--// Char Parts
local Humanoid 	= char:WaitForChild('Humanoid')
local Head 		= char:WaitForChild('Head')
local Torso 	= char:WaitForChild('Torso')
local HumanoidRootPart 	= char:WaitForChild('HumanoidRootPart')
local RootJoint 		= HumanoidRootPart:WaitForChild('RootJoint')
local Neck 				= Torso:WaitForChild('Neck')
local Right_Shoulder 	= Torso:WaitForChild('Right Shoulder')
local Left_Shoulder 	= Torso:WaitForChild('Left Shoulder')
local Right_Hip 		= Torso:WaitForChild('Right Hip')
local Left_Hip 			= Torso:WaitForChild('Left Hip')

local YOffset = Neck.C0.Y
local WaistYOffset = Neck.C0.Y
local CFNew, CFAng = CFrame.new, CFrame.Angles
local Asin = math.asin
local T = 0.15

User.MouseIconEnabled 	= true
plr.CameraMode 			= Enum.CameraMode.Classic

cam.CameraType = Enum.CameraType.Custom
cam.CameraSubject = Humanoid

if gameRules.TeamTags then
	local tag = Essential.TeamTag:clone()
	tag.Parent = char
	tag.Disabled = false
end

function handleAction(actionName, inputState, inputObject)

	if actionName == "Fire" and inputState == Enum.UserInputState.Begin and AnimDebounce then
		Shoot()

		if WeaponData.Type == "Grenade" then
			CookGrenade = true
			Grenade()
		end

	elseif actionName == "Fire" and inputState == Enum.UserInputState.End then
		mouse1down = false
		CookGrenade = false
	end

	if actionName == "Reload" and inputState == Enum.UserInputState.Begin and AnimDebounce and not CheckingMag and not reloading then
		if WeaponData.Jammed then
			Jammed()
		else
			Reload()
		end
	end

	if actionName == "Reload" and inputState == Enum.UserInputState.Begin and reloading and WeaponData.ShellInsert then
		CancelReload = true
	end

	if actionName == "CycleLaser" and inputState == Enum.UserInputState.Begin and LaserAtt then
		SetLaser()
	end

	if actionName == "CycleLight" and inputState == Enum.UserInputState.Begin and TorchAtt then
		SetTorch()
	end

	if actionName == "CycleFiremode" and inputState == Enum.UserInputState.Begin and WeaponData and WeaponData.FireModes.ChangeFiremode then
		Firemode()
	end

	if actionName == "CycleAimpart" and inputState == Enum.UserInputState.Begin then
		SetAimpart()
	end

	if actionName == "ZeroUp" and inputState == Enum.UserInputState.Begin and WeaponData and WeaponData.EnableZeroing  then
		if WeaponData.CurrentZero < WeaponData.MaxZero then
			WeaponInHand.Handle.Click:play()
			WeaponData.CurrentZero = math.min(WeaponData.CurrentZero + WeaponData.ZeroIncrement, WeaponData.MaxZero) 
			UpdateGui()
		end
	end

	if actionName == "ZeroDown" and inputState == Enum.UserInputState.Begin and WeaponData and WeaponData.EnableZeroing  then
		if WeaponData.CurrentZero > 0 then
			WeaponInHand.Handle.Click:play()
			WeaponData.CurrentZero = math.max(WeaponData.CurrentZero - WeaponData.ZeroIncrement, 0) 
			UpdateGui()
		end
	end

	if actionName == "CheckMag" and inputState == Enum.UserInputState.Begin and not CheckingMag and not reloading and not runKeyDown and AnimDebounce then
		CheckMagFunction()
	end

	if actionName == "ToggleBipod" and inputState == Enum.UserInputState.Begin and CanBipod then

		BipodActive = not BipodActive
		UpdateGui()
	end

	if actionName == "NVG" and inputState == Enum.UserInputState.Begin and not NVGdebounce then
		if not plr.Character then return; end;
		local helmet = plr.Character:FindFirstChild("Helmet")
		if not helmet then return; end;
		local nvg = helmet:FindFirstChild("Up")
		if not nvg then return; end;
		NVGdebounce = true
		delay(.8,function()
			NVG = not NVG
			Evt.NVG:Fire(NVG)
			NVGdebounce = false		
		end)
	end

	if actionName == "ADS" and inputState == Enum.UserInputState.Begin and AnimDebounce then
		if WeaponData and WeaponData.canAim and GunStance > -2 and not runKeyDown and not CheckingMag then
			aimming = not aimming
			ADS(aimming)
		end

		if WeaponData.Type == "Grenade" then
			GrenadeMode()
		end
	end

	if actionName == "Stand" and inputState == Enum.UserInputState.Begin and ChangeStance and not Swimming and not Sentado and not runKeyDown and not ACS_Client:GetAttribute("Collapsed") then
		if Stances == 2 then
			Crouched = true
			Proned = false
			Stances = 1
			CameraY = -1
			Crouch()


		elseif Stances == 1 then		
			Crouched = false
			Stances = 0
			CameraY = 0
			Stand()
		end	
	end

	if actionName == "Crouch" and inputState == Enum.UserInputState.Begin and ChangeStance and not Swimming and not Sentado and not runKeyDown and not ACS_Client:GetAttribute("Collapsed") then
		if Stances == 0 then
			Stances = 1
			CameraY = -1
			Crouch()
			Crouched = true
		elseif Stances == 1 then	
			Stances = 2
			CameraX = 0
			CameraY = -3.25
			Virar = 0
			Lean()
			Prone()
			Crouched = false
			Proned = true
		end
	end

	if actionName == "ToggleWalk" and inputState == Enum.UserInputState.Begin and ChangeStance and not runKeyDown then
		Steady = not Steady

		SE_GUI.MainFrame.Poses.Steady.Visible = Steady

		if Stances == 0 then
			Stand()
		end
	end

	if actionName == "LeanLeft" and inputState == Enum.UserInputState.Begin and Stances ~= 2 and ChangeStance and not Swimming and not runKeyDown and CanLean and not ACS_Client:GetAttribute("Collapsed") then
		if Virar == 0 or Virar == 1 then
			Virar = -1
			CameraX = -1.25
		else
			Virar = 0
			CameraX = 0
		end
		Lean()
	end

	if actionName == "LeanRight" and inputState == Enum.UserInputState.Begin and Stances ~= 2 and ChangeStance and not Swimming and not runKeyDown and CanLean and not ACS_Client:GetAttribute("Collapsed") then
		if Virar == 0 or Virar == -1 then
			Virar = 1
			CameraX = 1.25
		else
			Virar = 0
			CameraX = 0
		end
		Lean()
	end

	if actionName == "Run" and inputState == Enum.UserInputState.Begin and running and not script.Parent:GetAttribute("Injured") then
		mouse1down = false		
		runKeyDown 	= true
		Stand()
		Stances = 0
		Virar = 0
		CameraX = 0
		CameraY = 0
		Lean()

		char:WaitForChild("Humanoid").WalkSpeed = gameRules.RunWalkSpeed

		if aimming then
			aimming = false
			ADS(aimming)
		end

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

	elseif actionName == "Run" and inputState == Enum.UserInputState.End 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
end

function resetMods()

	ModTable.camRecoilMod.RecoilUp 		= 1
	ModTable.camRecoilMod.RecoilLeft 	= 1
	ModTable.camRecoilMod.RecoilRight 	= 1
	ModTable.camRecoilMod.RecoilTilt 	= 1

	ModTable.gunRecoilMod.RecoilUp 		= 1
	ModTable.gunRecoilMod.RecoilTilt 	= 1
	ModTable.gunRecoilMod.RecoilLeft 	= 1
	ModTable.gunRecoilMod.RecoilRight 	= 1

	ModTable.AimRM			= 1
	ModTable.SpreadRM 		= 1
	ModTable.DamageMod 		= 1
	ModTable.minDamageMod 	= 1

	ModTable.MinRecoilPower 		= 1
	ModTable.MaxRecoilPower 		= 1
	ModTable.RecoilPowerStepAmount 	= 1

	ModTable.MinSpread 					= 1
	ModTable.MaxSpread 					= 1
	ModTable.AimInaccuracyStepAmount 	= 1
	ModTable.AimInaccuracyDecrease 		= 1
	ModTable.WalkMult 					= 1
	ModTable.MuzzleVelocity 			= 1

end

function setMods(ModData)

	ModTable.camRecoilMod.RecoilUp 		= ModTable.camRecoilMod.RecoilUp * ModData.camRecoil.RecoilUp
	ModTable.camRecoilMod.RecoilLeft 	= ModTable.camRecoilMod.RecoilLeft * ModData.camRecoil.RecoilLeft
	ModTable.camRecoilMod.RecoilRight 	= ModTable.camRecoilMod.RecoilRight * ModData.camRecoil.RecoilRight
	ModTable.camRecoilMod.RecoilTilt 	= ModTable.camRecoilMod.RecoilTilt * ModData.camRecoil.RecoilTilt

