L_107_.InputBegan:connect(function(o,S)if not S and L_15_ then if o.UserInputType==(Enum.UserInputType.MouseButton2 or o.KeyCode==Enum.KeyCode.ButtonL2)and(not L_79_ and(not L_78_ and(not L_77_ and(L_24_.CanAim and(not L_74_ and(L_15_ and(not L_66_ and not L_67_)))))))then if not L_64_ then if not L_65_ then if L_24_.TacticalModeEnabled then L_154_=.015 L_155_=7;(L_3_:WaitForChild("\072\117\109\097\110\111\105\100")).WalkSpeed=7 else L_155_=10 L_154_=.008;(L_3_:WaitForChild("\072\117\109\097\110\111\105\100")).WalkSpeed=10 end end if(L_3_.Head.Position-L_5_.CoordinateFrame.p).magnitude<=2 then L_97_=L_50_ end L_133_.target=(L_56_.CFrame:toObjectSpace(L_44_.CFrame)).p L_115_:FireServer(true)L_64_=true end end if o.KeyCode==Enum.KeyCode.A and L_15_ then L_134_=CFrame.Angles(0,0,.1)end if o.KeyCode==Enum.KeyCode.D and L_15_ then L_134_=CFrame.Angles(0,0,-0.1)end if o.KeyCode==Enum.KeyCode.E and(L_15_ and(not L_80_ and not L_81_))then L_80_=true L_82_=false L_81_=true LeanRight()end if o.KeyCode==Enum.KeyCode.Q and(L_15_ and(not L_80_ and not L_82_))then L_80_=true L_81_=false L_82_=true LeanLeft()end if o.KeyCode==L_24_.AlternateAimKey and(not L_79_ and(not L_78_ and(not L_77_ and(L_24_.CanAim and(not L_74_ and(L_15_ and(not L_66_ and not L_67_)))))))then if not L_64_ then if not L_65_ then L_3_.Humanoid.WalkSpeed=10 L_155_=10 L_154_=.008 end L_97_=L_50_ L_133_.target=(L_56_.CFrame:toObjectSpace(L_44_.CFrame)).p L_115_:FireServer(true)L_64_=true end end if o.UserInputType==(Enum.UserInputType.MouseButton1 or o.KeyCode==Enum.KeyCode.ButtonR2)and(not L_79_ and(not L_77_ and(L_69_ and(L_15_ and(not L_66_ and(not L_67_ and not L_74_))))))then L_68_=true if not Shooting and(L_15_ and not L_83_)then if L_103_>0 then Shoot()end elseif not Shooting and(L_15_ and L_83_)then if L_105_>0 then Shoot()end end end if o.KeyCode==(L_24_.LaserKey or o.KeyCode==Enum.KeyCode.DPadRight)and(L_15_ and L_24_.LaserAttached)then local o=L_1_:FindFirstChild("\076\097\115\101\114\076\105\103\104\116")L_122_.KeyDown[1].Plugin()end if o.KeyCode==(L_24_.LightKey or o.KeyCode==Enum.KeyCode.ButtonR3)and(L_15_ and L_24_.LightAttached)then local o=(L_1_:FindFirstChild("\070\108\097\115\104\076\105\103\104\116")):FindFirstChild("\076\105\103\104\116")local S=false o.Enabled=not o.Enabled end if L_15_ and(o.KeyCode==(L_24_.FireSelectKey or o.KeyCode==Enum.KeyCode.DPadUp)and(not L_79_ and(not L_70_ and not L_78_)))then L_70_=true if L_92_==1 then if Shooting then Shooting=false end if L_24_.AutoEnabled then L_92_=2 L_83_=false L_69_=L_84_ elseif not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_=3 L_83_=false L_69_=L_84_ elseif not L_24_.AutoEnabled and(not L_24_.BurstEnabled and L_24_.BoltAction)then L_92_=4 L_83_=false L_69_=L_84_ elseif not L_24_.AutoEnabled and(not L_24_.BurstEnabled and(not L_24_.BoltAction and L_24_.ExplosiveEnabled))then L_92_=6 L_83_=true L_84_=L_69_ L_69_=L_85_ elseif not L_24_.AutoEnabled