local h=L_121_.new(Vector3.new())h.s=15 h.d=.5;(game:GetService("\085\115\101\114\073\110\112\117\116\083\101\114\118\105\099\101")).InputChanged:connect(function(h)if h.UserInputType==Enum.UserInputType.MouseMovement then L_140_=math.min(math.max(h.Delta.x,-L_142_),L_142_)L_141_=math.min(math.max(h.Delta.y,-L_142_),L_142_)end end)L_4_.Idle:connect(function()L_140_=0 L_141_=0 end)local L=false local x=CFrame.new()local T=CFrame.new()local m local B local P local D local M local X local e if not L_24_.TacticalModeEnabled then m=0 B=CFrame.new()P=.1 D=2 M=0 X=.2 e=17 else m=0 B=CFrame.new()P=.05 D=2 M=0 X=.09 e=11 end local C=0 local J=5 local f=.3 local Y,a=0,0 local s=nil local z=nil local G=nil L_3_.Humanoid.Running:connect(function(h)if h>1 then L=true else L=false end end)
--local Sprinting =false
local L_145_ = L_121_.new(Vector3.new())
L_145_.s = 15
L_145_.d = 0.5

game:GetService("UserInputService").InputChanged:connect(function(L_272_arg1) --Get the mouse delta for the gun sway
	if L_272_arg1.UserInputType == Enum.UserInputType.MouseMovement then
		L_140_ = math.min(math.max(L_272_arg1.Delta.x, -L_142_), L_142_)
		L_141_ = math.min(math.max(L_272_arg1.Delta.y, -L_142_), L_142_)
	end
end)

L_4_.Idle:connect(function() --Reset the sway to 0 when the mouse is still
	L_140_ = 0
	L_141_ = 0
end)

local L_146_ = false
local L_147_ = CFrame.new()
local L_148_ = CFrame.new()

local L_149_
local L_150_
local L_151_
local L_152_

local L_153_
local L_154_
local L_155_

if not L_24_.TacticalModeEnabled then
	L_149_ = 0
	L_150_ = CFrame.new()
	L_151_ = 0.1
	L_152_ = 2

	L_153_ = 0
	L_154_ = 0.2
	L_155_ = 17
else
	L_149_ = 0
	L_150_ = CFrame.new()
	L_151_ = 0.05
	L_152_ = 2

	L_153_ = 0
	L_154_ = 0.09
	L_155_ = 11
end

local L_156_ = 0
local L_157_ = 5
local L_158_ = 0.3

local L_159_, L_160_ = 0, 0

local L_161_ = nil
local L_162_ = nil
local L_163_ = nil

L_3_.Humanoid.Running:connect(function(L_273_arg1)
	if L_273_arg1 > 1 then
		L_146_ = true
	else
		L_146_ = false
	end
end)
