L_82_.InputBegan:connect(function(R,U)if not U and L_15_ then if R.UserInputType==Enum.UserInputType.MouseButton2 and(not L_59_ and(L_23_.CanAim and(not L_56_ and(L_15_ and(not L_48_ and not L_49_)))))then if not L_46_ then if not L_47_ then L_3_.Humanoid.WalkSpeed=10 L_127_=10 L_126_=.008 end L_74_=L_35_ L_105_.target=(L_38_.CFrame:toObjectSpace(L_29_.CFrame)).p L_90_:FireServer(true)L_46_=true end end if R.KeyCode==L_23_.AlternateAimKey and(not L_59_ and(L_23_.CanAim and(not L_56_ and(L_15_ and(not L_48_ and not L_49_)))))then if not L_46_ then if not L_47_ then L_3_.Humanoid.WalkSpeed=10 L_127_=10 L_126_=.008 end L_74_=L_35_ L_105_.target=(L_38_.CFrame:toObjectSpace(L_29_.CFrame)).p L_90_:FireServer(true)L_46_=true end end if R.UserInputType==Enum.UserInputType.MouseButton1 and(not L_59_ and(L_51_ and(L_15_ and(not L_48_ and(not L_49_ and not L_56_)))))then L_50_=true if not Shooting and(L_15_ and not L_60_)then if L_78_>0 then Shoot()end elseif not Shooting and(L_15_ and L_60_)then if L_80_>0 then Shoot()end end end if R.KeyCode==L_23_.LaserKey and(L_15_ and L_23_.LaserAttached)then local R=L_1_:FindFirstChild("\076\097\115\101\114\076\105\103\104\116")L_94_.KeyDown[1].Plugin()end if R.KeyCode==L_23_.LightKey and(L_15_ and L_23_.LightAttached)then local R=(L_1_:FindFirstChild("\070\108\097\115\104\076\105\103\104\116")):FindFirstChild("\076\105\103\104\116")local U=false R.Enabled=not R.Enabled end if L_15_ and(R.KeyCode==L_23_.FireSelectKey and not L_52_)then L_52_=true if L_69_==1 then if Shooting then Shooting=false end if L_23_.AutoEnabled then L_69_=2 L_60_=false L_51_=L_61_ elseif not L_23_.AutoEnabled and L_23_.BurstEnabled then L_69_=3 L_60_=false L_51_=L_61_ elseif not L_23_.AutoEnabled and(not L_23_.BurstEnabled and L_23_.BoltAction)then L_69_=4 L_60_=false L_51_=L_61_ elseif not L_23_.AutoEnabled and(not L_23_.BurstEnabled and(not L_23_.BoltAction and L_23_.ExplosiveEnabled))then L_69_=6 L_60_=true L_61_=L_51_ L_51_=L_62_ elseif not L_23_.AutoEnabled and(not L_23_.BurstEnabled and(not L_23_.BoltAction and not L_23_.ExplosiveEnabled))then L_69_=1 L_60_=false L_51_=L_61_ end elseif L_69_==2 then if Shooting then Shooting=false end if L_23_.BurstEnabled then L_69_=3 L_60_=false L_51_=L_61_ elseif not L_23_.BurstEnabled and L_23_.BoltAction then L_69_=4 L_60_=false L_51_=L_61_ elseif not L_23_.BurstEnabled and(not L_23_.BoltAction and L_23_.ExplosiveEnabled)then L_69_=6 L_60_=true L_61_=L_51_ L_51_=L_62_ elseif not L_23_.BurstEnabled and(not L_23_.BoltAction and(not L_23_.ExplosiveEnabled and L_23_.SemiEnabled))then L_69_=1 L_60_=false L_51_=L_61_ elseif not L_23_.BurstEnabled and(not L_23_.BoltAction and not L_23_.SemiEnabled)then L_69_=2 L_60_=false L_51_=L_61_ end elseif L_69_==3 then if Shooting then Shooting=false end if L_23_.BoltAction then L_69_=4 L_60_=false L_51_=L_61_ elseif not L_23_.BoltAction and L_23_.ExplosiveEnabled then L_69_=6 L_60_=true L_61_=L_51_ L_51_=L_62_ elseif not L_23_.BoltAction and(not L_23_.ExplosiveEnabled and L_23_.SemiEnabled)then