	ModTable.gunRecoilMod.RecoilUp 		= ModTable.gunRecoilMod.RecoilUp * ModData.gunRecoil.RecoilUp
	ModTable.gunRecoilMod.RecoilTilt 	= ModTable.gunRecoilMod.RecoilTilt * ModData.gunRecoil.RecoilTilt
	ModTable.gunRecoilMod.RecoilLeft 	= ModTable.gunRecoilMod.RecoilLeft * ModData.gunRecoil.RecoilLeft
	ModTable.gunRecoilMod.RecoilRight 	= ModTable.gunRecoilMod.RecoilRight * ModData.gunRecoil.RecoilRight

	ModTable.AimRM						= ModTable.AimRM * ModData.AimRecoilReduction
	ModTable.SpreadRM 					= ModTable.SpreadRM * ModData.AimSpreadReduction
	ModTable.DamageMod 					= ModTable.DamageMod * ModData.DamageMod
	ModTable.minDamageMod 				= ModTable.minDamageMod * ModData.minDamageMod

	ModTable.MinRecoilPower 			= ModTable.MinRecoilPower * ModData.MinRecoilPower
	ModTable.MaxRecoilPower 			= ModTable.MaxRecoilPower * ModData.MaxRecoilPower
	ModTable.RecoilPowerStepAmount 		= ModTable.RecoilPowerStepAmount * ModData.RecoilPowerStepAmount

	ModTable.MinSpread 					= ModTable.MinSpread * ModData.MinSpread
	ModTable.MaxSpread 					= ModTable.MaxSpread * ModData.MaxSpread
	ModTable.AimInaccuracyStepAmount 	= ModTable.AimInaccuracyStepAmount * ModData.AimInaccuracyStepAmount
	ModTable.AimInaccuracyDecrease 		= ModTable.AimInaccuracyDecrease * ModData.AimInaccuracyDecrease
	ModTable.WalkMult 					= ModTable.WalkMult * ModData.WalkMult
	ModTable.MuzzleVelocity 			= ModTable.MuzzleVelocity * ModData.MuzzleVelocityMod
end

function loadAttachment(weapon)
	if not weapon or not weapon:FindFirstChild("Nodes") then return; end;
	--load sight Att
	if weapon.Nodes:FindFirstChild("Sight") and WeaponData.SightAtt ~= "" then

		SightData =  require(AttModules[WeaponData.SightAtt])

		SightAtt = AttModels[WeaponData.SightAtt]:Clone()
		SightAtt.Parent = weapon
		SightAtt:SetPrimaryPartCFrame(weapon.Nodes.Sight.CFrame)
		weapon.AimPart.CFrame = SightAtt.AimPos.CFrame

		reticle = SightAtt.SightMark.SurfaceGui.Border.Scope	
		if SightData.SightZoom > 0 then
			ModTable.ZoomValue = SightData.SightZoom
		end
		if SightData.SightZoom2 > 0 then
			ModTable.Zoom2Value = SightData.SightZoom2
		end
		setMods(SightData)


		for index, key in pairs(weapon:GetChildren()) do
			if key.Name ~= "IS" then continue; end;
			key.Transparency = 1
		end

		for index, key in pairs(SightAtt:GetChildren()) do
			if not key:IsA('BasePart') then continue; end;
			Ultil.Weld(weapon:WaitForChild("Handle"), key )
			key.Anchored = false
			key.CanCollide = false
		end

	end

	--load Barrel Att
	if weapon.Nodes:FindFirstChild("Barrel") ~= nil and WeaponData.BarrelAtt ~= "" then

		BarrelData =  require(AttModules[WeaponData.BarrelAtt])

		BarrelAtt = AttModels[WeaponData.BarrelAtt]:Clone()
		BarrelAtt.Parent = weapon
		BarrelAtt:SetPrimaryPartCFrame(weapon.Nodes.Barrel.CFrame)


		if BarrelAtt:FindFirstChild("BarrelPos") ~= nil then
			weapon.Handle.Muzzle.WorldCFrame = BarrelAtt.BarrelPos.CFrame
		end

		Suppressor 		= BarrelData.IsSuppressor
		FlashHider 		= BarrelData.IsFlashHider

		setMods(BarrelData)

		for index, key in pairs(BarrelAtt:GetChildren()) do
			if not key:IsA('BasePart') then continue; end;
			Ultil.Weld(weapon:WaitForChild("Handle"), key )
			key.Anchored = false
			key.CanCollide = false
		end
	end

	--load Under Barrel Att
	if weapon.Nodes:FindFirstChild("UnderBarrel") ~= nil and WeaponData.UnderBarrelAtt ~= "" then

		UnderBarrelData =  require(AttModules[WeaponData.UnderBarrelAtt])

		UnderBarrelAtt = AttModels[WeaponData.UnderBarrelAtt]:Clone()
		UnderBarrelAtt.Parent = weapon
		UnderBarrelAtt:SetPrimaryPartCFrame(weapon.Nodes.UnderBarrel.CFrame)


		setMods(UnderBarrelData)
		BipodAtt = UnderBarrelData.IsBipod

		if BipodAtt then
			CAS:BindAction("ToggleBipod", handleAction, true, Enum.KeyCode.B)
		end

		for index, key in pairs(UnderBarrelAtt:GetChildren()) do
			if not key:IsA('BasePart') then continue; end;
			Ultil.Weld(weapon:WaitForChild("Handle"), key )
			key.Anchored = false
			key.CanCollide = false
		end
	end

	if weapon.Nodes:FindFirstChild("Other") ~= nil and WeaponData.OtherAtt ~= "" then

		OtherData =  require(AttModules[WeaponData.OtherAtt])

		OtherAtt = AttModels[WeaponData.OtherAtt]:Clone()
		OtherAtt.Parent = weapon
		OtherAtt:SetPrimaryPartCFrame(weapon.Nodes.Other.CFrame)


		setMods(OtherData)
		LaserAtt = OtherData.EnableLaser
		TorchAtt = OtherData.EnableFlashlight

		if OtherData.InfraRed then
			IREnable = true
		end

		for index, key in pairs(OtherAtt:GetChildren()) do
			if not key:IsA('BasePart') then continue; end;
			Ultil.Weld(weapon:WaitForChild("Handle"), key )
			key.Anchored = false
			key.CanCollide = false
		end
	end
end

function SetLaser()
	if gameRules.RealisticLaser and IREnable then
		if not LaserActive and not IRmode then
			LaserActive = true
			IRmode 		= true

		elseif LaserActive and IRmode then
			IRmode 		= false
		else
			LaserActive = false
			IRmode 		= false
		end
	else
		LaserActive = not LaserActive
	end

	WeaponInHand.Handle.Click:play()
	UpdateGui()

	if LaserActive then
		if Pointer then return; end;
		for index, Key in pairs(WeaponInHand:GetDescendants()) do
			if not Key:IsA("BasePart") or Key.Name ~= "LaserPoint" then continue; end;
			local LaserPointer = Instance.new('Part',Key)
			LaserPointer.Shape = 'Ball'
			LaserPointer.Size = Vector3.new(0.2, 0.2, 0.2)
			LaserPointer.CanCollide = false
			LaserPointer.Color = Key.Color
			LaserPointer.Material = Enum.Material.Neon

			local LaserSP = Instance.new('Attachment',Key)			
			local LaserEP = Instance.new('Attachment',LaserPointer)

			local Laser = Instance.new('Beam',LaserPointer)
			Laser.Transparency = NumberSequence.new(0)
			Laser.LightEmission = 1
			Laser.LightInfluence = 1
			Laser.Attachment0 = LaserSP
			Laser.Attachment1 = LaserEP
			Laser.Color = ColorSequence.new(Key.Color)
			Laser.FaceCamera = true
			Laser.Width0 = 0.01
			Laser.Width1 = 0.01

			if gameRules.RealisticLaser then
				Laser.Enabled = false
			end

			Pointer = LaserPointer
			break
		end
	else
		for index, Key in pairs(WeaponInHand:GetDescendants()) do
			if not Key:IsA("BasePart") or Key.Name ~= "LaserPoint" then continue; end;
			Key:ClearAllChildren()
			break
		end
		Pointer = nil
		if gameRules.ReplicatedLaser then
			Evt.SVLaser:FireServer(nil,2,nil,false,WeaponTool)
		end
	end
end

function SetTorch()

	TorchActive = not TorchActive

	for index, Key in pairs(WeaponInHand:GetDescendants()) do
		if not Key:IsA("BasePart") or Key.Name ~= "FlashPoint" then continue; end;
		Key.Light.Enabled = TorchActive
	end