and(not L_24_.BurstEnabled and(not L_24_.BoltAction and not L_24_.ExplosiveEnabled))then L_92_=1 L_83_=false L_69_=L_84_ end elseif L_92_==2 then if Shooting then Shooting=false end if L_24_.BurstEnabled then L_92_=3 L_83_=false L_69_=L_84_ elseif not L_24_.BurstEnabled and L_24_.BoltAction then L_92_=4 L_83_=false L_69_=L_84_ elseif not L_24_.BurstEnabled and(not L_24_.BoltAction and L_24_.ExplosiveEnabled)then L_92_=6 L_83_=true L_84_=L_69_ L_69_=L_85_ elseif not L_24_.BurstEnabled and(not L_24_.BoltAction and(not L_24_.ExplosiveEnabled and L_24_.SemiEnabled))then L_92_=1 L_83_=false L_69_=L_84_ elseif not L_24_.BurstEnabled and(not L_24_.BoltAction and not L_24_.SemiEnabled)then L_92_=2 L_83_=false L_69_=L_84_ end elseif L_92_==3 then if Shooting then Shooting=false end if L_24_.BoltAction then L_92_=4 L_83_=false L_69_=L_84_ elseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_=6 L_83_=true L_84_=L_69_ L_69_=L_85_ elseif not L_24_.BoltAction and(not L_24_.ExplosiveEnabled and L_24_.SemiEnabled)then L_92_=1 L_83_=false L_69_=L_84_ elseif not L_24_.BoltAction and(not L_24_.SemiEnabled and L_24_.AutoEnabled)then L_92_=2 L_83_=false L_69_=L_84_ elseif not L_24_.BoltAction and(not L_24_.SemiEnabled and not L_24_.AutoEnabled)then L_92_=3 L_83_=false L_69_=L_84_ end elseif L_92_==4 then if Shooting then Shooting=false end if L_24_.ExplosiveEnabled then L_92_=6 L_83_=true L_84_=L_69_ L_69_=L_85_ elseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_=1 L_83_=false L_69_=L_84_ elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_=2 L_83_=false L_69_=L_84_ elseif not L_24_.SemiEnabled and(not L_24_.AutoEnabled and L_24_.BurstEnabled)then L_92_=3 L_83_=false L_69_=L_84_ elseif not L_24_.SemiEnabled and(not L_24_.AutoEnabled and not L_24_.BurstEnabled)then L_92_=4 L_83_=false L_69_=L_84_ end elseif L_92_==6 then if Shooting then Shooting=false end L_85_=L_69_ if L_24_.SemiEnabled then L_92_=1 L_83_=false L_69_=L_84_ elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_=2 L_83_=false L_69_=L_84_ elseif not L_24_.SemiEnabled and(not L_24_.AutoEnabled and L_24_.BurstEnabled)then L_92_=3 L_83_=false L_69_=L_84_ elseif not L_24_.SemiEnabled and(not L_24_.AutoEnabled and(not L_24_.BurstEnabled and L_24_.BoltAction))then L_92_=4 L_83_=false L_69_=L_84_ elseif not L_24_.SemiEnabled and(not L_24_.AutoEnabled and(not L_24_.BurstEnabled and not L_24_.BoltAction))then L_92_=6 L_83_=true L_84_=L_69_ L_69_=L_85_ end end UpdateAmmo()FireModeAnim()IdleAnim()L_70_=false end if o.KeyCode==(Enum.KeyCode.F or o.KeyCode==Enum.KeyCode.DPadDown)and(not L_79_ and(not L_77_ and(not L_78_ and(not L_67_ and(not L_70_ and(not L_64_ and(not L_66_ and(not Shooting and not L_76_))))))))then if not L_73_ and not L_74_ then L_74_=true Shooting=false L_69_=false L_135_=time()delay(.6,function()if L_103_~=L_24_.Ammo and L_103_>0 then CreateShell()end end)BoltBackAnim()L_73_=true elseif L_73_ and L_74_ then