L_69_=1 L_60_=false L_51_=L_61_ elseif not L_23_.BoltAction and(not L_23_.SemiEnabled and L_23_.AutoEnabled)then L_69_=2 L_60_=false L_51_=L_61_ elseif not L_23_.BoltAction and(not L_23_.SemiEnabled and not L_23_.AutoEnabled)then L_69_=3 L_60_=false L_51_=L_61_ end elseif L_69_==4 then if Shooting then Shooting=false end if L_23_.ExplosiveEnabled then L_69_=6 L_60_=true L_61_=L_51_ L_51_=L_62_ elseif not L_23_.ExplosiveEnabled and L_23_.SemiEnabled then L_69_=1 L_60_=false L_51_=L_61_ elseif not L_23_.SemiEnabled and L_23_.AutoEnabled then L_69_=2 L_60_=false L_51_=L_61_ elseif not L_23_.SemiEnabled and(not L_23_.AutoEnabled and L_23_.BurstEnabled)then L_69_=3 L_60_=false L_51_=L_61_ elseif not L_23_.SemiEnabled and(not L_23_.AutoEnabled and not L_23_.BurstEnabled)then L_69_=4 L_60_=false L_51_=L_61_ end elseif L_69_==6 then if Shooting then Shooting=false end L_62_=L_51_ if L_23_.SemiEnabled then L_69_=1 L_60_=false L_51_=L_61_ elseif not L_23_.SemiEnabled and L_23_.AutoEnabled then L_69_=2 L_60_=false L_51_=L_61_ elseif not L_23_.SemiEnabled and(not L_23_.AutoEnabled and L_23_.BurstEnabled)then L_69_=3 L_60_=false L_51_=L_61_ elseif not L_23_.SemiEnabled and(not L_23_.AutoEnabled and(not L_23_.BurstEnabled and L_23_.BoltAction))then L_69_=4 L_60_=false L_51_=L_61_ elseif not L_23_.SemiEnabled and(not L_23_.AutoEnabled and(not L_23_.BurstEnabled and not L_23_.BoltAction))then L_69_=6 L_60_=true L_61_=L_51_ L_51_=L_62_ end end FireModeAnim()IdleAnim()L_52_=false end if R.KeyCode==Enum.KeyCode.F and(not L_59_ and(not L_49_ and(not L_52_ and(not L_46_ and(not L_48_ and(not Shooting and not L_58_))))))then if not L_55_ and not L_56_ then L_56_=true Shooting=false L_51_=false L_107_=time()delay(.6,function()if L_78_~=L_23_.Ammo and L_78_>0 then CreateShell()end end)BoltBackAnim()L_55_=true elseif L_55_ and L_56_ then BoltForwardAnim()Shooting=false L_51_=true if L_78_~=L_23_.Ammo and L_78_>0 then L_78_=L_78_-1 elseif L_78_>=L_23_.Ammo then L_51_=true end L_55_=false L_56_=false IdleAnim()L_57_=false end end if R.KeyCode==Enum.KeyCode.LeftShift and(not L_59_ and L_118_)then L_53_=true if L_15_ and(not L_52_ and(not L_49_ and(L_53_ and(not L_47_ and not L_56_))))then Shooting=false L_46_=false L_49_=true delay(0,function()if L_49_ and not L_48_ then L_46_=false L_54_=true end end)L_74_=80 L_3_.Humanoid.WalkSpeed=21 L_127_=21 L_126_=.4 end end if R.KeyCode==Enum.KeyCode.R and(not L_59_ and(L_15_ and(not L_48_ and(not L_46_ and(not Shooting and(not L_49_ and not L_56_))))))then if not L_60_ then if L_79_>0 and L_78_<L_23_.Ammo then Shooting=false L_48_=true ReloadAnim()if L_78_<=0 then if not L_23_.CanSlideLock then BoltBackAnim()end BoltForwardAnim()end IdleAnim()L_51_=true if L_78_<=0 then if L_79_-(L_23_.Ammo-L_78_)<0 then L_78_=L_78_+L_79_ L_79_=0 else L_79_=L_79_-(L_23_.Ammo-L_78_)L_78_=L_23_.Ammo end elseif L_78_>0 then if L_79_-(L_23_.Ammo-L_78_)<0 then L_78_=(L_78_+L_79_)+1 L_79_=0 else L_79_=L_79_-(L_23_.Ammo-L_78_)L_78_=L_23_.Ammo+1 end end L_48_=false if not L_57_ then L_51_=true end end elseif L_60_ then if L_80_>0 then Shooting=false L_48_=true nadeReload()IdleAnim()L_48_=false L_51_=true end end end if R.KeyCode==Enum.KeyCode.RightBracket and L_46_ then if L_36_<1 then L_36_=L_36_+L_23_.SensitivityIncrement end end if R.KeyCode==Enum.KeyCode.LeftBracket and L_46_ then if L_36_>.1 then L_36_=L_36_-L_23_.SensitivityIncrement end end if R.KeyCode==Enum.KeyCode.E and L_15_ then local R=L_27_:WaitForChild("\071\097\109\101\071\117\105")if not L_16_ then(R:WaitForChild("\065\109\109\111\070\114\097\109\101")).Visible=true R.AmmoFrame.Count.Text=math.ceil(L_79_/L_23_.StoredAmmo).." \077\097\103\115"if L_69_==1 then R.AmmoFrame.FMode.Text="\083\101\109\105"elseif L_69_==2 then R.AmmoFrame.FMode.Text="\065\117\116\111"elseif L_69_==3 then R.AmmoFrame.FMode.Text="\066\117\114\115\116"elseif L_69_==4 then R.AmmoFrame.FMode.Text="\066\111\108\116"elseif L_69_==5 then R.AmmoFrame.FMode.Text="\083\104\111\116"elseif L_69_==6 then R.AmmoFrame.FMode.Text="\069\120\112\108\111\115\105\118\101"end L_16_=true end end if R.KeyCode==Enum.KeyCode.T and L_1_:FindFirstChild("\065\105\109\080\097\114\116\050")then if not L_63_ then L_38_=L_1_:WaitForChild("\065\105\109\080\097\114\116\050")L_35_=L_23_.CycleAimZoom if L_46_ then L_74_=L_23_.CycleAimZoom end L_63_=true else L_38_=L_1_:FindFirstChild("\065\105\109\080\097\114\116")L_35_=L_23_.AimZoom if L_46_ then L_74_=L_23_.AimZoom end L_63_=false end end if R.KeyCode==L_23_.InspectionKey then if not L_59_ then L_59_=true InspectAnim()IdleAnim()L_59_=false end end end end)L_82_.InputEnded:connect(function(R,U)if not U and L_15_ then if R.UserInputType==Enum.UserInputType.MouseButton2 and(not L_59_ and L_23_.CanAim)then if L_46_ then if not L_47_ then L_3_.Humanoid.WalkSpeed=16 L_127_=17 L_126_=.25 end L_74_=70 L_105_.target=Vector3.new()L_90_:FireServer(false)L_46_=false end end if R.KeyCode==L_23_.AlternateAimKey and(not L_59_ and L_23_.CanAim)then if L_46_ then if not L_47_ then L_3_.Humanoid.WalkSpeed=16 L_127_=17 L_126_=.25 end L_74_=70 L_105_.target=Vector3.new()L_90_:FireServer(false)L_46_=false end end if R.UserInputType==Enum.UserInputType.MouseButton1 and not L_59_ then L_50_=false if Shooting then Shooting=false end end if R.KeyCode==Enum.KeyCode.E and L_15_ then local R=L_27_:WaitForChild("\071\097\109\101\071\117\105")if L_16_ then(R:WaitForChild("\065\109\109\111\070\114\097\109\101")).Visible=false L_16_=false end end if R.KeyCode==Enum.KeyCode.LeftShift and(not L_59_ and(not L_52_ and not L_47_))then L_53_=false if L_49_ and(not L_46_ and(not Shooting and not L_53_))then L_49_=false L_54_=false L_74_=70 L_3_.Humanoid.WalkSpeed=16 L_127_=17 L_126_=.25 end end end end)L_82_.InputChanged:connect(function(R,U)if not U and(L_15_ and(L_23_.FirstPersonOnly and L_46_))then if R.UserInputType==Enum.UserInputType.MouseWheel then if R.Position.Z==1 and L_36_<1 then L_36_=L_36_+L_23_.SensitivityIncrement elseif R.Position.Z==-1 and L_36_>.1 then L_36_=L_36_-L_23_.SensitivityIncrement end end end end)