	Evt.SVFlash:FireServer(WeaponTool,TorchActive)
	WeaponInHand.Handle.Click:play()
	UpdateGui()
end

function ADS(aimming)
	if not WeaponData or not WeaponInHand then return; end;
	if aimming then

		if SafeMode then
			SafeMode = false
			GunStance = 0
			IdleAnim()
			UpdateGui()
		end

		game:GetService('UserInputService').MouseDeltaSensitivity = (Sens/100)

		WeaponInHand.Handle.AimDown:Play()

		GunStance = 2
		Evt.GunStance:FireServer(GunStance,AnimData)

		TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
		TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
		TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
		TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
		TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play()

	else
		game:GetService('UserInputService').MouseDeltaSensitivity = 1
		WeaponInHand.Handle.AimUp:Play()

		GunStance = 0
		Evt.GunStance:FireServer(GunStance,AnimData)

		if  WeaponData.CrossHair then
			TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()
			TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()
			TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()
			TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()
		end

		if  WeaponData.CenterDot then
			TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 0}):Play()
		else
			TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play()
		end
	end
end

function SetAimpart()
	if aimming then
		if AimPartMode == 1 then
			AimPartMode = 2
			if WeaponInHand:FindFirstChild('AimPart2') then
				CurAimpart = WeaponInHand:FindFirstChild('AimPart2')
			end 
		else
			AimPartMode = 1
			CurAimpart = WeaponInHand:FindFirstChild('AimPart')
		end
		--print("Set to Aimpart: "..AimPartMode)
	end
end

function Firemode()

	WeaponInHand.Handle.SafetyClick:Play()
	mouse1down = false

	---Semi Settings---		
	if WeaponData.ShootType == 1 and WeaponData.FireModes.Burst == true then
		WeaponData.ShootType = 2
	elseif WeaponData.ShootType == 1 and WeaponData.FireModes.Burst == false and WeaponData.FireModes.Auto == true then
		WeaponData.ShootType = 3
		---Burst Settings---
	elseif WeaponData.ShootType == 2 and WeaponData.FireModes.Auto == true then
		WeaponData.ShootType = 3
	elseif WeaponData.ShootType == 2 and WeaponData.FireModes.Semi == true and WeaponData.FireModes.Auto == false then
		WeaponData.ShootType = 1
		---Auto Settings---
	elseif WeaponData.ShootType == 3 and WeaponData.FireModes.Semi == true then
		WeaponData.ShootType = 1
	elseif WeaponData.ShootType == 3 and WeaponData.FireModes.Semi == false and WeaponData.FireModes.Burst == true then
		WeaponData.ShootType = 2
		---Explosive Settings---
	end
	UpdateGui()

end

function setup(Tool)

	if not char or not Tool or not char:FindFirstChild("Humanoid") or char.Humanoid.Health <= 0 then return; end;

	local ToolCheck 		= Tool
	local GunModelCheck 	= GunModels:FindFirstChild(Tool.Name)

	if not ToolCheck or not GunModelCheck then warn("Tool Or Gun Model Doesn't Exist") return; end;

	ToolEquip = true
	User.MouseIconEnabled 	= false
	plr.CameraMode 			= Enum.CameraMode.LockFirstPerson

	WeaponTool 		= ToolCheck
	WeaponData 		= require(Tool:FindFirstChild("ACS_Settings"))
	AnimData 		= require(Tool:FindFirstChild("ACS_Animations"))
	WeaponInHand 	= GunModelCheck:Clone()
	WeaponInHand.PrimaryPart = WeaponInHand:WaitForChild("Handle")

	Evt.Equip:FireServer(Tool,1,WeaponData,AnimData)

	ViewModel = ArmModel:WaitForChild("Arms"):Clone()
	ViewModel.Name = "Viewmodel"

	if char:WaitForChild("Body Colors") then
		local Colors = char:WaitForChild("Body Colors"):Clone()
		Colors.Parent = ViewModel
	end

	if char:FindFirstChild("Shirt") then
		local Shirt = char:FindFirstChild("Shirt"):Clone()
		Shirt.Parent = ViewModel
	end

	AnimPart = Instance.new("Part",ViewModel)
	AnimPart.Size = Vector3.new(0.1,0.1,0.1)
	AnimPart.Anchored = true
	AnimPart.CanCollide = false
	AnimPart.Transparency = 1

	ViewModel.PrimaryPart = AnimPart

	LArmWeld = Instance.new("Motor6D",AnimPart)
	LArmWeld.Name = "LeftArm"
	LArmWeld.Part0 = AnimPart

	RArmWeld = Instance.new("Motor6D",AnimPart)
	RArmWeld.Name = "RightArm"
	RArmWeld.Part0 = AnimPart

	GunWeld = Instance.new("Motor6D",AnimPart)
	GunWeld.Name = "Handle"

	--setup arms to camera

	ViewModel.Parent = cam

	maincf = AnimData.MainCFrame
	guncf = AnimData.GunCFrame

	larmcf = AnimData.LArmCFrame
	rarmcf = AnimData.RArmCFrame


	if  WeaponData.CrossHair then
		TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()
		TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()
		TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()
		TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 0}):Play()	

		if WeaponData.Bullets > 1 then
			Crosshair.Up.Rotation = 90
			Crosshair.Down.Rotation = 90
			Crosshair.Left.Rotation = 90
			Crosshair.Right.Rotation = 90
		else
			Crosshair.Up.Rotation = 0
			Crosshair.Down.Rotation = 0
			Crosshair.Left.Rotation = 0
			Crosshair.Right.Rotation = 0
		end

	else
		TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
		TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
		TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
		TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
	end

	if  WeaponData.CenterDot then
		TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 0}):Play()
	else
		TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play()
	end

	LArm = ViewModel:WaitForChild("Left Arm")
	LArmWeld.Part1 = LArm
	LArmWeld.C0 = CFrame.new()
	LArmWeld.C1 = CFrame.new(1,-1,-5) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)):inverse()

	RArm = ViewModel:WaitForChild("Right Arm")
	RArmWeld.Part1 = RArm
	RArmWeld.C0 = CFrame.new()
	RArmWeld.C1 = CFrame.new(-1,-1,-5) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)):inverse()
	GunWeld.Part0 = RArm

	LArm.Anchored = false
	RArm.Anchored = false

	--setup weapon to camera
	ModTable.ZoomValue 		= WeaponData.Zoom
	ModTable.Zoom2Value 	= WeaponData.Zoom2
	IREnable 				= WeaponData.InfraRed


	CAS:BindAction("Fire", handleAction, true, Enum.UserInputType.MouseButton1, Enum.KeyCode.ButtonR2)
	CAS:BindAction("ADS", handleAction, true, Enum.UserInputType.MouseButton2, Enum.KeyCode.ButtonL2) 
	CAS:BindAction("Reload", handleAction, true, Enum.KeyCode.R, Enum.KeyCode.ButtonB)
	CAS:BindAction("CycleAimpart", handleAction, false, Enum.KeyCode.T)

	CAS:BindAction("CycleLaser", handleAction, true, Enum.KeyCode.H)
	CAS:BindAction("CycleLight", handleAction, true, Enum.KeyCode.J)

	CAS:BindAction("CycleFiremode", handleAction, false, Enum.KeyCode.V)
	CAS:BindAction("CheckMag", handleAction, false, Enum.KeyCode.M)

	CAS:BindAction("ZeroDown", handleAction, false, Enum.KeyCode.LeftBracket)
	CAS:BindAction("ZeroUp", handleAction, false, Enum.KeyCode.RightBracket)

	loadAttachment(WeaponInHand)

	BSpread				= math.min(WeaponData.MinSpread * ModTable.MinSpread, WeaponData.MaxSpread * ModTable.MaxSpread)
	RecoilPower 		= math.min(WeaponData.MinRecoilPower * ModTable.MinRecoilPower, WeaponData.MaxRecoilPower * ModTable.MaxRecoilPower)

