function CreateBullet(N)local V=L_59_.Position local A=(L_4_.Hit.p-V).unit local i=CFrame.Angles(math.rad(math.random(-N,N)),math.rad(math.random(-N,N)),math.rad(math.random(-N,N)))A=i*A local t=CFrame.new(V,V+A)local G=Instance.new("\080\097\114\116",L_101_)game.Debris:AddItem(G,10)G.Shape=Enum.PartType.Ball G.Size=Vector3.new(1,1,12)G.Name="\066\117\108\108\101\116"G.TopSurface="\083\109\111\111\116\104"G.BottomSurface="\083\109\111\111\116\104"G.BrickColor=BrickColor.new("\066\114\105\103\104\116 \103\114\101\101\110")G.Material="\078\101\111\110"G.CanCollide=false G.CFrame=t local K=Instance.new("\083\111\117\110\100")K.SoundId="\114\098\120\097\115\115\101\116\105\100\058\047\047\051\052\049\053\049\057\055\052\051"K.Looped=true K:Play()K.Parent=G K.Volume=.4 K.MaxDistance=30 G.Transparency=1 local o=G:GetMass()local R=Instance.new("\066\111\100\121\070\111\114\099\101",G)if not L_83_ then R.Force=L_24_.BulletPhysics G.Velocity=A*L_24_.BulletSpeed else R.Force=L_24_.ExploPhysics G.Velocity=A*L_24_.ExploSpeed end local x=Instance.new("\065\116\116\097\099\104\109\101\110\116",G)x.Position=Vector3.new(.1,0,0)local r=Instance.new("\065\116\116\097\099\104\109\101\110\116",G)r.Position=Vector3.new(-0.1,0,0)local g=TracerCalculation()if L_24_.TracerEnabled==true and g then local N=Instance.new("\084\114\097\105\108",G)N.Attachment0=x N.Attachment1=r N.Transparency=NumberSequence.new(L_24_.TracerTransparency)N.LightEmission=L_24_.TracerLightEmission N.TextureLength=L_24_.TracerTextureLength N.Lifetime=L_24_.TracerLifetime N.FaceCamera=L_24_.TracerFaceCamera N.Color=ColorSequence.new(L_24_.TracerColor.Color)end if L_1_:FindFirstChild("\083\104\101\108\108")and not L_83_ then CreateShell()end delay(.2,function()G.Transparency=0 end)return G end function CheckForHumanoid(N)local V=false local A=nil if N then if N.Parent:FindFirstChild("\072\117\109\097\110\111\105\100")or N.Parent.Parent:FindFirstChild("\072\117\109\097\110\111\105\100")then V=true if N.Parent:FindFirstChild("\072\117\109\097\110\111\105\100")then A=N.Parent.Humanoid elseif N.Parent.Parent:FindFirstChild("\072\117\109\097\110\111\105\100")then A=N.Parent.Parent.Humanoid end else V=false end end return V,A end function CastRay(N)local V,A,i local t=L_56_.Position local G=N.Position local K=0 local o=L_83_ while true do L_106_:wait()G=N.Position K=K+(G-t).magnitude V,A,i=workspace:FindPartOnRayWithIgnoreList(Ray.new(t,G-t),IgnoreList)local R=(Vector3.new(0,1,0)):Cross(i)local x=math.asin(R.magnitude)if K>L_24_.BulletDecay then N:Destroy()break end if V and((V and V.Transparency>=1 or V.CanCollide==false)and(V.Name~="\082\105\103\104\116 \065\114\109"and(V.Name~="\076\101\102\116 \065\114\109"and(V.Name~="\082\105\103\104\116 \076\101\103"and(V.Name~="\076\101\102\116 \076\101\103"and V.Name~="\065\114\109\111\114")))))then table.insert(IgnoreList,V)end if V then R=(Vector3.new(0,1,0)):Cross(i)x=math.asin(R.magnitude)L_118_:FireServer(A)local t=CheckForHumanoid(V)if t==false then N:Destroy()local t=L_113_:InvokeServer(A,R,x,i,"\080\097\114\116",V)elseif t==true then N:Destroy()local t=L_113_:InvokeServer(A,R,x,i,"\072\117\109\097\110",V)end end if V and o then L_116_:FireServer(A)end if V then local N,A=CheckForHumanoid(V)if N then L_111_:FireServer(A)if L_24_.AntiTK then if game.Players:FindFirstChild(A.Parent.Name)and(game.Players:FindFirstChild(A.Parent.Name)).TeamColor~=L_2_.TeamColor or A.Parent:FindFirstChild("\086\097\114\115")and(game.Players:FindFirstChild(((A.Parent:WaitForChild("\086\097\114\115")):WaitForChild("\066\111\116\073\068")).Value)and L_2_.TeamColor~=((A.Parent:WaitForChild("\086\097\114\115")):WaitForChild("\116\101\097\109\067\111\108\111\114")).Value)then if V.Name=="\072\101\097\100"then L_110_:FireServer(A,L_24_.HeadDamage)local N=(L_19_:WaitForChild("\066\111\100\121\072\105\116")):clone()N.Parent=L_2_.PlayerGui N:Play();(game:GetService("\068\101\098\114\105\115")):addItem(N,N.TimeLength)end if V.Name~="\072\101\097\100"and not(V.Parent:IsA("\065\099\099\101\115\115\111\114\121")or V.Parent:IsA("\072\097\116"))then if