L_82_.InputBegan:connect(function(L_264_arg1, L_265_arg2)
	if not L_265_arg2 and L_15_ then
		if L_264_arg1.UserInputType == Enum.UserInputType.MouseButton2 and not L_59_ and L_23_.CanAim and not L_56_ and L_15_ and not L_48_ and not L_49_ then
			if not L_46_ then
				if not L_47_ then
					L_3_.Humanoid.WalkSpeed = 10
					L_127_ = 10
					L_126_ = 0.008
				end
				L_74_ = L_35_
				L_105_.target = L_38_.CFrame:toObjectSpace(L_29_.CFrame).p
				L_90_:FireServer(true)
				L_46_ = true
			end
		end;
		
		if L_264_arg1.KeyCode == L_23_.AlternateAimKey and not L_59_ and L_23_.CanAim and not L_56_ and L_15_ and not L_48_ and not L_49_ then
			if not L_46_ then
				if not L_47_ then
					L_3_.Humanoid.WalkSpeed = 10
					L_127_ = 10
					L_126_ = 0.008
				end
				L_74_ = L_35_
				L_105_.target = L_38_.CFrame:toObjectSpace(L_29_.CFrame).p
				L_90_:FireServer(true)
				L_46_ = true
			end
		end;
		
		if L_264_arg1.UserInputType == Enum.UserInputType.MouseButton1 and not L_59_ and L_51_ and L_15_ and not L_48_ and not L_49_ and not L_56_ then
			L_50_ = true
			if not Shooting and L_15_ and not L_60_ then
				if L_78_ > 0 then			
					Shoot()
				end
			elseif not Shooting and L_15_ and L_60_ then
				if L_80_ > 0 then
					Shoot()
				end
			end
		end;
		
		if L_264_arg1.KeyCode == L_23_.LaserKey and L_15_ and L_23_.LaserAttached then
			local L_266_ = L_1_:FindFirstChild("LaserLight")
			L_94_.KeyDown[1].Plugin()
		end;
		
		if L_264_arg1.KeyCode == L_23_.LightKey and L_15_ and L_23_.LightAttached then
			local L_267_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light')
			local L_268_ = false
			L_267_.Enabled = not L_267_.Enabled
		end;
		