BoltForwardAnim()Shooting=false L_69_=true if L_103_~=L_24_.Ammo and L_103_>0 then L_103_=L_103_-1 elseif L_103_>=L_24_.Ammo then L_69_=true end L_73_=false L_74_=false IdleAnim()L_75_=false end UpdateAmmo()end if o.KeyCode==(Enum.KeyCode.LeftShift or o.KeyCode==Enum.KeyCode.ButtonL3)and(not L_78_ and(not L_77_ and L_146_))then L_71_=true if L_15_ and(not L_70_ and(not L_67_ and(L_71_ and(not L_65_ and not L_74_))))then Shooting=false L_64_=false L_67_=true delay(0,function()if L_67_ and not L_66_ then L_64_=false L_72_=true end end)L_97_=80 if L_24_.TacticalModeEnabled then L_154_=.4 L_155_=16 else L_155_=L_24_.SprintSpeed L_154_=.4 end L_3_.Humanoid.WalkSpeed=L_24_.SprintSpeed end end if o.KeyCode==(Enum.KeyCode.R or o.KeyCode==Enum.KeyCode.ButtonX)and(not L_79_ and(not L_78_ and(not L_77_ and(L_15_ and(not L_66_ and(not L_64_ and(not Shooting and(not L_67_ and not L_74_))))))))then if not L_83_ then if L_104_>0 and L_103_<L_24_.Ammo then Shooting=false L_66_=true for o,S in pairs(game.Players:GetChildren())do if S and(S:IsA("\080\108\097\121\101\114")and(S~=L_2_ and S.TeamColor==L_2_.TeamColor))then if(S.Character.HumanoidRootPart.Position-L_3_.HumanoidRootPart.Position).magnitude<=150 then if L_7_:FindFirstChild("\065\072\072")and not L_7_.AHH.IsPlaying then L_119_:FireServer(L_7_.AHH,L_100_[math.random(0,23)])end end end end ReloadAnim()if L_103_<=0 then if not L_24_.CanSlideLock then BoltBackAnim()BoltForwardAnim()end end IdleAnim()L_69_=true if L_103_<=0 then if L_104_-(L_24_.Ammo-L_103_)<0 then L_103_=L_103_+L_104_ L_104_=0 else L_104_=L_104_-(L_24_.Ammo-L_103_)L_103_=L_24_.Ammo end elseif L_103_>0 then if L_104_-(L_24_.Ammo-L_103_)<0 then L_103_=(L_103_+L_104_)+1 L_104_=0 else L_104_=L_104_-(L_24_.Ammo-L_103_)L_103_=L_24_.Ammo+1 end end L_66_=false if not L_75_ then L_69_=true end end elseif L_83_ then if L_105_>0 then Shooting=false L_66_=true nadeReload()IdleAnim()L_66_=false L_69_=true end end UpdateAmmo()end if o.KeyCode==Enum.KeyCode.RightBracket and L_64_ then if L_51_<1 then L_51_=L_51_+L_24_.SensitivityIncrement end end if o.KeyCode==Enum.KeyCode.LeftBracket and L_64_ then if L_51_>.1 then L_51_=L_51_-L_24_.SensitivityIncrement end end if o.KeyCode==(Enum.KeyCode.T or o.KeyCode==Enum.KeyCode.DPadLeft)and L_1_:FindFirstChild("\065\105\109\080\097\114\116\050")then if not L_86_ then L_56_=L_1_:WaitForChild("\065\105\109\080\097\114\116\050")L_50_=L_24_.CycleAimZoom if L_64_ then L_97_=L_24_.CycleAimZoom end L_86_=true else L_56_=L_1_:FindFirstChild("\065\105\109\080\097\114\116")L_50_=L_24_.AimZoom if L_64_ then L_97_=L_24_.AimZoom end L_86_=false end end if o.KeyCode==L_24_.InspectionKey and(not L_79_ and not L_78_)then if not L_77_ then L_77_=true InspectAnim()IdleAnim()L_77_=false end end if o.KeyCode==L_24_.AttachmentKey and(not L_79_ and not L_77_)then if L_15_ then if not L_78_ then L_67_=false L_64_=false L_69_=false L_78_=true AttachAnim()elseif L_78_ then