V.Name~="\084\111\114\115\111"and(V.Name~="\072\117\109\097\110\111\105\100\082\111\111\116\080\097\114\116"and V.Name~="\065\114\109\111\114")then L_110_:FireServer(A,L_24_.LimbDamage)elseif V.Name=="\084\111\114\115\111"or V.Name=="\072\117\109\097\110\111\105\100\082\111\111\116\080\097\114\116"and V.Name~="\065\114\109\111\114"then L_110_:FireServer(A,L_24_.BaseDamage)elseif V.Name=="\065\114\109\111\114"then L_110_:FireServer(A,L_24_.ArmorDamage)end local N=(L_19_:WaitForChild("\066\111\100\121\072\105\116")):clone()N.Parent=L_2_.PlayerGui N:Play();(game:GetService("\068\101\098\114\105\115")):addItem(N,N.TimeLength)end if V.Parent:IsA("\065\099\099\101\115\115\111\114\121")or V.Parent:IsA("\072\097\116")then L_110_:FireServer(A,L_24_.HeadDamage)local N=(L_19_:WaitForChild("\066\111\100\121\072\105\116")):clone()N.Parent=L_2_.PlayerGui N:Play();(game:GetService("\068\101\098\114\105\115")):addItem(N,N.TimeLength)end end else if V.Name=="\072\101\097\100"then L_110_:FireServer(A,L_24_.HeadDamage)local N=(L_19_:WaitForChild("\066\111\100\121\072\105\116")):clone()N.Parent=L_2_.PlayerGui N:Play();(game:GetService("\068\101\098\114\105\115")):addItem(N,N.TimeLength)end if V.Name~="\072\101\097\100"and not(V.Parent:IsA("\065\099\099\101\115\115\111\114\121")or V.Parent:IsA("\072\097\116"))then if V.Name~="\084\111\114\115\111"and(V.Name~="\072\117\109\097\110\111\105\100\082\111\111\116\080\097\114\116"and V.Name~="\065\114\109\111\114")then L_110_:FireServer(A,L_24_.LimbDamage)elseif V.Name=="\084\111\114\115\111"or V.Name=="\072\117\109\097\110\111\105\100\082\111\111\116\080\097\114\116"and V.Name~="\065\114\109\111\114"then L_110_:FireServer(A,L_24_.BaseDamage)elseif V.Name=="\065\114\109\111\114"then L_110_:FireServer(A,L_24_.ArmorDamage)end local N=(L_19_:WaitForChild("\066\111\100\121\072\105\116")):clone()N.Parent=L_2_.PlayerGui N:Play();(game:GetService("\068\101\098\114\105\115")):addItem(N,N.TimeLength)end if V.Parent:IsA("\065\099\099\101\115\115\111\114\121")or V.Parent:IsA("\072\097\116")then L_110_:FireServer(A,L_24_.HeadDamage)local N=(L_19_:WaitForChild("\066\111\100\121\072\105\116")):clone()N.Parent=L_2_.PlayerGui N:Play();(game:GetService("\068\101\098\114\105\115")):addItem(N,N.TimeLength)end end end end if V and V.Parent:FindFirstChild("\072\117\109\097\110\111\105\100")then return V,A end t=G end end function fireSemi()if L_15_ then L_69_=false Recoiling=true Shooting=true if L_54_ then L_54_:FireServer((L_59_:WaitForChild("\070\105\114\101")).SoundId,L_59_)else(L_59_:WaitForChild("\070\105\114\101")):Play()end L_109_:FireServer()L_102_=CreateBullet(L_24_.BulletSpread)L_103_=L_103_-1 UpdateAmmo()RecoilFront=true local N,V=spawn(function()CastRay(L_102_)end)if L_24_.CanBolt==true then BoltingBackAnim()delay(L_24_.Firerate/2,function()if L_24_.CanSlideLock==false then BoltingForwardAnim()elseif L_24_.CanSlideLock==true then if L_103_>0 then BoltingForwardAnim()end end end)end delay(L_24_.Firerate/2,function()Recoiling=false RecoilFront=false end)wait(L_24_.Firerate)local A=JamCalculation()if A then L_69_=false else L_69_=true end Shooting=false end end function fireExplo()if L_15_ then L_69_=false Recoiling=true Shooting=true if L_54_ then L_54_:FireServer((L_60_:WaitForChild("\070\105\114\101")).SoundId,L_60_)else(L_60_:WaitForChild("\070\105\114\101")):Play()end L_109_:FireServer()L_102_=CreateBullet(L_24_.BulletSpread)L_105_=L_105_-1 UpdateAmmo()RecoilFront=true local N,V=spawn(function()CastRay(L_102_)end)delay(L_24_.Firerate/2,function()Recoiling=false RecoilFront=false end)L_69_=false Shooting=false end end function fireShot()if L_15_ then L_69_=false Recoiling=true Shooting=true RecoilFront=true if L_54_ then L_54_:FireServer((L_59_:WaitForChild("\070\105\114\101")).SoundId,L_59_)else(L_59_:WaitForChild("\070\105\114\101")):Play()end L_109_:FireServer()for N=1,L_24_.ShotNum,1 do spawn(function()L_102_=CreateBullet(L_24_.BulletSpread)end)local V,A=spawn(function()CastRay(L_102_)end)end for N,V in pairs(L_59_:GetChildren())do if V.Name:sub(1,7)=="\070\108\097\115\104\070\088"then V.Enabled=true end end delay(.033333333333333,function()for N,V in pairs(L_59_:GetChildren())do if