		if L_15_ and L_264_arg1.KeyCode == L_23_.FireSelectKey and not L_52_ then
			L_52_ = true
			if L_69_ == 1 then
				if Shooting then
					Shooting = false
				end
				if L_23_.AutoEnabled then
					L_69_ = 2
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.AutoEnabled and L_23_.BurstEnabled then
					L_69_ = 3
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.AutoEnabled and not L_23_.BurstEnabled and L_23_.BoltAction then
					L_69_ = 4
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.AutoEnabled and not L_23_.BurstEnabled and not L_23_.BoltAction and L_23_.ExplosiveEnabled then
					L_69_ = 6
					L_60_ = true
					L_61_ = L_51_
					L_51_ = L_62_
				elseif not L_23_.AutoEnabled and not L_23_.BurstEnabled and not L_23_.BoltAction and not L_23_.ExplosiveEnabled then
					L_69_ = 1
					L_60_ = false
					L_51_ = L_61_
				end
			elseif L_69_ == 2 then
				if Shooting then
					Shooting = false
				end
				if L_23_.BurstEnabled then
					L_69_ = 3
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.BurstEnabled and L_23_.BoltAction then
					L_69_ = 4
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.BurstEnabled and not L_23_.BoltAction and L_23_.ExplosiveEnabled then
					L_69_ = 6
					L_60_ = true
					L_61_ = L_51_
					L_51_ = L_62_
				elseif not L_23_.BurstEnabled and not L_23_.BoltAction and not L_23_.ExplosiveEnabled and L_23_.SemiEnabled then
					L_69_ = 1
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.BurstEnabled and not L_23_.BoltAction and not L_23_.SemiEnabled then
					L_69_ = 2
					L_60_ = false
					L_51_ = L_61_
				end
			elseif L_69_ == 3 then
				if Shooting then
					Shooting = false
				end
				if L_23_.BoltAction then
					L_69_ = 4
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.BoltAction and L_23_.ExplosiveEnabled then
					L_69_ = 6
					L_60_ = true
					L_61_ = L_51_
					L_51_ = L_62_
				elseif not L_23_.BoltAction and not L_23_.ExplosiveEnabled and L_23_.SemiEnabled then
					L_69_ = 1
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.BoltAction and not L_23_.SemiEnabled and L_23_.AutoEnabled then
					L_69_ = 2
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.BoltAction and not L_23_.SemiEnabled and not L_23_.AutoEnabled then
					L_69_ = 3
					L_60_ = false
					L_51_ = L_61_
				end
			elseif L_69_ == 4 then
				if Shooting then
					Shooting = false
				end
				if L_23_.ExplosiveEnabled then
					L_69_ = 6
					L_60_ = true
					L_61_ = L_51_
					L_51_ = L_62_
				elseif not L_23_.ExplosiveEnabled and L_23_.SemiEnabled then
					L_69_ = 1
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.SemiEnabled and L_23_.AutoEnabled then
					L_69_ = 2
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.SemiEnabled and not L_23_.AutoEnabled and L_23_.BurstEnabled then
					L_69_ = 3
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.SemiEnabled and not L_23_.AutoEnabled and not L_23_.BurstEnabled then
					L_69_ = 4
					L_60_ = false
					L_51_ = L_61_
				end
			elseif L_69_ == 6 then
				if Shooting then
					Shooting = false
				end
				L_62_ = L_51_
				if L_23_.SemiEnabled then
					L_69_ = 1
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.SemiEnabled and L_23_.AutoEnabled then
					L_69_ = 2
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.SemiEnabled and not L_23_.AutoEnabled and L_23_.BurstEnabled then
					L_69_ = 3
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.SemiEnabled and not L_23_.AutoEnabled and not L_23_.BurstEnabled and L_23_.BoltAction then
					L_69_ = 4
					L_60_ = false
					L_51_ = L_61_
				elseif not L_23_.SemiEnabled and not L_23_.AutoEnabled and not L_23_.BurstEnabled and not L_23_.BoltAction then
					L_69_ = 6
					L_60_ = true
					L_61_ = L_51_
					L_51_ = L_62_
				end
			end
			FireModeAnim()
			IdleAnim()
			L_52_ = false
		end;
		