L_67_=false L_64_=false L_69_=true L_78_=false IdleAnim()end end end if o.KeyCode==Enum.KeyCode.P and(not L_77_ and(not L_78_ and(not L_64_ and(not L_67_ and(not L_65_ and(not L_66_ and(not Recoiling and not L_67_)))))))then if not L_79_ then L_79_=true;(L_14_:Create(L_45_,TweenInfo.new(.2),{C1=L_24_.SprintPos})):Play()wait(.2)L_112_:FireServer("\080\097\116\114\111\108",L_24_.SprintPos)else L_79_=false;(L_14_:Create(L_45_,TweenInfo.new(.2),{C1=CFrame.new()})):Play()wait(.2)L_112_:FireServer("\085\110\112\097\116\114\111\108")end end end end)L_107_.InputEnded:connect(function(o,S)if not S and L_15_ then if o.UserInputType==(Enum.UserInputType.MouseButton2 or o.KeyCode==Enum.KeyCode.ButtonL2)and(not L_77_ and(L_24_.CanAim and not L_78_))then if L_64_ then if not L_65_ then(L_3_:WaitForChild("\072\117\109\097\110\111\105\100")).WalkSpeed=16 if L_24_.TacticalModeEnabled then L_154_=.09 L_155_=11 else L_154_=.2 L_155_=17 end end L_97_=70 L_133_.target=Vector3.new()L_115_:FireServer(false)L_64_=false end end if o.KeyCode==Enum.KeyCode.A and L_15_ then L_134_=CFrame.Angles(0,0,0)end if o.KeyCode==Enum.KeyCode.D and L_15_ then L_134_=CFrame.Angles(0,0,0)end if o.KeyCode==Enum.KeyCode.E and(L_15_ and L_80_)then Unlean()L_80_=false L_82_=false L_81_=false end if o.KeyCode==Enum.KeyCode.Q and(L_15_ and L_80_)then Unlean()L_80_=false L_82_=false L_81_=false end if o.KeyCode==L_24_.AlternateAimKey and(not L_77_ and L_24_.CanAim)then if L_64_ then if not L_65_ then L_3_.Humanoid.WalkSpeed=16 L_155_=17 L_154_=.25 end L_97_=70 L_133_.target=Vector3.new()L_115_:FireServer(false)L_64_=false end end if o.UserInputType==(Enum.UserInputType.MouseButton1 or o.KeyCode==Enum.KeyCode.ButtonR2)and not L_77_ then L_68_=false if Shooting then Shooting=false end end if o.KeyCode==Enum.KeyCode.E and L_15_ then local o=L_42_:WaitForChild("\071\097\109\101\071\117\105")if L_16_ then(o:WaitForChild("\065\109\109\111\070\114\097\109\101")).Visible=false L_16_=false end end if o.KeyCode==(Enum.KeyCode.LeftShift or o.KeyCode==Enum.KeyCode.ButtonL3)and(not L_77_ and(not L_70_ and not L_65_))then L_71_=false if L_67_ and(not L_64_ and(not Shooting and not L_71_))then L_67_=false L_72_=false L_97_=70 L_3_.Humanoid.WalkSpeed=16 if L_24_.TacticalModeEnabled then L_154_=.09 L_155_=11 else L_154_=.2 L_155_=17 end end end end end)L_107_.InputChanged:connect(function(o,S)if not S and(L_15_ and(L_24_.FirstPersonOnly and L_64_))then if o.UserInputType==Enum.UserInputType.MouseWheel then if o.Position.Z==1 and L_51_<1 then L_51_=L_51_+L_24_.SensitivityIncrement elseif o.Position.Z==-1 and L_51_>.1 then L_51_=L_51_-L_24_.SensitivityIncrement end end end end)L_107_.InputChanged:connect(function(o,S)if not S and L_15_ then local o,S=workspace:FindPartOnRayWithIgnoreList(Ray.new(L_56_.CFrame.p,L_56_.CFrame.lookVector.unit*10000),IgnoreList)if o then local o=(S-L_6_.Position).magnitude L_33_.Text=math.ceil(o).." \109"end end end)