	Ammo = WeaponData.AmmoInGun
	StoredAmmo = WeaponData.StoredAmmo
	CurAimpart = WeaponInHand:FindFirstChild("AimPart")

	for index, Key in pairs(WeaponInHand:GetDescendants()) do
		if Key:IsA("BasePart") and Key.Name == "FlashPoint" then
			TorchAtt = true
		end
		if Key:IsA("BasePart") and Key.Name == "LaserPoint" then
			LaserAtt = true
		end
	end


	if WeaponData.EnableHUD then
		SE_GUI.GunHUD.Visible = true
	end
	UpdateGui()

	for index, key in pairs(WeaponInHand:GetChildren()) do
		if key:IsA('BasePart') and key.Name ~= 'Handle' then

			if key.Name ~= "Bolt" and key.Name ~= 'Lid' and key.Name ~= "Slide" then
				Ultil.Weld(WeaponInHand:WaitForChild("Handle"), key)
			end

			if key.Name == "Bolt" or key.Name == "Slide" then
				Ultil.WeldComplex(WeaponInHand:WaitForChild("Handle"), key, key.Name)
			end;

			if key.Name == "Lid" then
				if WeaponInHand:FindFirstChild('LidHinge') then
					Ultil.Weld(key, WeaponInHand:WaitForChild("LidHinge"))
				else
					Ultil.Weld(key, WeaponInHand:WaitForChild("Handle"))
				end
			end
		end
	end;

	for L_213_forvar1, L_214_forvar2 in pairs(WeaponInHand:GetChildren()) do
		if L_214_forvar2:IsA('BasePart') then
			L_214_forvar2.Anchored = false
			L_214_forvar2.CanCollide = false
		end
	end;

	if WeaponInHand:FindFirstChild("Nodes") then
		for L_213_forvar1, L_214_forvar2 in pairs(WeaponInHand.Nodes:GetChildren()) do
			if L_214_forvar2:IsA('BasePart') then
				Ultil.Weld(WeaponInHand:WaitForChild("Handle"), L_214_forvar2)
				L_214_forvar2.Anchored = false
				L_214_forvar2.CanCollide = false
			end
		end;
	end

	GunWeld.Part1 = WeaponInHand:WaitForChild("Handle")
	GunWeld.C1 = guncf

	--WeaponInHand:SetPrimaryPartCFrame( RArm.CFrame * guncf)

	WeaponInHand.Parent = ViewModel	
	if Ammo <= 0 and WeaponData.Type == "Gun" then
		WeaponInHand.Handle.Slide.C0 = WeaponData.SlideEx:inverse()
	end
	EquipAnim()
	if WeaponData and WeaponData.Type ~= "Grenade" then
		RunCheck()
	end

end

function unset()
	ToolEquip = false
	Evt.Equip:FireServer(WeaponTool,2)
	--unsetup weapon data module
	CAS:UnbindAction("Fire")
	CAS:UnbindAction("ADS")
	CAS:UnbindAction("Reload")
	CAS:UnbindAction("CycleLaser")
	CAS:UnbindAction("CycleLight")
	CAS:UnbindAction("CycleFiremode")
	CAS:UnbindAction("CycleAimpart")
	CAS:UnbindAction("ZeroUp")
	CAS:UnbindAction("ZeroDown")
	CAS:UnbindAction("CheckMag")

	mouse1down = false
	aimming = false

	TS:Create(cam,AimTween,{FieldOfView = 70}):Play()
	TS:Create(Crosshair.Up, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
	TS:Create(Crosshair.Down, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
	TS:Create(Crosshair.Left, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
	TS:Create(Crosshair.Right, TweenInfo.new(.2,Enum.EasingStyle.Linear), {BackgroundTransparency = 1}):Play()
	TS:Create(Crosshair.Center, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageTransparency = 1}):Play()

	User.MouseIconEnabled = true
	game:GetService('UserInputService').MouseDeltaSensitivity = 1
	cam.CameraType = Enum.CameraType.Custom
	plr.CameraMode = Enum.CameraMode.Classic


	if WeaponInHand then

		WeaponData.AmmoInGun = Ammo
		WeaponData.StoredAmmo = StoredAmmo

		ViewModel:Destroy()
		ViewModel 		= nil
		WeaponInHand	= nil
		WeaponTool		= nil
		LArm 			= nil
		RArm 			= nil
		LArmWeld 		= nil
		RArmWeld 		= nil
		WeaponData 		= nil
		AnimData		= nil
		SightAtt		= nil
		reticle			= nil
		BarrelAtt 		= nil
		UnderBarrelAtt 	= nil
		OtherAtt 		= nil
		LaserAtt 		= false
		LaserActive		= false
		IRmode			= false
		TorchAtt 		= false
		TorchActive 	= false
		BipodAtt 		= false
		BipodActive 	= false
		LaserDist 		= 0
		Pointer 		= nil
		BSpread 		= nil
		RecoilPower 	= nil
		Suppressor 		= false
		FlashHider 		= false
		CancelReload 	= false
		reloading 		= false
		SafeMode		= false
		CheckingMag		= false
		GRDebounce 		= false
		CookGrenade 	= false
		GunStance 		= 0
		resetMods()
		generateBullet 	= 1
		AimPartMode 	= 1

		SE_GUI.GunHUD.Visible = false
		SE_GUI.GrenadeForce.Visible = false
		BipodCF = CFrame.new()
		if gameRules.ReplicatedLaser then
			Evt.SVLaser:FireServer(nil,2,nil,false,WeaponTool)
		end
	end
end

local HalfStep = false
function HeadMovement()
	if not char:FindFirstChild("HumanoidRootPart") or not char:FindFirstChild("Humanoid") or char.Humanoid.Health <= 0 then return; end;
	if char.Humanoid.RigType == Enum.HumanoidRigType.R15 then return; end;
	if not ACS_Client or ACS_Client:GetAttribute("Collapsed") then return; end;
	local CameraDirection = char.HumanoidRootPart.CFrame:toObjectSpace(cam.CFrame).lookVector
	if Neck then
		HalfStep = not HalfStep
		local neckCFrame = CFNew(0, -.5, 0) * CFAng(0, Asin(CameraDirection.x)/1.15, 0) * CFAng(-Asin(cam.CFrame.LookVector.y)+Asin(char.Torso.CFrame.lookVector.Y), 0, 0) * CFAng(-math.rad(90), 0, math.rad(180))
		TS:Create(Neck, TweenInfo.new(.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0), {C1 = neckCFrame}):Play()
		if not HalfStep then return; end;
		Evt.HeadRot:FireServer(neckCFrame)
	end
end

function renderCam()			
	cam.CFrame = cam.CFrame*CFrame.Angles(cameraspring.p.x,cameraspring.p.y,cameraspring.p.z)
end

function renderGunRecoil()			
	recoilcf = recoilcf*CFrame.Angles(RecoilSpring.p.x,RecoilSpring.p.y,RecoilSpring.p.z)
end

function Recoil()
	local vr = (math.random(WeaponData.camRecoil.camRecoilUp[1], WeaponData.camRecoil.camRecoilUp[2])/2) * ModTable.camRecoilMod.RecoilUp
	local lr = (math.random(WeaponData.camRecoil.camRecoilLeft[1], WeaponData.camRecoil.camRecoilLeft[2])) * ModTable.camRecoilMod.RecoilLeft
	local rr = (math.random(WeaponData.camRecoil.camRecoilRight[1], WeaponData.camRecoil.camRecoilRight[2])) * ModTable.camRecoilMod.RecoilRight
	local hr = (math.random(-rr, lr)/2)
	local tr = (math.random(WeaponData.camRecoil.camRecoilTilt[1], WeaponData.camRecoil.camRecoilTilt[2])/2) * ModTable.camRecoilMod.RecoilTilt

	local RecoilX = math.rad(vr * RAND( 1, 1, .1))
	local RecoilY = math.rad(hr * RAND(-1, 1, .1))
	local RecoilZ = math.rad(tr * RAND(-1, 1, .1))

	local gvr = (math.random(WeaponData.gunRecoil.gunRecoilUp[1], WeaponData.gunRecoil.gunRecoilUp[2]) /10) * ModTable.gunRecoilMod.RecoilUp
	local gdr = (math.random(-1,1) * math.random(WeaponData.gunRecoil.gunRecoilTilt[1], WeaponData.gunRecoil.gunRecoilTilt[2]) /10) * ModTable.gunRecoilMod.RecoilTilt
	local glr = (math.random(WeaponData.gunRecoil.gunRecoilLeft[1], WeaponData.gunRecoil.gunRecoilLeft[2])) * ModTable.gunRecoilMod.RecoilLeft
	local grr = (math.random(WeaponData.gunRecoil.gunRecoilRight[1], WeaponData.gunRecoil.gunRecoilRight[2])) * ModTable.gunRecoilMod.RecoilRight

	local ghr = (math.random(-grr, glr)/10)	

	local ARR = WeaponData.AimRecoilReduction * ModTable.AimRM

	if BipodActive then
		cameraspring:accelerate(Vector3.new( RecoilX, RecoilY/2, 0 ))

		if not aimming then
			RecoilSpring:accelerate(Vector3.new( math.rad(.25 * gvr * RecoilPower), math.rad(.25 * ghr * RecoilPower), math.rad(.25 * gdr)))
			recoilcf = recoilcf * CFrame.new(0,0,.1) * CFrame.Angles( math.rad(.25 * gvr * RecoilPower ),math.rad(.25 * ghr * RecoilPower ),math.rad(.25 * gdr * RecoilPower ))

		else
			RecoilSpring:accelerate(Vector3.new( math.rad( .25 * gvr * RecoilPower/ARR) , math.rad(.25 * ghr * RecoilPower/ARR), math.rad(.25 * gdr/ ARR)))
			recoilcf = recoilcf * CFrame.new(0,0,.1) * CFrame.Angles( math.rad(.25 * gvr * RecoilPower/ARR ),math.rad(.25 * ghr * RecoilPower/ARR ),math.rad(.25 * gdr * RecoilPower/ARR ))
		end