V.Name:sub(1,7)=="\070\108\097\115\104\070\088"then V.Enabled=false end end end)if L_24_.CanBolt==true then BoltingBackAnim()delay(L_24_.Firerate/2,function()if L_24_.CanSlideLock==false then BoltingForwardAnim()elseif L_24_.CanSlideLock==true then if L_103_>0 then BoltingForwardAnim()end end end)end delay(L_24_.Firerate/2,function()Recoiling=false RecoilFront=false end)L_103_=L_103_-1 UpdateAmmo()wait(L_24_.Firerate)L_76_=true IdleAnim()L_76_=false local N=JamCalculation()if N then L_69_=false else L_69_=true end Shooting=false end end function fireBoltAction()if L_15_ then L_69_=false Recoiling=true Shooting=true if L_54_ then L_54_:FireServer((L_59_:WaitForChild("\070\105\114\101")).SoundId,L_59_)else(L_59_:WaitForChild("\070\105\114\101")):Play()end L_109_:FireServer()L_102_=CreateBullet(L_24_.BulletSpread)L_103_=L_103_-1 UpdateAmmo()RecoilFront=true local N,V=spawn(function()CastRay(L_102_)end)for N,V in pairs(L_59_:GetChildren())do if V.Name:sub(1,7)=="\070\108\097\115\104\070\088"then V.Enabled=true end end delay(.033333333333333,function()for N,V in pairs(L_59_:GetChildren())do if V.Name:sub(1,7)=="\070\108\097\115\104\070\088"then V.Enabled=false end end end)if L_24_.CanBolt==true then BoltingBackAnim()delay(L_24_.Firerate/2,function()if L_24_.CanSlideLock==false then BoltingForwardAnim()elseif L_24_.CanSlideLock==true then if L_103_>0 then BoltingForwardAnim()end end end)end delay(L_24_.Firerate/2,function()Recoiling=false RecoilFront=false end)wait(L_24_.Firerate)L_76_=true BoltBackAnim()BoltForwardAnim()IdleAnim()L_76_=false local A=JamCalculation()if A then L_69_=false else L_69_=true end Shooting=false end end function fireAuto()while not Shooting and(L_103_>0 and(L_68_ and(L_69_ and L_15_)))do L_69_=false Recoiling=true if L_54_ then L_54_:FireServer((L_59_:WaitForChild("\070\105\114\101")).SoundId,L_59_)else(L_59_:WaitForChild("\070\105\114\101")):Play()end L_109_:FireServer()L_103_=L_103_-1 UpdateAmmo()Shooting=true RecoilFront=true L_102_=CreateBullet(L_24_.BulletSpread)local N,V=spawn(function()CastRay(L_102_)end)for N,V in pairs(L_59_:GetChildren())do if V.Name:sub(1,7)=="\070\108\097\115\104\070\088"then V.Enabled=true end end delay(.033333333333333,function()for N,V in pairs(L_59_:GetChildren())do if V.Name:sub(1,7)=="\070\108\097\115\104\070\088"then V.Enabled=false end end end)if L_24_.CanBolt==true then BoltingBackAnim()delay(L_24_.Firerate/2,function()if L_24_.CanSlideLock==false then BoltingForwardAnim()elseif L_24_.CanSlideLock==true then if L_103_>0 then BoltingForwardAnim()end end end)end delay(L_24_.Firerate/2,function()Recoiling=false RecoilFront=false end)wait(L_24_.Firerate)local A=JamCalculation()if A then L_69_=false else L_69_=true end Shooting=false end end function fireBurst()if not Shooting and(L_103_>0 and(L_68_ and L_15_))then for N=1,L_24_.BurstNum,1 do if L_103_>0 and L_68_ then L_69_=false Recoiling=true if L_54_ then L_54_:FireServer((L_59_:WaitForChild("\070\105\114\101")).SoundId,L_59_)else(L_59_:WaitForChild("\070\105\114\101")):Play()end L_109_:FireServer()L_102_=CreateBullet(L_24_.BulletSpread)local N,V=spawn(function()CastRay(L_102_)end)for N,V in pairs(L_59_:GetChildren())do if V.Name:sub(1,7)=="\070\108\097\115\104\070\088"then V.Enabled=true end end delay(.033333333333333,function()for N,V in pairs(L_59_:GetChildren())do if V.Name:sub(1,7)=="\070\108\097\115\104\070\088"then V.Enabled=false end end end)if L_24_.CanBolt==true then BoltingBackAnim()delay(L_24_.Firerate/2,function()if L_24_.CanSlideLock==false then BoltingForwardAnim()elseif L_24_.CanSlideLock==true then if L_103_>0 then BoltingForwardAnim()end end end)end L_103_=L_103_-1 UpdateAmmo()RecoilFront=true delay(L_24_.Firerate/2,function()Recoiling=false RecoilFront=false end)wait(L_24_.Firerate)local A=JamCalculation()if A then L_69_=false else L_69_=true end end Shooting=true end Shooting=false end end function Shoot()if L_15_ and L_69_ then if L_92_==1 then fireSemi()elseif L_92_==2 then fireAuto()elseif L_92_==3 then fireBurst()elseif L_92_==4 then fireBoltAction()elseif L_92_==5 then fireShot()elseif L_92_==6 then fireExplo()end end end