		if L_264_arg1.KeyCode == Enum.KeyCode.F and not L_59_ and not L_49_ and not L_52_ and not L_46_ and not L_48_ and not Shooting and not L_58_ then			
			if not L_55_ and not L_56_ then
				L_56_ = true
				Shooting = false
				L_51_ = false
				L_107_ = time()
				delay(0.6, function()
					if L_78_ ~= L_23_.Ammo and L_78_ > 0 then
						CreateShell()
					end
				end)	
				BoltBackAnim()
				L_55_ = true
			elseif L_55_ and L_56_ then
				BoltForwardAnim()
				Shooting = false
				L_51_ = true
				if L_78_ ~= L_23_.Ammo and L_78_ > 0 then
					L_78_ = L_78_ - 1
				elseif L_78_ >= L_23_.Ammo then
					L_51_ = true
				end						
				L_55_ = false
				L_56_ = false
				IdleAnim()
				L_57_ = false
			end
		end;
		
		if L_264_arg1.KeyCode == Enum.KeyCode.LeftShift and not L_59_ and L_118_ then
			L_53_ = true
			if L_15_ and not L_52_ and not L_49_ and L_53_ and not L_47_ and not L_56_ then
				Shooting = false
				L_46_ = false
				L_49_ = true
						
				delay(0, function()
					if L_49_ and not L_48_ then
						L_46_ = false
						L_54_ = true
					end
				end)
				L_74_ = 80
				L_3_.Humanoid.WalkSpeed = 21
				L_127_ = 21
				L_126_ = 0.4
			end
		end;
		
		if L_264_arg1.KeyCode == Enum.KeyCode.R and not L_59_ and L_15_ and not L_48_ and not L_46_ and not Shooting and not L_49_ and not L_56_ then		
			if not L_60_ then			
				if L_79_ > 0 and L_78_ < L_23_.Ammo then
					Shooting = false
					L_48_ = true
					ReloadAnim()
					if L_78_ <= 0 then
						if not L_23_.CanSlideLock then
							BoltBackAnim()
						end
						BoltForwardAnim()
					end
					IdleAnim()
					L_51_ = true
					
					if L_78_ <= 0 then
						if (L_79_ - (L_23_.Ammo - L_78_)) < 0 then
							L_78_ = L_78_ + L_79_
							L_79_ = 0
						else
							L_79_ = L_79_ - (L_23_.Ammo - L_78_)
							L_78_ = L_23_.Ammo
						end
					elseif L_78_ > 0 then
						if (L_79_ - (L_23_.Ammo - L_78_)) < 0 then
							L_78_ = L_78_ + L_79_ + 1
							L_79_ = 0
						else
							L_79_ = L_79_ - (L_23_.Ammo - L_78_)
							L_78_ = L_23_.Ammo + 1
						end
					end
	
					L_48_ = false
					if not L_57_ then
						L_51_ = true
					end
				end;
			elseif L_60_ then
				if L_80_ > 0 then
					Shooting = false
					L_48_ = true
					nadeReload()
					IdleAnim()
					L_48_ = false
					L_51_ = true
				end
			end;
		end;
		
		if L_264_arg1.KeyCode == Enum.KeyCode.RightBracket and L_46_ then
			if (L_36_ < 1) then
				L_36_ = L_36_ + L_23_.SensitivityIncrement
			end
		end
		
		if L_264_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_46_ then
			if (L_36_ > 0.1) then
				L_36_ = L_36_ - L_23_.SensitivityIncrement
			end
		end
		
		if L_264_arg1.KeyCode == Enum.KeyCode.E and L_15_ then
			local L_269_ = L_27_:WaitForChild('GameGui')
			if not L_16_ then
				L_269_:WaitForChild('AmmoFrame').Visible = true
				L_269_.AmmoFrame.Count.Text = math.ceil(L_79_ / L_23_.StoredAmmo) .. ' Mags'
				