		Thread:Wait(0.05)
		cameraspring:accelerate(Vector3.new(-RecoilX, -RecoilY/2, 0))

	else
		cameraspring:accelerate(Vector3.new( RecoilX , RecoilY, RecoilZ ))
		if not aimming then
			RecoilSpring:accelerate(Vector3.new( math.rad(gvr * RecoilPower), math.rad(ghr * RecoilPower), math.rad(gdr)))
			recoilcf = recoilcf * CFrame.new(0,-0.05,.1) * CFrame.Angles( math.rad( gvr * RecoilPower ),math.rad( ghr * RecoilPower ),math.rad( gdr * RecoilPower ))

		else
			RecoilSpring:accelerate(Vector3.new( math.rad(gvr * RecoilPower/ARR) , math.rad(ghr * RecoilPower/ARR), math.rad(gdr/ ARR)))
			recoilcf = recoilcf * CFrame.new(0,0,.1) * CFrame.Angles( math.rad( gvr * RecoilPower/ARR ),math.rad( ghr * RecoilPower/ARR ),math.rad( gdr * RecoilPower/ARR ))
		end
	end
end

function CheckForHumanoid(L_225_arg1)
	local L_226_ = false
	local L_227_ = nil
	if L_225_arg1 then
		if (L_225_arg1.Parent:FindFirstChildOfClass("Humanoid") or L_225_arg1.Parent.Parent:FindFirstChildOfClass("Humanoid")) then
			L_226_ = true
			if L_225_arg1.Parent:FindFirstChildOfClass('Humanoid') then
				L_227_ = L_225_arg1.Parent:FindFirstChildOfClass('Humanoid')
			elseif L_225_arg1.Parent.Parent:FindFirstChildOfClass('Humanoid') then
				L_227_ = L_225_arg1.Parent.Parent:FindFirstChildOfClass('Humanoid')
			end
		else
			L_226_ = false
		end	
	end
	return L_226_, L_227_
end

function CastRay(Bullet, Origin)
	if not Bullet then return; end;

	local Bpos = Bullet.Position
	local Bpos2 = cam.CFrame.Position

	local recast = false
	local TotalDistTraveled = 0
	local Debounce = false
	local raycastResult

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

	while Bullet do
		Run.Heartbeat:Wait()
		if not Bullet.Parent then break; end;

		Bpos = Bullet.Position
		TotalDistTraveled = (Bullet.Position - Origin).Magnitude

		if TotalDistTraveled > 7000 then
			Bullet:Destroy()
			Debounce = true
			break
		end

		for _, plyr in pairs(game.Players:GetPlayers()) do
			if Debounce or plyr == plr or not plyr.Character or not plyr.Character:FindFirstChild('Head') or (plyr.Character.Head.Position - Bpos).magnitude > 25 then continue; end;
			Evt.Whizz:FireServer(plyr)
			Evt.Suppression:FireServer(plyr,1,nil,nil)
			Debounce = true
		end

		-- Set an origin and directional vector
		raycastResult = workspace:Raycast(Bpos2, (Bpos - Bpos2) * 1, raycastParams)

		recast = false

		if raycastResult then
			local Hit2 = raycastResult.Instance

			if Hit2 and Hit2.Parent:IsA('Accessory') or Hit2.Parent:IsA('Hat') then
				for _,players in pairs(game.Players:GetPlayers()) do
					if players.Character then
						for i, hats in pairs(players.Character:GetChildren()) do
							if hats:IsA("Accessory") then
								table.insert(Ignore_Model, hats)
							end
						end
					end
				end
				recast = true
				CastRay(Bullet, Origin)
				break
			end

			if Hit2 and Hit2.Name == "Ignorable" or Hit2.Name == "Glass" or Hit2.Name == "Ignore" or Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1"  or Hit2.Parent.Name == "Arm2" then
				table.insert(Ignore_Model, Hit2)
				recast = true
				CastRay(Bullet, Origin)
				break
			end

			if Hit2 and Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1"  or Hit2.Parent.Name == "Arm2" then
				table.insert(Ignore_Model, Hit2.Parent)
				recast = true
				CastRay(Bullet, Origin)
				break
			end

			if Hit2 and (Hit2.Transparency >= 1 or Hit2.CanCollide == false) and Hit2.Name ~= 'Head' and Hit2.Name ~= 'Right Arm' and Hit2.Name ~= 'Left Arm' and Hit2.Name ~= 'Right Leg' and Hit2.Name ~= 'Left Leg' and Hit2.Name ~= "UpperTorso" and Hit2.Name ~= "LowerTorso" and Hit2.Name ~= "RightUpperArm" and Hit2.Name ~= "RightLowerArm" and Hit2.Name ~= "RightHand" and Hit2.Name ~= "LeftUpperArm" and Hit2.Name ~= "LeftLowerArm" and Hit2.Name ~= "LeftHand" and Hit2.Name ~= "RightUpperLeg" and Hit2.Name ~= "RightLowerLeg" and Hit2.Name ~= "RightFoot" and Hit2.Name ~= "LeftUpperLeg" and Hit2.Name ~= "LeftLowerLeg" and Hit2.Name ~= "LeftFoot" and Hit2.Name ~= 'Armor' and Hit2.Name ~= 'EShield' then
				table.insert(Ignore_Model, Hit2)
				recast = true
				CastRay(Bullet, Origin)
				break
			end

			if not recast then

				Bullet:Destroy()
				Debounce = true

				local FoundHuman,VitimaHuman = CheckForHumanoid(raycastResult.Instance)
				HitMod.HitEffect(Ignore_Model, raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData)
				Evt.HitEffect:FireServer(raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData)

				local HitPart = raycastResult.Instance
				TotalDistTraveled = (raycastResult.Position - Origin).Magnitude

				if FoundHuman == true and VitimaHuman.Health > 0 and WeaponData then
					local SKP_02 = SKP_01.."-"..plr.UserId

					if HitPart.Name == "Head" or HitPart.Parent.Name == "Top" or HitPart.Parent.Name == "Headset" or HitPart.Parent.Name == "Olho" or HitPart.Parent.Name == "Face" or HitPart.Parent.Name == "Numero" then
						Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, TotalDistTraveled, 1, WeaponData, ModTable, nil, nil, SKP_02)
					elseif HitPart.Name == "Torso" or HitPart.Name == "UpperTorso" or HitPart.Name == "LowerTorso" or HitPart.Parent.Name == "Chest" or HitPart.Parent.Name == "Waist" or HitPart.Name == "Right Arm" or HitPart.Name == "Left Arm" or HitPart.Name == "RightUpperArm" or HitPart.Name == "RightLowerArm" or HitPart.Name == "RightHand" or HitPart.Name == "LeftUpperArm" or HitPart.Name == "LeftLowerArm" or HitPart.Name == "LeftHand" then				
						Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, TotalDistTraveled, 2, WeaponData, ModTable, nil, nil, SKP_02)
					elseif HitPart.Name == "Right Leg" or HitPart.Name == "Left Leg" or HitPart.Name == "RightUpperLeg" or HitPart.Name == "RightLowerLeg" or HitPart.Name == "RightFoot" or HitPart.Name == "LeftUpperLeg" or HitPart.Name == "LeftLowerLeg" or HitPart.Name == "LeftFoot" then
						Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, TotalDistTraveled, 3, WeaponData, ModTable, nil, nil, SKP_02)		
					end	
				end
			end
			break
		end