function CreateBullet(L_200_arg1)
	local L_201_ = L_59_.Position
	local L_202_ = (L_4_.Hit.p - L_201_).unit
	local L_203_ = CFrame.Angles(math.rad(math.random(-L_200_arg1, L_200_arg1)), math.rad(math.random(-L_200_arg1, L_200_arg1)), math.rad(math.random(-L_200_arg1, L_200_arg1)))
	L_202_ = L_203_ * L_202_	
	local L_204_ = CFrame.new(L_201_, L_201_ + L_202_)	
		
	local L_205_ = Instance.new("Part", L_101_)
	game.Debris:AddItem(L_205_, 10)
	L_205_.Shape = Enum.PartType.Ball
	L_205_.Size = Vector3.new(1, 1, 12)
	L_205_.Name = "Bullet"
	L_205_.TopSurface = "Smooth"
	L_205_.BottomSurface = "Smooth"
	L_205_.BrickColor = BrickColor.new("Bright green")
	L_205_.Material = "Neon"
	L_205_.CanCollide = false
		--Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p)
	L_205_.CFrame = L_204_
		
	local L_206_ = Instance.new("Sound")
	L_206_.SoundId = "rbxassetid://341519743"
	L_206_.Looped = true
	L_206_:Play()
	L_206_.Parent = L_205_
	L_206_.Volume = 0.4
	L_206_.MaxDistance = 30
	