L_107_.InputBegan:connect(function(L_314_arg1, L_315_arg2)
	if not L_315_arg2 and L_15_ then
		if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then
			if not L_64_ then
				if not L_65_ then
					if L_24_.TacticalModeEnabled then
						L_154_ = 0.015
						L_155_ = 7
						L_3_:WaitForChild("Humanoid").WalkSpeed = 7
					else
						L_155_ = 10
						L_154_ = 0.008
						L_3_:WaitForChild("Humanoid").WalkSpeed = 10
					end
					
				end
				
				if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then
					L_97_ = L_50_
				end
				L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p
				L_115_:FireServer(true)				
				L_64_ = true
			end
		end;
		
		if L_314_arg1.KeyCode == Enum.KeyCode.A and L_15_ then
			L_134_ = CFrame.Angles(0, 0, 0.1)
		end;
		
		if L_314_arg1.KeyCode == Enum.KeyCode.D and L_15_ then
			L_134_ = CFrame.Angles(0, 0, -0.1)
		end;
		
		if L_314_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_80_ and not L_81_ then
			L_80_ = true
			L_82_ = false
			L_81_ = true
			LeanRight()
		end
		
		if L_314_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_80_ and not L_82_ then
			L_80_ = true
			L_81_ = false
			L_82_ = true
			LeanLeft()
		end
		
		if L_314_arg1.KeyCode == L_24_.AlternateAimKey and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then
			if not L_64_ then
				if not L_65_ then
					L_3_.Humanoid.WalkSpeed = 10
					L_155_ = 10
					L_154_ = 0.008
				end
				L_97_ = L_50_
				L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p
				L_115_:FireServer(true)
				L_64_ = true
			end
		end;
		
		if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_79_ and not L_77_ and L_69_ and L_15_ and not L_66_ and not L_67_ and not L_74_ then
			L_68_ = true
			if not Shooting and L_15_ and not L_83_ then
				if L_103_ > 0 then			
					Shoot()
				end
			elseif not Shooting and L_15_ and L_83_ then
				if L_105_ > 0 then
					Shoot()
				end
			end
		end;
		
		if L_314_arg1.KeyCode == (L_24_.LaserKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then
			local L_316_ = L_1_:FindFirstChild("LaserLight")
			L_122_.KeyDown[1].Plugin()
		end;
		
		if L_314_arg1.KeyCode == (L_24_.LightKey or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then
			local L_317_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light')
			local L_318_ = false
			L_317_.Enabled = not L_317_.Enabled
		end;
		
