local W function IdleAnim(m)Anims.IdleAnim(Character,W,{AnimBaseW,RA;LA,AnimBase.GripW,ArmaClone,Left_Weld;Right_Weld})end function StanceDown(m)Anims.StanceDown(Character,W,{AnimBaseW,RA,LA,AnimBase.GripW;ArmaClone,Left_Weld;Right_Weld})end function StanceUp(m)Anims.StanceUp(Character,W,{AnimBaseW,RA;LA;AnimBase.GripW,ArmaClone;Left_Weld;Right_Weld})end function Patrol(m)Anims.Patrol(Character,W,{AnimBaseW;RA;LA;AnimBase.GripW,ArmaClone,Left_Weld,Right_Weld})end function SprintAnim(m)Anims.SprintAnim(Character,W,{AnimBaseW,RA;LA;AnimBase.GripW;ArmaClone;Left_Weld,Right_Weld})end function EquipAnim(m)AnimDebounce=true Can_Shoot=false Reloading=true Anims.EquipAnim(Character,W,{AnimBaseW;RA;LA,AnimBase.GripW,ArmaClone,Left_Weld,Right_Weld})Reloading=false Can_Shoot=true AnimDebounce=false end function ChamberAnim(m)AnimDebounce=true Anims.ChamberAnim(Character,W,{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(m)Anims.ZoomAnim(Character,W,{AnimBaseW,RA,LA;AnimBase.GripW,ArmaClone;Settings,Left_Weld,Right_Weld})end function UnZoomAnim(m)Anims.UnZoomAnim(Character,W,{AnimBaseW,RA,LA;AnimBase.GripW,ArmaClone;Settings;Left_Weld,Right_Weld})end function ChamberBKAnim(m)AnimDebounce=true Anims.ChamberBKAnim(Character,W,{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(m)AnimDebounce=true CheckMagFunction()Anims.CheckAnim(Character,W,{AnimBaseW;RA,LA;AnimBase.GripW;ArmaClone;StoredAmmo;Ammo;Settings;Chambered;Left_Weld,Right_Weld})AnimDebounce=false end function ShellInsertAnim(m)AnimDebounce=true Anims.ShellInsertAnim(Character,W,{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(m)AnimDebounce=true Anims.ReloadAnim(Character,W,{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(m)AnimDebounce=true Anims.GLReloadAnim(Character,W,{AnimBaseW,RA;LA,AnimBase.GripW;ArmaClone,StoredAmmo,Ammo,Settings;Chambered;Left_Weld;Right_Weld})Evt.Recarregar:FireServer(StoredAmmo.Value,ArmaClient)AnimDebounce=false end

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;