	L_205_.Transparency = 1
	local L_207_ = L_205_:GetMass()
	local L_208_ = Instance.new('BodyForce', L_205_)
		
	if not L_83_ then
		L_208_.Force = L_24_.BulletPhysics
		L_205_.Velocity = L_202_ * L_24_.BulletSpeed
	else
		L_208_.Force = L_24_.ExploPhysics
		L_205_.Velocity = L_202_ * L_24_.ExploSpeed
	end
		
	local L_209_ = Instance.new('Attachment', L_205_)
	L_209_.Position = Vector3.new(0.1, 0, 0)
	local L_210_ = Instance.new('Attachment', L_205_)
	L_210_.Position = Vector3.new(-0.1, 0, 0)
			
	local L_211_ = TracerCalculation()
		
	if L_24_.TracerEnabled == true and L_211_ then
		local L_212_ = Instance.new('Trail', L_205_)
		L_212_.Attachment0 = L_209_
		L_212_.Attachment1 = L_210_
		L_212_.Transparency = NumberSequence.new(L_24_.TracerTransparency)
		L_212_.LightEmission = L_24_.TracerLightEmission
		L_212_.TextureLength = L_24_.TracerTextureLength
		L_212_.Lifetime = L_24_.TracerLifetime
		L_212_.FaceCamera = L_24_.TracerFaceCamera
		L_212_.Color = ColorSequence.new(L_24_.TracerColor.Color)
	end
		
	if L_1_:FindFirstChild('Shell') and not L_83_ then	
		CreateShell()	
	end	
		
	delay(0.2, function()
		L_205_.Transparency = 0
	end)
	
	return L_205_
end

function CheckForHumanoid(L_213_arg1)
	local L_214_ = false
	local L_215_ = nil
	if L_213_arg1 then
		if (L_213_arg1.Parent:FindFirstChild("Humanoid") or L_213_arg1.Parent.Parent:FindFirstChild("Humanoid")) then
			L_214_ = true
			if L_213_arg1.Parent:FindFirstChild('Humanoid') then
				L_215_ = L_213_arg1.Parent.Humanoid
			elseif L_213_arg1.Parent.Parent:FindFirstChild('Humanoid') then
				L_215_ = L_213_arg1.Parent.Parent.Humanoid
			end
		else
			L_214_ = false
		end	
	end
	return L_214_, L_215_
end

function CastRay(L_216_arg1)
	local L_217_, L_218_, L_219_
	local L_220_ = L_56_.Position;
	local L_221_ = L_216_arg1.Position;
	local L_222_ = 0

	local L_223_ = L_83_	
	
	while true do
		L_106_:wait()
		L_221_ = L_216_arg1.Position;
		L_222_ = L_222_ + (L_221_ - L_220_).magnitude
		L_217_, L_218_, L_219_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_220_, (L_221_ - L_220_)), IgnoreList);
		local L_224_ = Vector3.new(0, 1, 0):Cross(L_219_)
		local L_225_ = math.asin(L_224_.magnitude) -- division by 1 is redundant
		if L_222_ > L_24_.BulletDecay then
			L_216_arg1:Destroy()
			break
		end
		if L_217_ and (L_217_ and L_217_.Transparency >= 1 or L_217_.CanCollide == false) and L_217_.Name ~= 'Right Arm' and L_217_.Name ~= 'Left Arm' and L_217_.Name ~= 'Right Leg' and L_217_.Name ~= 'Left Leg' and L_217_.Name ~= 'Armor' then
			table.insert(IgnoreList, L_217_)
		end
	
		if L_217_ then
			L_224_ = Vector3.new(0, 1, 0):Cross(L_219_)
			L_225_ = math.asin(L_224_.magnitude) -- division by 1 is redundant
		
