local E function IdleAnim(e)Anims.IdleAnim(Character,E,{AnimBaseW;RA,LA;AnimBase.GripW,ArmaClone,Left_Weld;Right_Weld})end function StanceDown(e)Anims.StanceDown(Character,E,{AnimBaseW,RA,LA;AnimBase.GripW,ArmaClone;Left_Weld,Right_Weld})end function StanceUp(e)Anims.StanceUp(Character,E,{AnimBaseW;RA,LA,AnimBase.GripW,ArmaClone,Left_Weld,Right_Weld})end function Patrol(e)Anims.Patrol(Character,E,{AnimBaseW,RA,LA;AnimBase.GripW,ArmaClone,Left_Weld;Right_Weld})end function SprintAnim(e)Anims.SprintAnim(Character,E,{AnimBaseW,RA;LA;AnimBase.GripW,ArmaClone;Left_Weld,Right_Weld})end function EquipAnim(e)AnimDebounce=true Can_Shoot=false Reloading=true Anims.EquipAnim(Character,E,{AnimBaseW,RA,LA,AnimBase.GripW;ArmaClone;Left_Weld;Right_Weld})Reloading=false Can_Shoot=true AnimDebounce=false end function ChamberAnim(e)AnimDebounce=true Anims.ChamberAnim(Character,E,{AnimBaseW,RA;LA,AnimBase.GripW,ArmaClone,Settings,Right_Weld;Left_Weld})if Ammo.Value>0 and(Chambered.Value==true and Emperrado.Value==true)then Emperrado.Value=false elseif Ammo.Value>0 and(Chambered.Value==true and Emperrado.Value==false)then Ammo.Value=Ammo.Value-1 end slideback=false if Ammo.Value>0 then Chambered.Value=true end AnimDebounce=false end function ZoomAnim(e)Anims.ZoomAnim(Character,E,{AnimBaseW,RA,LA;AnimBase.GripW,ArmaClone;Settings;Left_Weld;Right_Weld})end function UnZoomAnim(e)Anims.UnZoomAnim(Character,E,{AnimBaseW,RA;LA;AnimBase.GripW,ArmaClone,Settings;Left_Weld;Right_Weld})end function ChamberBKAnim(e)AnimDebounce=true Anims.ChamberBKAnim(Character,E,{AnimBaseW,RA;LA;AnimBase.GripW;ArmaClone,Settings;Left_Weld;Right_Weld})slideback=false if Ammo.Value>0 then Chambered.Value=true end AnimDebounce=false end function CheckAnim(e)AnimDebounce=true CheckMagFunction()Anims.CheckAnim(Character,E,{AnimBaseW;RA;LA,AnimBase.GripW,ArmaClone,StoredAmmo;Ammo,Settings,Chambered;Left_Weld;Right_Weld})AnimDebounce=false end function ShellInsertAnim(e)AnimDebounce=true Anims.ShellInsertAnim(Character,E,{AnimBaseW,RA;LA,AnimBase.GripW;ArmaClone,StoredAmmo,Ammo;Settings,Chambered;Left_Weld,Right_Weld})Evt.Recarregar:FireServer(StoredAmmo.Value,ArmaClient)AnimDebounce=false end function ReloadAnim(e)AnimDebounce=true Anims.ReloadAnim(Character,E,{AnimBaseW;RA;LA;AnimBase.GripW,ArmaClone;StoredAmmo;Ammo,Settings,Chambered;Left_Weld;Right_Weld})Evt.Recarregar:FireServer(StoredAmmo.Value,ArmaClient)AnimDebounce=false end function GLReloadAnim(e)AnimDebounce=true Anims.GLReloadAnim(Character,E,{AnimBaseW;RA;LA;AnimBase.GripW;ArmaClone,StoredAmmo;Ammo,Settings,Chambered;Left_Weld;Right_Weld})Evt.Recarregar:FireServer(StoredAmmo.Value,ArmaClient)AnimDebounce=false end
--//Client Anims
local Speedo

function IdleAnim(L_442_arg1)
	Anims.IdleAnim(Character, Speedo, {
		AnimBaseW,
		RA,
		LA,
		AnimBase.GripW,
		ArmaClone,
		Left_Weld,
		Right_Weld,
	})
end

function StanceDown(L_442_arg1)
	Anims.StanceDown(Character, Speedo, {
		AnimBaseW,
		RA,
		LA,
		AnimBase.GripW,
		ArmaClone,
		Left_Weld,
		Right_Weld,
	})
end

function StanceUp(L_442_arg1)
	Anims.StanceUp(Character, Speedo, {
		AnimBaseW,
		RA,
		LA,
		AnimBase.GripW,
		ArmaClone,
		Left_Weld,
		Right_Weld,
	})
end