		Bpos2 = Bpos
	end
end

local Tracers = 0
function TracerCalculation()
	if not WeaponData.Tracer and not WeaponData.BulletFlare then return false; end;

	if WeaponData.RandomTracer.Enabled then
		if math.random(1, 100) <= WeaponData.RandomTracer.Chance then return true; end;
		return false;
	end;

	if Tracers >= WeaponData.TracerEveryXShots then
		Tracers = 0;
		return true;
	end;
	Tracers = Tracers + 1;
	return false;
end;

function CreateBullet()

	local Bullet = Instance.new("Part",ACS_Workspace.Client)
	Bullet.Name = plr.Name.."_Bullet"
	Bullet.CanCollide = false
	Bullet.Shape = Enum.PartType.Ball
	Bullet.Transparency = 1
	Bullet.Size = Vector3.new(1,1,1)

	local Origin 		= WeaponInHand.Handle.Muzzle.WorldPosition
	local Direction 	= WeaponInHand.Handle.Muzzle.WorldCFrame.LookVector + (WeaponInHand.Handle.Muzzle.WorldCFrame.UpVector * (((WeaponData.BulletDrop * WeaponData.CurrentZero/4)/WeaponData.MuzzleVelocity))/2)
	local BulletCF 		= CFrame.new(Origin, Direction) 
	local WalkMul 		= WeaponData.WalkMult * ModTable.WalkMult
	local BColor 		= Color3.fromRGB(255,255,255)
	local balaspread

	if aimming and WeaponData.Bullets <= 1 then
		balaspread = CFrame.Angles(
			math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / (10 * WeaponData.AimSpreadReduction)),
			math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / (10 * WeaponData.AimSpreadReduction)),
			math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / (10 * WeaponData.AimSpreadReduction))
		)
	else
		balaspread = CFrame.Angles(
			math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / 10),
			math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / 10),
			math.rad(RAND(-BSpread - (charspeed/1) * WalkMul, BSpread + (charspeed/1) * WalkMul) / 10)
		)
	end

	Direction = balaspread * Direction

	local Visivel = TracerCalculation()

	if WeaponData.RainbowMode then
		BColor = Color3.fromRGB(math.random(0,255),math.random(0,255),math.random(0,255))
	else
		BColor = WeaponData.TracerColor
	end

	if Visivel then
		if gameRules.ReplicatedBullets then
			Evt.ServerBullet:FireServer(Origin,Direction,WeaponData,ModTable)
		end

		if WeaponData.Tracer == true then

			local At1 = Instance.new("Attachment")
			At1.Name = "At1"
			At1.Position = Vector3.new(-(.05),0,0)
			At1.Parent = Bullet

			local At2  = Instance.new("Attachment")
			At2.Name = "At2"
			At2.Position = Vector3.new((.05),0,0)
			At2.Parent = Bullet

			local Particles = Instance.new("Trail")
			Particles.Transparency = NumberSequence.new({
				NumberSequenceKeypoint.new(0, 0, 0);
				NumberSequenceKeypoint.new(1, 1);
			}
			)
			Particles.WidthScale = NumberSequence.new({
				NumberSequenceKeypoint.new(0, 2, 0);
				NumberSequenceKeypoint.new(1, 1);
			}
			)


			Particles.Color = ColorSequence.new(BColor)
			Particles.Texture = "rbxassetid://232918622"
			Particles.TextureMode = Enum.TextureMode.Stretch

			Particles.FaceCamera = true
			Particles.LightEmission = 1
			Particles.LightInfluence = 0
			Particles.Lifetime = .25
			Particles.Attachment0 = At1
			Particles.Attachment1 = At2
			Particles.Parent = Bullet
		end

		if WeaponData.BulletFlare == true then
			local bg = Instance.new("BillboardGui", Bullet)
			bg.Adornee = Bullet
			bg.Enabled = false
			local flashsize = math.random(275, 375)/10
			bg.Size = UDim2.new(flashsize, 0, flashsize, 0)
			bg.LightInfluence = 0
			local flash = Instance.new("ImageLabel", bg)
			flash.BackgroundTransparency = 1
			flash.Size = UDim2.new(1, 0, 1, 0)
			flash.Position = UDim2.new(0, 0, 0, 0)
			flash.Image = "http://www.roblox.com/asset/?id=1047066405"
			flash.ImageTransparency = math.random(2, 5)/15
			flash.ImageColor3 = BColor

			spawn(function()
				wait(.1)
				if not Bullet:FindFirstChild("BillboardGui") then return; end;
				Bullet.BillboardGui.Enabled = true
			end)
		end

	end

	local BulletMass = Bullet:GetMass()
	local Force = Vector3.new(0,BulletMass * (196.2) - (WeaponData.BulletDrop) * (196.2), 0)
	local BF = Instance.new("BodyForce",Bullet)

	Bullet.CFrame = BulletCF
	Bullet:ApplyImpulse(Direction * WeaponData.MuzzleVelocity * ModTable.MuzzleVelocity)
	BF.Force = Force

	game.Debris:AddItem(Bullet, 5)

	CastRay(Bullet, Origin)
end


function meleeCast()

	local recast
	-- Set an origin and directional vector
	local rayOrigin 	= cam.CFrame.Position
	local rayDirection 	= cam.CFrame.LookVector * WeaponData.BladeRange

	local raycastParams = RaycastParams.new()
	raycastParams.FilterDescendantsInstances = Ignore_Model
	raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
	raycastParams.IgnoreWater = true
	local raycastResult = workspace:Raycast(rayOrigin, rayDirection, raycastParams)


	if raycastResult then
		local Hit2 = raycastResult.Instance

		--Check if it's a hat or accessory
		if Hit2 and Hit2.Parent:IsA('Accessory') then
			for _,players in pairs(game.Players:GetPlayers()) do
				if not players.Character then continue; end;
				for i, hats in pairs(players.Character:GetChildren()) do
					if not hats:IsA("Accessory") then continue; end;
					table.insert(Ignore_Model, hats)
				end
			end
			return meleeCast()
		end

		if Hit2 and Hit2.Name == "Ignorable" or Hit2.Name == "Glass" or Hit2.Name == "Ignore" or Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1"  or Hit2.Parent.Name == "Arm2" then
			table.insert(Ignore_Model, Hit2)
			return meleeCast()
		end

		if Hit2 and Hit2.Parent.Name == "Top" or Hit2.Parent.Name == "Helmet" or Hit2.Parent.Name == "Up" or Hit2.Parent.Name == "Down" or Hit2.Parent.Name == "Face" or Hit2.Parent.Name == "Olho" or Hit2.Parent.Name == "Headset" or Hit2.Parent.Name == "Numero" or Hit2.Parent.Name == "Vest" or Hit2.Parent.Name == "Chest" or Hit2.Parent.Name == "Waist" or Hit2.Parent.Name == "Back" or Hit2.Parent.Name == "Belt" or Hit2.Parent.Name == "Leg1" or Hit2.Parent.Name == "Leg2" or Hit2.Parent.Name == "Arm1"  or Hit2.Parent.Name == "Arm2" then
			table.insert(Ignore_Model, Hit2.Parent)
			return meleeCast()
		end

		if Hit2 and (Hit2.Transparency >= 1 or Hit2.CanCollide == false) and Hit2.Name ~= 'Head' and Hit2.Name ~= 'Right Arm' and Hit2.Name ~= 'Left Arm' and Hit2.Name ~= 'Right Leg' and Hit2.Name ~= 'Left Leg' and Hit2.Name ~= "UpperTorso" and Hit2.Name ~= "LowerTorso" and Hit2.Name ~= "RightUpperArm" and Hit2.Name ~= "RightLowerArm" and Hit2.Name ~= "RightHand" and Hit2.Name ~= "LeftUpperArm" and Hit2.Name ~= "LeftLowerArm" and Hit2.Name ~= "LeftHand" and Hit2.Name ~= "RightUpperLeg" and Hit2.Name ~= "RightLowerLeg" and Hit2.Name ~= "RightFoot" and Hit2.Name ~= "LeftUpperLeg" and Hit2.Name ~= "LeftLowerLeg" and Hit2.Name ~= "LeftFoot" and Hit2.Name ~= 'Armor' and Hit2.Name ~= 'EShield' then
			table.insert(Ignore_Model, Hit2)
			return meleeCast()
		end
	end


	if not raycastResult then return; end;
	local FoundHuman,VitimaHuman = CheckForHumanoid(raycastResult.Instance)
	HitMod.HitEffect(Ignore_Model, raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData)
	Evt.HitEffect:FireServer(raycastResult.Position, raycastResult.Instance , raycastResult.Normal, raycastResult.Material, WeaponData)

	local HitPart = raycastResult.Instance

	if not FoundHuman or VitimaHuman.Health <= 0 then return; end;
	local SKP_02 = SKP_01.."-"..plr.UserId

	if HitPart.Name == "Head" or HitPart.Parent.Name == "Top" or HitPart.Parent.Name == "Headset" or HitPart.Parent.Name == "Olho" or HitPart.Parent.Name == "Face" or HitPart.Parent.Name == "Numero" then
		Thread:Spawn(function()
			Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, 0, 1, WeaponData, ModTable, nil, nil, SKP_02)	
		end)

	elseif HitPart.Name == "Torso" or HitPart.Name == "UpperTorso" or HitPart.Name == "LowerTorso" or HitPart.Parent.Name == "Chest" or HitPart.Parent.Name == "Waist" or HitPart.Name == "RightUpperArm" or HitPart.Name == "RightLowerArm" or HitPart.Name == "RightHand" or HitPart.Name == "LeftUpperArm" or HitPart.Name == "LeftLowerArm" or HitPart.Name == "LeftHand" then
		Thread:Spawn(function()
			Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, 0, 2, WeaponData, ModTable, nil, nil, SKP_02)	
		end)

	elseif HitPart.Name == "Right Arm" or HitPart.Name == "Right Leg" or HitPart.Name == "Left Leg" or HitPart.Name == "Left Arm" or HitPart.Name == "RightUpperLeg" or HitPart.Name == "RightLowerLeg" or HitPart.Name == "RightFoot" or HitPart.Name == "LeftUpperLeg" or HitPart.Name == "LeftLowerLeg" or HitPart.Name == "LeftFoot" then
		Thread:Spawn(function()
			Evt.Damage:InvokeServer(WeaponTool, VitimaHuman, 0, 3, WeaponData, ModTable, nil, nil, SKP_02)	
		end)
	end;		
end;

function UpdateGui()
	if not SE_GUI or not WeaponData then return; end;
	local HUD = SE_GUI.GunHUD

