function EquipAnim()AnimDebounce=false pcall(function()AnimData.EquipAnim({RArmWeld,LArmWeld;GunWeld,WeaponInHand,ViewModel})end)AnimDebounce=true end function IdleAnim()pcall(function()AnimData.IdleAnim({RArmWeld;LArmWeld,GunWeld,WeaponInHand;ViewModel})end)AnimDebounce=true end function SprintAnim()AnimDebounce=false pcall(function()AnimData.SprintAnim({RArmWeld;LArmWeld;GunWeld;WeaponInHand;ViewModel})end)end function HighReady()pcall(function()AnimData.HighReady({RArmWeld;LArmWeld;GunWeld;WeaponInHand;ViewModel})end)end function LowReady()pcall(function()AnimData.LowReady({RArmWeld,LArmWeld,GunWeld,WeaponInHand,ViewModel})end)end function Patrol()pcall(function()AnimData.Patrol({RArmWeld,LArmWeld;GunWeld;WeaponInHand,ViewModel})end)end function ReloadAnim()pcall(function()AnimData.ReloadAnim({RArmWeld;LArmWeld,GunWeld;WeaponInHand,ViewModel})end)end function TacticalReloadAnim()pcall(function()AnimData.TacticalReloadAnim({RArmWeld;LArmWeld;GunWeld;WeaponInHand,ViewModel})end)end function JammedAnim()pcall(function()AnimData.JammedAnim({RArmWeld,LArmWeld;GunWeld,WeaponInHand,ViewModel})end)end function PumpAnim()reloading=true pcall(function()AnimData.PumpAnim({RArmWeld;LArmWeld,GunWeld,WeaponInHand;ViewModel})end)reloading=false end function MagCheckAnim()CheckingMag=true pcall(function()AnimData.MagCheck({RArmWeld;LArmWeld,GunWeld,WeaponInHand,ViewModel})end)CheckingMag=false end function meleeAttack()pcall(function()AnimData.meleeAttack({RArmWeld,LArmWeld,GunWeld,WeaponInHand;ViewModel})end)end function GrenadeReady()pcall(function()AnimData.GrenadeReady({RArmWeld,LArmWeld;GunWeld,WeaponInHand,ViewModel})end)end function GrenadeThrow()pcall(function()AnimData.GrenadeThrow({RArmWeld;LArmWeld;GunWeld;WeaponInHand,ViewModel})end)end
----------//Animation Loader\\----------
function EquipAnim()
	AnimDebounce = false
	pcall(function()
		AnimData.EquipAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	AnimDebounce = true
end

function IdleAnim()
	pcall(function()
		AnimData.IdleAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	AnimDebounce = true
end

function SprintAnim()
	AnimDebounce = false
	pcall(function()
		AnimData.SprintAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function HighReady()
	pcall(function()
		AnimData.HighReady({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function LowReady()
	pcall(function()
		AnimData.LowReady({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function Patrol()
	pcall(function()
		AnimData.Patrol({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function ReloadAnim()
	pcall(function()
		AnimData.ReloadAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function TacticalReloadAnim()
	pcall(function()
		AnimData.TacticalReloadAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function JammedAnim()
	pcall(function()
		AnimData.JammedAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function PumpAnim()
	reloading = true
	pcall(function()
		AnimData.PumpAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	reloading = false
end

function MagCheckAnim()
	CheckingMag = true
	pcall(function()
		AnimData.MagCheck({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	CheckingMag = false
end

function meleeAttack()
	pcall(function()
		AnimData.meleeAttack({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function GrenadeReady()
	pcall(function()
		AnimData.GrenadeReady({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function GrenadeThrow()
	pcall(function()
		AnimData.GrenadeThrow({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end