				if L_69_ == 1 then				
					L_269_.AmmoFrame.FMode.Text = 'Semi'
				elseif L_69_ == 2 then
					L_269_.AmmoFrame.FMode.Text = 'Auto'
				elseif L_69_ == 3 then
					L_269_.AmmoFrame.FMode.Text = 'Burst'
				elseif L_69_ == 4 then
					L_269_.AmmoFrame.FMode.Text = 'Bolt'
				elseif L_69_ == 5 then
					L_269_.AmmoFrame.FMode.Text = 'Shot'
				elseif L_69_ == 6 then
					L_269_.AmmoFrame.FMode.Text = 'Explosive'
				end
				L_16_ = true				
			end
		end;
		
		if L_264_arg1.KeyCode == Enum.KeyCode.T and L_1_:FindFirstChild("AimPart2") then
			if not L_63_ then
				L_38_ = L_1_:WaitForChild("AimPart2")
				L_35_ = L_23_.CycleAimZoom
				if L_46_ then
					L_74_ = L_23_.CycleAimZoom
				end
				L_63_ = true
			else
				L_38_ = L_1_:FindFirstChild("AimPart")
				L_35_ = L_23_.AimZoom
				if L_46_ then
					L_74_ = L_23_.AimZoom
				end
				L_63_ = false
			end;
		end;
		
		if L_264_arg1.KeyCode == L_23_.InspectionKey then
			if not L_59_ then
				L_59_ = true
				InspectAnim()
				IdleAnim()
				L_59_ = false
			end
		end;
	end
end)

L_82_.InputEnded:connect(function(L_270_arg1, L_271_arg2)
	if not L_271_arg2 and L_15_ then
		if L_270_arg1.UserInputType == Enum.UserInputType.MouseButton2 and not L_59_ and L_23_.CanAim then
			if L_46_ then
				if not L_47_ then
					L_3_.Humanoid.WalkSpeed = 16
					L_127_ = 17
					L_126_ = .25
				end	
				L_74_ = 70
				L_105_.target = Vector3.new()
				L_90_:FireServer(false)
				L_46_ = false
			end
		end;
		
		if L_270_arg1.KeyCode == L_23_.AlternateAimKey and not L_59_ and L_23_.CanAim then
			if L_46_ then
				if not L_47_ then
					L_3_.Humanoid.WalkSpeed = 16
					L_127_ = 17
					L_126_ = .25
				end	
				L_74_ = 70
				L_105_.target = Vector3.new()
				L_90_:FireServer(false)
				L_46_ = false
			end
		end;
		
		if L_270_arg1.UserInputType == Enum.UserInputType.MouseButton1 and not L_59_ then
			L_50_ = false				
			if Shooting then
				Shooting = false
			end
		end;
		
		if L_270_arg1.KeyCode == Enum.KeyCode.E and L_15_ then
			local L_272_ = L_27_:WaitForChild('GameGui')
			if L_16_ then
				L_272_:WaitForChild('AmmoFrame').Visible = false
				L_16_ = false
			end
		end;
		
		if L_270_arg1.KeyCode == Enum.KeyCode.LeftShift and not L_59_ and not L_52_ and not L_47_ then -- SPRINT
			L_53_ = false
			if L_49_ and not L_46_ and not Shooting and not L_53_ then
				L_49_ = false
				L_54_ = false
				L_74_ = 70
			
				L_3_.Humanoid.WalkSpeed = 16	
				L_127_ = 17
				L_126_ = .25			
			end
		end;
	end
end)

L_82_.InputChanged:connect(function(L_273_arg1, L_274_arg2)
	if not L_274_arg2 and L_15_ and L_23_.FirstPersonOnly and L_46_ then
		if L_273_arg1.UserInputType == Enum.UserInputType.MouseWheel then
			if L_273_arg1.Position.Z == 1 and (L_36_ < 1) then
				L_36_ = L_36_ + L_23_.SensitivityIncrement
			elseif L_273_arg1.Position.Z == -1 and (L_36_ > 0.1) then
				L_36_ = L_36_ - L_23_.SensitivityIncrement
			end
		end
	end
end)