function Patrol(L_442_arg1)
	Anims.Patrol(Character, Speedo, {
		AnimBaseW,
		RA,
		LA,
		AnimBase.GripW,
		ArmaClone,
		Left_Weld,
		Right_Weld,
	})
end

function SprintAnim(L_442_arg1)
	Anims.SprintAnim(Character, Speedo, {
		AnimBaseW,
		RA,
		LA,
		AnimBase.GripW,
		ArmaClone,
		Left_Weld,
		Right_Weld,
	})
end

function EquipAnim(L_442_arg1)
	AnimDebounce = true
	Can_Shoot = false
	Reloading = true
	Anims.EquipAnim(Character, Speedo, {
		AnimBaseW,
		RA,
		LA,
		AnimBase.GripW,
		ArmaClone,
		Left_Weld,
		Right_Weld,
	})
	Reloading = false
	Can_Shoot = true
	AnimDebounce = false
end

function ChamberAnim(L_442_arg1)
	AnimDebounce = true
	Anims.ChamberAnim(Character, Speedo, {
		AnimBaseW,
		RA,
		LA,
		AnimBase.GripW,
		ArmaClone,
		Settings,
		Right_Weld,
		Left_Weld,
	})
	if Ammo.Value > 0 and Chambered.Value == true and Emperrado.Value == true then
		Emperrado.Value = false
	elseif Ammo.Value > 0 and Chambered.Value == true and Emperrado.Value == false then
		Ammo.Value = Ammo.Value - 1
	end
	slideback = false
	if Ammo.Value > 0 then
		Chambered.Value = true
	end
	AnimDebounce = false
end

function ZoomAnim(L_442_arg1)
	Anims.ZoomAnim(Character, Speedo, {
		AnimBaseW,
		RA,
		LA,
		AnimBase.GripW,
		ArmaClone,
		Settings,
		Left_Weld,
		Right_Weld,
	})
end

function UnZoomAnim(L_442_arg1)
	Anims.UnZoomAnim(Character, Speedo, {
		AnimBaseW,
		RA,
		LA,
		AnimBase.GripW,
		ArmaClone,
		Settings,
		Left_Weld,
		Right_Weld,
	})
end

function ChamberBKAnim(L_442_arg1)
	AnimDebounce = true
	Anims.ChamberBKAnim(Character, Speedo, {
		AnimBaseW,
		RA,
		LA,
		AnimBase.GripW,
		ArmaClone,
		Settings,
		Left_Weld,
		Right_Weld,
	})
	slideback = false
	if Ammo.Value > 0 then
		Chambered.Value = true
	end
	AnimDebounce = false
end

function CheckAnim(L_442_arg1)
	AnimDebounce = true
	CheckMagFunction()
	Anims.CheckAnim(Character, Speedo, {
		AnimBaseW,
		RA,
		LA,
		AnimBase.GripW,
		ArmaClone,
		StoredAmmo,
		Ammo,
		Settings,
		Chambered,
		Left_Weld,
		Right_Weld,
	})
	AnimDebounce = false
end

function ShellInsertAnim(L_442_arg1)
	AnimDebounce = true
	Anims.ShellInsertAnim(Character, Speedo, {
		AnimBaseW,
		RA,
		LA,
		AnimBase.GripW,
		ArmaClone,
		StoredAmmo,
		Ammo,
		Settings,
		Chambered,
		Left_Weld,
		Right_Weld,
	})
	Evt.Recarregar:FireServer(StoredAmmo.Value, ArmaClient)
	AnimDebounce = false
end

function ReloadAnim(L_442_arg1)
	AnimDebounce = true
	Anims.ReloadAnim(Character, Speedo, {
		AnimBaseW,
		RA,
		LA,
		AnimBase.GripW,
		ArmaClone,
		StoredAmmo,
		Ammo,
		Settings,
		Chambered,
		Left_Weld,
		Right_Weld,
	})
	Evt.Recarregar:FireServer(StoredAmmo.Value, ArmaClient)
	AnimDebounce = false
end

function GLReloadAnim(L_442_arg1)
	AnimDebounce = true
	Anims.GLReloadAnim(Character, Speedo, {
		AnimBaseW,
		RA,
		LA,
		AnimBase.GripW,
		ArmaClone,
		StoredAmmo,
		Ammo,
		Settings,
		Chambered,
		Left_Weld,
		Right_Weld,
	})
	Evt.Recarregar:FireServer(StoredAmmo.Value, ArmaClient)
	AnimDebounce = false
end