	HUD.NText.Text = WeaponData.gunName
	HUD.BText.Text = WeaponData.BulletType
	HUD.A.Visible = SafeMode
	HUD.Att.Silencer.Visible = Suppressor
	HUD.Att.Bipod.Visible = BipodAtt
	HUD.Sens.Text = (Sens/100)

	if WeaponData.Jammed then
		HUD.B.BackgroundColor3 = Color3.fromRGB(255,0,0)
	else
		HUD.B.BackgroundColor3 = Color3.fromRGB(255,255,255)
	end

	if Ammo > 0 then
		HUD.B.Visible = true
	else
		HUD.B.Visible = false
	end

	if WeaponData.ShootType == 1 then
		HUD.FText.Text = "Semi"
	elseif WeaponData.ShootType == 2 then
		HUD.FText.Text = "Burst"
	elseif WeaponData.ShootType == 3 then
		HUD.FText.Text = "Auto"
	elseif WeaponData.ShootType == 4 then
		HUD.FText.Text = "Pump-Action"
	elseif WeaponData.ShootType == 5 then
		HUD.FText.Text = "Bolt-Action"
	end

	if WeaponData.EnableZeroing then
		HUD.ZeText.Visible = true
		HUD.ZeText.Text = WeaponData.CurrentZero .." m"
	else
		HUD.ZeText.Visible = false
	end

	if WeaponData.MagCount then
		HUD.SAText.Text = math.ceil(StoredAmmo/WeaponData.Ammo)
		HUD.Magazines.Visible = true
		HUD.Bullets.Visible = false
	else
		HUD.SAText.Text = StoredAmmo
		HUD.Magazines.Visible = false
		HUD.Bullets.Visible = true
	end

	if LaserAtt then
		HUD.Att.Laser.Visible = true
		if LaserActive then
			if IRmode then
				TS:Create(HUD.Att.Laser, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(0,255,0), ImageTransparency = .123}):Play()
			else
				TS:Create(HUD.Att.Laser, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,255,255), ImageTransparency = .123}):Play()
			end
		else
			TS:Create(HUD.Att.Laser, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,0,0), ImageTransparency = .5}):Play()
		end
	else
		HUD.Att.Laser.Visible = false
	end

	if TorchAtt then
		HUD.Att.Flash.Visible = true
		if TorchActive then
			TS:Create(HUD.Att.Flash, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,255,255), ImageTransparency = .123}):Play()
		else
			TS:Create(HUD.Att.Flash, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,0,0), ImageTransparency = .5}):Play()
		end
	else
		HUD.Att.Flash.Visible = false
	end

	if WeaponData.Type == "Grenade" then
		SE_GUI.GrenadeForce.Visible = true
	else
		SE_GUI.GrenadeForce.Visible = false
	end
end

function CheckMagFunction()

	if aimming then
		aimming = false
		ADS(aimming)
	end

	if SE_GUI then
		local HUD = SE_GUI.GunHUD

		TS:Create(HUD.CMText,TweenInfo.new(.25,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{TextTransparency = 0,TextStrokeTransparency = 0.75}):Play()

		if Ammo >= WeaponData.Ammo then
			HUD.CMText.Text = "Full"
		elseif Ammo > math.floor((WeaponData.Ammo)*.75) and Ammo < WeaponData.Ammo then
			HUD.CMText.Text = "Nearly full"
		elseif Ammo < math.floor((WeaponData.Ammo)*.75) and Ammo > math.floor((WeaponData.Ammo)*.5) then
			HUD.CMText.Text = "Almost half"
		elseif Ammo == math.floor((WeaponData.Ammo)*.5) then
			HUD.CMText.Text = "Half"
		elseif Ammo > math.ceil((WeaponData.Ammo)*.25) and Ammo <  math.floor((WeaponData.Ammo)*.5) then
			HUD.CMText.Text = "Less than half"
		elseif Ammo < math.ceil((WeaponData.Ammo)*.25) and Ammo > 0 then
			HUD.CMText.Text = "Almost empty"
		elseif Ammo == 0 then
			HUD.CMText.Text = "Empty"
		end

		delay(.25,function()
			TS:Create(HUD.CMText,TweenInfo.new(.25,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,5),{TextTransparency = 1,TextStrokeTransparency = 1}):Play()
		end)
	end
	mouse1down 	= false
	SafeMode 	= false
	GunStance 	= 0
	Evt.GunStance:FireServer(GunStance,AnimData)
	UpdateGui()
	MagCheckAnim()
	RunCheck()
end

function Grenade()
	if GRDebounce then return; end;
	GRDebounce = true;
	GrenadeReady()

	repeat wait() until not CookGrenade;
	TossGrenade()
end

function TossGrenade()
	if not WeaponTool or not WeaponData or not GRDebounce then return; end;
	local SKP_02 = SKP_01.."-"..plr.UserId
	GrenadeThrow()
	if not WeaponTool or not WeaponData then return; end;
	Evt.Grenade:FireServer(WeaponTool,WeaponData,cam.CFrame,cam.CFrame.LookVector,Power,SKP_02)
	unset()
end

function GrenadeMode()
	if Power >= 150 then
		Power = 100
		SE_GUI.GrenadeForce.Text = "Mid Throw"
	elseif Power >= 100 then
		Power = 50
		SE_GUI.GrenadeForce.Text = "Low Throw"
	elseif Power >= 50 then
		Power = 150
		SE_GUI.GrenadeForce.Text = "High Throw"
	end
end

function JamChance()
	if not WeaponData or not WeaponData.CanBreak or WeaponData.Jammed or Ammo - 1 <= 0 then return; end;
	local Jam = math.random(1000)
	if Jam > 2 then return; end;
	WeaponData.Jammed = true
	WeaponInHand.Handle.Click:Play()
end

function Jammed()
	if not WeaponData or WeaponData.Type ~= "Gun" or not WeaponData.Jammed then return; end;
	mouse1down = false
	reloading = true
	SafeMode = false
	GunStance = 0
	Evt.GunStance:FireServer(GunStance,AnimData)
	UpdateGui()

	JammedAnim()
	WeaponData.Jammed = false
	UpdateGui()
	reloading = false
	RunCheck()
end

function Reload()
	if WeaponData.Type == "Gun" and StoredAmmo > 0 and (Ammo < WeaponData.Ammo or WeaponData.IncludeChamberedBullet and Ammo < WeaponData.Ammo + 1) then

		mouse1down = false
		reloading = true
		SafeMode = false
		GunStance = 0
		Evt.GunStance:FireServer(GunStance,AnimData)
		UpdateGui()

		if WeaponData.ShellInsert then
			if Ammo > 0 then
				for i = 1,WeaponData.Ammo - Ammo do
					if StoredAmmo > 0 and Ammo < WeaponData.Ammo then
						if CancelReload then
							break
						end
						ReloadAnim()
						Ammo = Ammo + 1
						StoredAmmo = StoredAmmo - 1
						UpdateGui()
					end
				end
			else
				TacticalReloadAnim()
				Ammo = Ammo + 1
				StoredAmmo = StoredAmmo - 1
				UpdateGui()
				for i = 1,WeaponData.Ammo - Ammo do
					if StoredAmmo > 0 and Ammo < WeaponData.Ammo then
						if CancelReload then
							break
						end
						ReloadAnim()
						Ammo = Ammo + 1
						StoredAmmo = StoredAmmo - 1
						UpdateGui()
					end
				end

			end
		else
			if Ammo > 0 then
				ReloadAnim()
			else
				TacticalReloadAnim()
			end

			if (Ammo - (WeaponData.Ammo - StoredAmmo)) < 0 then
				Ammo = Ammo + StoredAmmo
				StoredAmmo = 0