		if L_15_ and L_314_arg1.KeyCode == (L_24_.FireSelectKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadUp) and not L_79_ and not L_70_ and not L_78_ then
			L_70_ = true
			if L_92_ == 1 then
				if Shooting then
					Shooting = false
				end
				if L_24_.AutoEnabled then
					L_92_ = 2
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.AutoEnabled and L_24_.BurstEnabled then
					L_92_ = 3
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
					L_92_ = 4
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
					L_92_ = 6
					L_83_ = true
					L_84_ = L_69_
					L_69_ = L_85_
				elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then
					L_92_ = 1
					L_83_ = false
					L_69_ = L_84_
				end
			elseif L_92_ == 2 then
				if Shooting then
					Shooting = false
				end
				if L_24_.BurstEnabled then
					L_92_ = 3
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.BurstEnabled and L_24_.BoltAction then
					L_92_ = 4
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
					L_92_ = 6
					L_83_ = true
					L_84_ = L_69_
					L_69_ = L_85_
				elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
					L_92_ = 1
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then
					L_92_ = 2
					L_83_ = false
					L_69_ = L_84_
				end
			elseif L_92_ == 3 then
				if Shooting then
					Shooting = false
				end
				if L_24_.BoltAction then
					L_92_ = 4
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then
					L_92_ = 6
					L_83_ = true
					L_84_ = L_69_
					L_69_ = L_85_
				elseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
					L_92_ = 1
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then
					L_92_ = 2
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then
					L_92_ = 3
					L_83_ = false
					L_69_ = L_84_
				end
			elseif L_92_ == 4 then
				if Shooting then
					Shooting = false
				end
				if L_24_.ExplosiveEnabled then
					L_92_ = 6
					L_83_ = true
					L_84_ = L_69_
					L_69_ = L_85_
				elseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
					L_92_ = 1
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
					L_92_ = 2
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
					L_92_ = 3
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then
					L_92_ = 4
					L_83_ = false
					L_69_ = L_84_
				end
			elseif L_92_ == 6 then
				if Shooting then
					Shooting = false
				end
				L_85_ = L_69_
				if L_24_.SemiEnabled then
					L_92_ = 1
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
					L_92_ = 2
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
					L_92_ = 3
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
					L_92_ = 4
					L_83_ = false
					L_69_ = L_84_
				elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then
					L_92_ = 6
					L_83_ = true
					L_84_ = L_69_
					L_69_ = L_85_
				end
			end
			UpdateAmmo()
			FireModeAnim()
			IdleAnim()
			L_70_ = false
		end;
		
		if L_314_arg1.KeyCode == (Enum.KeyCode.F or L_314_arg1.KeyCode == Enum.KeyCode.DPadDown) and not L_79_ and not L_77_ and not L_78_ and not L_67_ and not L_70_ and not L_64_ and not L_66_ and not Shooting and not L_76_ then			
			if not L_73_ and not L_74_ then
				L_74_ = true
				Shooting = false
				L_69_ = false
				L_135_ = time()
				delay(0.6, function()
					if L_103_ ~= L_24_.Ammo and L_103_ > 0 then
						CreateShell()
					end
				end)	
				BoltBackAnim()
				L_73_ = true
			elseif L_73_ and L_74_ then
				BoltForwardAnim()
				Shooting = false
				L_69_ = true
				if L_103_ ~= L_24_.Ammo and L_103_ > 0 then
					L_103_ = L_103_ - 1
				elseif L_103_ >= L_24_.Ammo then
					L_69_ = true
				end						
				L_73_ = false
				L_74_ = false
				IdleAnim()
				L_75_ = false
			end
			UpdateAmmo()
		end;
		
		if L_314_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_78_ and not L_77_ and L_146_ then
			L_71_ = true
			if L_15_ and not L_70_ and not L_67_ and L_71_ and not L_65_ and not L_74_ then
				Shooting = false
				L_64_ = false
				L_67_ = true
						
				delay(0, function()
					if L_67_ and not L_66_ then
						L_64_ = false
						L_72_ = true
					end
				end)
				L_97_ = 80
				if L_24_.TacticalModeEnabled then
					L_154_ = 0.4
					L_155_ = 16
				else
					L_155_ = L_24_.SprintSpeed
					L_154_ = 0.4
				end
				L_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed
			end
		end;
		
