid.Died:Connect(function(speed)
	TS:Create(char.Humanoid, TweenInfo.new(1), {CameraOffset = Vector3.new(0,0,0)} ):Play()
	ChangeStance = false
	Stand()
	Stances = 0
	Virar = 0
	CameraX = 0
	CameraY = 0
	Lean()
	Equipped = 0
	unset()
	Evt.NVG:Fire(false)
end)

Humanoid.Seated:Connect(function(IsSeated, Seat)

	if IsSeated and Seat and (Seat:IsA("VehicleSeat") or Seat:IsA("Seat")) then
		if not gameRules.EquipInVehicleSeat then
			unset()
			Humanoid:UnequipTools()
		end
		CanLean = false
		plr.CameraMaxZoomDistance = gameRules.VehicleMaxZoom
		
		if gameRules.DisableInSeat then
			UnBindActions()
		end
	else
		if gameRules.DisableInSeat then
			BindActions()
		end
		Proned = false
		Crouched = false
		plr.CameraMaxZoomDistance = game.StarterPlayer.CameraMaxZoomDistance
	end

	if IsSeated  then
		Sentado = true
		Stances = 0
		Virar = 0
		CameraX = 0
		CameraY = 0
		Stand()
		Lean()
	else
		Sentado = false
		CanLean = true
	end
end)

Humanoid.Changed:connect(function(Property)
	if not  gameRules.AntiBunnyHop then return; end;
	if Property == "Jump" and Humanoid.Sit == true and Humanoid.SeatPart ~= nil then
		Humanoid.Sit = false
	elseif Property == "Jump" and Humanoid.Sit == false then
		if JumpDelay then
			Humanoid.Jump = false
			return false
		end
		JumpDelay = true
		delay(0, function()
			wait(gameRules.JumpCoolDown)
			JumpDelay = false
		end)
	end
end)

Humanoid.StateChanged:connect(function(Old,state)
	if state == Enum.HumanoidStateType.Swimming then
		Swimming = true
		Stances = 0
		Virar = 0
		CameraX = 0
		CameraY = 0
		Stand()
		Lean()
	else
		Swimming = false
	end

	if gameRules.EnableFallDamage then
		if state == Enum.HumanoidStateType.Freefall and not falling then
			falling = true
			local curVel = 0
			local peak = 0

			while falling do
				curVel = HumanoidRootPart.Velocity.magnitude
				peak = peak + 1
				Thread:Wait()
			end
			local damage = (curVel - (gameRules.MaxVelocity)) * gameRules.DamageMult
			if damage > 5 and peak > 20 then
				local SKP_02 = SKP_01.."-"..plr.UserId

				cameraspring:accelerate(Vector3.new(-damage/20, 0, math.random(-damage, damage)/5))
				SwaySpring:accelerate(Vector3.new( math.random(-damage, damage)/5, damage/5,0))

				local hurtSound = PastaFx.FallDamage:Clone()
				hurtSound.Parent = plr.PlayerGui
				hurtSound.Volume = damage/Humanoid.MaxHealth
				hurtSound:Play()
				Debris:AddItem(hurtSound,hurtSound.TimeLength)

				Evt.Damage:InvokeServer(nil, nil, nil, nil, nil, nil, true, damage, SKP_02)

			end
		elseif state == Enum.HumanoidStateType.Landed or state == Enum.HumanoidStateType.Dead then
			falling = false
			SwaySpring:accelerate(Vector3.new(0, 2.5, 0))
		end
	end

end)

mouse.WheelBackward:Connect(function() -- fires when the wheel goes forwards

	if ToolEquip and not CheckingMag and not aimming and not reloading and not runKeyDown and AnimDebounce and WeaponData.Type == "Gun" then
		mouse1down = false
		if GunStance == 0 then
			SafeMode = true
			GunStance = -1
			UpdateGui()
			Evt.GunStance:FireServer(GunStance,AnimData)
			LowReady()
		elseif GunStance == -1 then
			SafeMode = true
			GunStance = -2
			UpdateGui()
			Evt.GunStance:FireServer(GunStance,AnimData)
			Patrol()
		elseif GunStance == 1 then
			SafeMode = false
			GunStance = 0
			UpdateGui()
			Evt.GunStance:FireServer(GunStance,AnimData)
			IdleAnim()
		end
	end

	if ToolEquip and aimming and Sens > 5 then
		Sens = Sens - 5
		UpdateGui()
		game:GetService('UserInputService').MouseDeltaSensitivity = (Sens/100)
	end

end)


mouse.WheelForward:Connect(function() -- fires when the wheel goes backwards

	if ToolEquip and not CheckingMag and not aimming and not reloading and not runKeyDown and AnimDebounce and WeaponData.Type == "Gun" then
		mouse1down = false
		if GunStance == 0 then
			SafeMode = true
			GunStance = 1
			UpdateGui()
			Evt.GunStance:FireServer(GunStance,AnimData)
			HighReady()
		elseif GunStance == -1 then
			SafeMode = false
			GunStance = 0
			UpdateGui()
			Evt.GunStance:FireServer(GunStance,AnimData)
			IdleAnim()
		elseif GunStance == -2 then
			SafeMode = true
			GunStance = -1
			UpdateGui()
			Evt.GunStance:FireServer(GunStance,AnimData)
			LowReady()
		end
	end

	if ToolEquip and aimming and Sens < 100 then
		Sens = Sens + 5
		UpdateGui()
		game:GetService('UserInputService').MouseDeltaSensitivity = (Sens/100)
	end

end)

script.Parent:GetAttributeChangedSignal("Injured"):Connect(function()
	local valor = script.Parent:GetAttribute("Injured")

	if valor and runKeyDown then
		runKeyDown 	= false
		Stand()
		if not CheckingMag and not reloading and WeaponData and WeaponData.Type ~= "Grenade" and (GunStance == 0 or GunStance == 2 or GunStance == 3) then
			GunStance = 0
			Evt.GunStance:FireServer(GunStance,AnimData)
			IdleAnim()
		end
	end

	if Stances == 0 then
		Stand()
	elseif Stances == 1 then
		Crouch()
	end

end)