			elseif Ammo <= 0 then
				StoredAmmo = StoredAmmo - (WeaponData.Ammo - Ammo)
				Ammo = WeaponData.Ammo

			elseif Ammo > 0 and WeaponData.IncludeChamberedBullet then
				StoredAmmo = StoredAmmo - (WeaponData.Ammo - Ammo) - 1
				Ammo = WeaponData.Ammo + 1

			elseif Ammo > 0 and not WeaponData.IncludeChamberedBullet then
				StoredAmmo = StoredAmmo - (WeaponData.Ammo - Ammo)
				Ammo = WeaponData.Ammo
			end
		end
		CancelReload = false
		reloading = false
		RunCheck()
		UpdateGui()
	end
end

function GunFx()
	if Suppressor == true then
		WeaponInHand.Handle.Muzzle.Supressor:Play()
	else
		WeaponInHand.Handle.Muzzle.Fire:Play()
	end

	if FlashHider == true then
		WeaponInHand.Handle.Muzzle["Smoke"]:Emit(10)
	else
		WeaponInHand.Handle.Muzzle["FlashFX[Flash]"]:Emit(10)
		WeaponInHand.Handle.Muzzle["Smoke"]:Emit(10)
	end

	if BSpread then
		BSpread = math.min(WeaponData.MaxSpread * ModTable.MaxSpread, BSpread + WeaponData.AimInaccuracyStepAmount * ModTable.AimInaccuracyStepAmount)
		RecoilPower =  math.min(WeaponData.MaxRecoilPower * ModTable.MaxRecoilPower, RecoilPower + WeaponData.RecoilPowerStepAmount * ModTable.RecoilPowerStepAmount)
	end

	generateBullet = generateBullet + 1
	LastSpreadUpdate = time()

	if Ammo > 0 or not WeaponData.SlideLock then
		TS:Create( WeaponInHand.Handle.Slide, TweenInfo.new(30/WeaponData.ShootRate,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,true,0), {C0 =  WeaponData.SlideEx:inverse() }):Play()
	elseif Ammo <= 0 and WeaponData.SlideLock then
		TS:Create( WeaponInHand.Handle.Slide, TweenInfo.new(30/WeaponData.ShootRate,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0), {C0 =  WeaponData.SlideEx:inverse() }):Play()
	end
	WeaponInHand.Handle.Chamber.Smoke:Emit(10)
	WeaponInHand.Handle.Chamber.Shell:Emit(1)
end

function Shoot()
	if WeaponData and WeaponData.Type == "Gun" and not shooting and not reloading then

		if reloading or runKeyDown or SafeMode or CheckingMag then
			mouse1down = false
			return
		end

		if Ammo <= 0 or WeaponData.Jammed then
			WeaponInHand.Handle.Click:Play()
			mouse1down = false
			return
		end

		mouse1down = true

		delay(0, function()
			if WeaponData and WeaponData.ShootType == 1 then 
				shooting = true	
				Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider)
				for _ =  1, WeaponData.Bullets do
					Thread:Spawn(CreateBullet)
				end
				Ammo = Ammo - 1
				GunFx()
				JamChance()
				UpdateGui()
				Thread:Spawn(Recoil)
				wait(60/WeaponData.ShootRate)
				shooting = false

			elseif WeaponData and WeaponData.ShootType == 2 then
				for i = 1, WeaponData.BurstShot do
					if shooting or Ammo <= 0 or mouse1down == false or WeaponData.Jammed then
						break
					end
					shooting = true	
					Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider)
					for _ =  1, WeaponData.Bullets do
						Thread:Spawn(CreateBullet)
					end
					Ammo = Ammo - 1
					GunFx()
					JamChance()
					UpdateGui()
					Thread:Spawn(Recoil)
					wait(60/WeaponData.ShootRate)
					shooting = false

				end
			elseif WeaponData and WeaponData.ShootType == 3 then
				while mouse1down do
					if shooting or Ammo <= 0 or WeaponData.Jammed then
						break
					end
					shooting = true	
					Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider)
					for _ =  1, WeaponData.Bullets do
						Thread:Spawn(CreateBullet)
					end
					Ammo = Ammo - 1
					GunFx()
					JamChance()
					UpdateGui()
					Thread:Spawn(Recoil)
					wait(60/WeaponData.ShootRate)
					shooting = false

				end
			elseif WeaponData and WeaponData.ShootType == 4 or WeaponData and WeaponData.ShootType == 5 then
				shooting = true	
				Evt.Atirar:FireServer(WeaponTool,Suppressor,FlashHider)
				for _ =  1, WeaponData.Bullets do
					Thread:Spawn(CreateBullet)
				end
				Ammo = Ammo - 1
				GunFx()
				UpdateGui()
				Thread:Spawn(Recoil)
				PumpAnim()
				RunCheck()
				shooting = false

			end
		end)

	elseif WeaponData and WeaponData.Type == "Melee" and not runKeyDown then
		if not shooting then
			shooting = true
			meleeCast()
			meleeAttack()
			RunCheck()
			shooting = false
		end
	end
end

local L_150_ = {}

local LeanSpring = {}
LeanSpring.cornerPeek = SpringMod.new(0)
LeanSpring.cornerPeek.d = 1
LeanSpring.cornerPeek.s = 20
LeanSpring.peekFactor = math.rad(-15)
LeanSpring.dirPeek = 0

function L_150_.Update()

	LeanSpring.cornerPeek.t = LeanSpring.peekFactor * Virar
	local NewLeanCF = CFrame.fromAxisAngle(Vector3.new(0, 0, 1), LeanSpring.cornerPeek.p)
	cam.CFrame = cam.CFrame * NewLeanCF
end

game:GetService("RunService"):BindToRenderStep("Camera Update", 200, L_150_.Update)

function RunCheck()
	if runKeyDown then
		mouse1down = false
		GunStance = 3
		Evt.GunStance:FireServer(GunStance,AnimData)
		SprintAnim()
	else
		if aimming then
			GunStance = 2
			Evt.GunStance:FireServer(GunStance,AnimData)
		else
			GunStance = 0
			Evt.GunStance:FireServer(GunStance,AnimData)
		end
		IdleAnim()
	end
end

function Stand()
	Stance:FireServer(Stances,Virar)
	TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play()

	SE_GUI.MainFrame.Poses.Levantado.Visible = true
	SE_GUI.MainFrame.Poses.Agaixado.Visible = false
	SE_GUI.MainFrame.Poses.Deitado.Visible = false

	if Steady then
		char.Humanoid.WalkSpeed = gameRules.SlowPaceWalkSpeed
	else
		if script.Parent:GetAttribute("Injured") then
			char.Humanoid.WalkSpeed = gameRules.InjuredWalksSpeed
		else
			char.Humanoid.WalkSpeed = gameRules.NormalWalkSpeed
		end
	end
	char.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)
	local IsStanced = false	

end

function Crouch()
	Stance:FireServer(Stances,Virar)
	TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play()

	SE_GUI.MainFrame.Poses.Levantado.Visible = false
	SE_GUI.MainFrame.Poses.Agaixado.Visible = true
	SE_GUI.MainFrame.Poses.Deitado.Visible = false

	if script.Parent:GetAttribute("Injured") then
		char.Humanoid.WalkSpeed = gameRules.InjuredCrouchWalkSpeed
	else
		char.Humanoid.WalkSpeed = gameRules.CrouchWalkSpeed
	end
	char.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
	local IsStanced = true	
end

function Prone()
	Stance:FireServer(Stances,Virar)
	TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play()

	SE_GUI.MainFrame.Poses.Levantado.Visible = false
	SE_GUI.MainFrame.Poses.Agaixado.Visible = false
	SE_GUI.MainFrame.Poses.Deitado.Visible = true

	if ACS_Client:GetAttribute("Surrender") then
		char.Humanoid.WalkSpeed = 0
	else
		char.Humanoid.WalkSpeed = gameRules.ProneWalksSpeed
	end

	char.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
	local IsStanced = true
end

function Lean()
	TS:Create(char.Humanoid, TweenInfo.new(.3), {CameraOffset = Vector3.new(CameraX,CameraY,char.Humanoid.CameraOffset.Z)} ):Play()
	Stance:FireServer(Stances,Virar)

	if Virar == 0 then
		SE_GUI.MainFrame.Poses.Esg_Left.Visible = false
		SE_GUI.MainFrame.Poses.Esg_Right.Visible = false
	elseif Virar == 1 then
		SE_GUI.MainFrame.Poses.Esg_Left.Visible = false
		SE_GUI.MainFrame.Poses.Esg_Right.Visible = true
	elseif Virar == -1 then
		SE_GUI.MainFrame.Poses.Esg_Left.Visible = true
		SE_GUI.MainFrame.Poses.Esg_Right.Visible = false
	end
end