		if L_314_arg1.KeyCode == (Enum.KeyCode.R or L_314_arg1.KeyCode == Enum.KeyCode.ButtonX) and not L_79_ and not L_78_ and not L_77_ and L_15_ and not L_66_ and not L_64_ and not Shooting and not L_67_ and not L_74_ then		
			if not L_83_ then			
				if L_104_ > 0 and L_103_ < L_24_.Ammo then
					Shooting = false
					L_66_ = true
					
					for L_319_forvar1, L_320_forvar2 in pairs(game.Players:GetChildren()) do
						if L_320_forvar2 and L_320_forvar2:IsA('Player') and L_320_forvar2 ~= L_2_ and L_320_forvar2.TeamColor == L_2_.TeamColor then
							if (L_320_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude  <= 150 then
								if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then
									L_119_:FireServer(L_7_.AHH, L_100_[math.random(0, 23)])
								end
							end
						end
					end
					
					ReloadAnim()
					if L_103_ <= 0 then
						if not L_24_.CanSlideLock then
							BoltBackAnim()
							BoltForwardAnim()
						end
					end
					IdleAnim()
					L_69_ = true
					
					if L_103_ <= 0 then
						if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then
							L_103_ = L_103_ + L_104_
							L_104_ = 0
						else
							L_104_ = L_104_ - (L_24_.Ammo - L_103_)
							L_103_ = L_24_.Ammo
						end
					elseif L_103_ > 0 then
						if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then
							L_103_ = L_103_ + L_104_ + 1
							L_104_ = 0
						else
							L_104_ = L_104_ - (L_24_.Ammo - L_103_)
							L_103_ = L_24_.Ammo + 1
						end
					end
	
					L_66_ = false
					if not L_75_ then
						L_69_ = true
					end
				end;
			elseif L_83_ then
				if L_105_ > 0 then
					Shooting = false
					L_66_ = true
					nadeReload()
					IdleAnim()
					L_66_ = false
					L_69_ = true
				end
			end;
			UpdateAmmo()
		end;
		
		if L_314_arg1.KeyCode == Enum.KeyCode.RightBracket and L_64_ then
			if (L_51_ < 1) then
				L_51_ = L_51_ + L_24_.SensitivityIncrement
			end
		end
		
		if L_314_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_64_ then
			if (L_51_ > 0.1) then
				L_51_ = L_51_ - L_24_.SensitivityIncrement
			end
		end
		
		if L_314_arg1.KeyCode == (Enum.KeyCode.T or L_314_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild("AimPart2") then
			if not L_86_ then
				L_56_ = L_1_:WaitForChild("AimPart2")
				L_50_ = L_24_.CycleAimZoom
				if L_64_ then
					L_97_ = L_24_.CycleAimZoom
				end
				L_86_ = true
			else
				L_56_ = L_1_:FindFirstChild("AimPart")
				L_50_ = L_24_.AimZoom
				if L_64_ then
					L_97_ = L_24_.AimZoom
				end
				L_86_ = false
			end;
		end;
		
		if L_314_arg1.KeyCode == L_24_.InspectionKey and not L_79_ and not L_78_ then
			if not L_77_ then
				L_77_ = true
				InspectAnim()
				IdleAnim()
				L_77_ = false
			end
		end;
		
		if L_314_arg1.KeyCode == L_24_.AttachmentKey and not L_79_ and not L_77_ then
			if L_15_ then
				if not L_78_ then
					L_67_ = false
					L_64_ = false
					L_69_ = false
					L_78_ = true
					
					AttachAnim()
				elseif L_78_ then
					L_67_ = false
					L_64_ = false
					L_69_ = true
					L_78_ = false
					
					IdleAnim()
				end
			end
		end;
			
		if L_314_arg1.KeyCode == Enum.KeyCode.P and not L_77_ and not L_78_ and not L_64_ and not L_67_ and not L_65_ and not L_66_ and not Recoiling and not L_67_ then
			if not L_79_ then
				L_79_ = true
				L_14_:Create(L_45_, TweenInfo.new(0.2), {
					C1 = L_24_.SprintPos
				}):Play()
				wait(0.2)
				L_112_:FireServer("Patrol", L_24_.SprintPos)
			else
				L_79_ = false
				L_14_:Create(L_45_, TweenInfo.new(0.2), {
					C1 = CFrame.new()
				}):Play()
				wait(0.2)
				L_112_:FireServer("Unpatrol")
			end
		end;
	end
end)

L_107_.InputEnded:connect(function(L_321_arg1, L_322_arg2)
	if not L_322_arg2 and L_15_ then
		if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_77_ and L_24_.CanAim and not L_78_ then
			if L_64_ then
				if not L_65_ then
					L_3_:WaitForChild("Humanoid").WalkSpeed = 16
					if L_24_.TacticalModeEnabled then
						L_154_ = 0.09
						L_155_ = 11
					else
						L_154_ = .2
						L_155_ = 17
					end
				end	
				L_97_ = 70
				L_133_.target = Vector3.new()
				L_115_:FireServer(false)
				L_64_ = false
			end
		end;
		
		if L_321_arg1.KeyCode == Enum.KeyCode.A and L_15_ then
			L_134_ = CFrame.Angles(0, 0, 0)
		end;
		
		if L_321_arg1.KeyCode == Enum.KeyCode.D and L_15_ then
			L_134_ = CFrame.Angles(0, 0, 0)
		end;
		
		if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_80_ then
			Unlean()		
			L_80_ = false
			L_82_ = false
			L_81_ = false
		end
		
		if L_321_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_80_ then
			Unlean()		
			L_80_ = false
			L_82_ = false
			L_81_ = false
		end
		
		if L_321_arg1.KeyCode == L_24_.AlternateAimKey and not L_77_ and L_24_.CanAim then
			if L_64_ then
				if not L_65_ then
					L_3_.Humanoid.WalkSpeed = 16
					L_155_ = 17
					L_154_ = .25
				end	
				L_97_ = 70
				L_133_.target = Vector3.new()
				L_115_:FireServer(false)
				L_64_ = false
			end
		end;
		
		if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_77_ then
			L_68_ = false				
			if Shooting then
				Shooting = false
			end
		end;
		
		if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ then
			local L_323_ = L_42_:WaitForChild('GameGui')
			if L_16_ then
				L_323_:WaitForChild('AmmoFrame').Visible = false
				L_16_ = false
			end
		end;
		
		if L_321_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_77_ and not L_70_ and not L_65_ then -- SPRINT
			L_71_ = false
			if L_67_ and not L_64_ and not Shooting and not L_71_ then
				L_67_ = false
				L_72_ = false
				L_97_ = 70
			
				L_3_.Humanoid.WalkSpeed = 16
				if L_24_.TacticalModeEnabled then
					L_154_ = 0.09
					L_155_ = 11
				else
					L_154_ = .2
					L_155_ = 17
				end			
			end
		end;
	end
end)

L_107_.InputChanged:connect(function(L_324_arg1, L_325_arg2)
	if not L_325_arg2 and L_15_ and L_24_.FirstPersonOnly and L_64_ then
		if L_324_arg1.UserInputType == Enum.UserInputType.MouseWheel then
			if L_324_arg1.Position.Z == 1 and (L_51_ < 1) then
				L_51_ = L_51_ + L_24_.SensitivityIncrement
			elseif L_324_arg1.Position.Z == -1 and (L_51_ > 0.1) then
				L_51_ = L_51_ - L_24_.SensitivityIncrement
			end
		end
	end
end)

L_107_.InputChanged:connect(function(L_326_arg1, L_327_arg2)
	if not L_327_arg2 and L_15_ then
		local L_328_, L_329_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_56_.CFrame.p, (L_56_.CFrame.lookVector).unit * 10000), IgnoreList);
		if L_328_ then
			local L_330_ = (L_329_ - L_6_.Position).magnitude
			L_33_.Text = math.ceil(L_330_) .. ' m'
		end
	end
end)