			L_118_:FireServer(L_218_)
		
			local L_226_ = CheckForHumanoid(L_217_)
			if L_226_ == false then
				L_216_arg1:Destroy()
				local L_227_ = L_113_:InvokeServer(L_218_, L_224_, L_225_, L_219_, "Part", L_217_)
			elseif L_226_ == true then
				L_216_arg1:Destroy()
				local L_228_ = L_113_:InvokeServer(L_218_, L_224_, L_225_, L_219_, "Human", L_217_)
			end
		end
	
		if L_217_ and L_223_ then
			L_116_:FireServer(L_218_)
		end
	
		if L_217_ then
			local L_229_, L_230_ = CheckForHumanoid(L_217_)
			if L_229_ then
				L_111_:FireServer(L_230_)
				if L_24_.AntiTK then
					if game.Players:FindFirstChild(L_230_.Parent.Name) and game.Players:FindFirstChild(L_230_.Parent.Name).TeamColor ~= L_2_.TeamColor or L_230_.Parent:FindFirstChild('Vars') and game.Players:FindFirstChild(L_230_.Parent:WaitForChild('Vars'):WaitForChild('BotID').Value) and L_2_.TeamColor ~= L_230_.Parent:WaitForChild('Vars'):WaitForChild('teamColor').Value then
						if L_217_.Name == 'Head' then
							L_110_:FireServer(L_230_, L_24_.HeadDamage)
							local L_231_ = L_19_:WaitForChild('BodyHit'):clone()
							L_231_.Parent = L_2_.PlayerGui
							L_231_:Play()
							game:GetService("Debris"):addItem(L_231_, L_231_.TimeLength)
						end
						if L_217_.Name ~= 'Head' and not (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
							if L_217_.Name ~= 'Torso' and L_217_.Name ~= 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then
								L_110_:FireServer(L_230_, L_24_.LimbDamage)
							elseif L_217_.Name == 'Torso' or L_217_.Name == 'HumanoidRootPart' and L_217_.Name ~= 'Armor'  then
								L_110_:FireServer(L_230_, L_24_.BaseDamage)
							elseif L_217_.Name == 'Armor' then
								L_110_:FireServer(L_230_, L_24_.ArmorDamage)
							end
							local L_232_ = L_19_:WaitForChild('BodyHit'):clone()
							L_232_.Parent = L_2_.PlayerGui
							L_232_:Play()
							game:GetService("Debris"):addItem(L_232_, L_232_.TimeLength)
						end
						if (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
							L_110_:FireServer(L_230_, L_24_.HeadDamage)
							local L_233_ = L_19_:WaitForChild('BodyHit'):clone()
							L_233_.Parent = L_2_.PlayerGui
							L_233_:Play()
							game:GetService("Debris"):addItem(L_233_, L_233_.TimeLength)
						end
					end
				else
					if L_217_.Name == 'Head' then
						L_110_:FireServer(L_230_, L_24_.HeadDamage)
						local L_234_ = L_19_:WaitForChild('BodyHit'):clone()
						L_234_.Parent = L_2_.PlayerGui
						L_234_:Play()
						game:GetService("Debris"):addItem(L_234_, L_234_.TimeLength)
					end
					if L_217_.Name ~= 'Head' and not (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
						if L_217_.Name ~= 'Torso' and L_217_.Name ~= 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then
							L_110_:FireServer(L_230_, L_24_.LimbDamage)
						elseif L_217_.Name == 'Torso' or L_217_.Name == 'HumanoidRootPart' and L_217_.Name ~= 'Armor' then
							L_110_:FireServer(L_230_, L_24_.BaseDamage)
						elseif L_217_.Name == 'Armor' then
							L_110_:FireServer(L_230_, L_24_.ArmorDamage)
						end
						local L_235_ = L_19_:WaitForChild('BodyHit'):clone()
						L_235_.Parent = L_2_.PlayerGui
						L_235_:Play()
						game:GetService("Debris"):addItem(L_235_, L_235_.TimeLength)
					end
					if (L_217_.Parent:IsA('Accessory') or L_217_.Parent:IsA('Hat')) then
						L_110_:FireServer(L_230_, L_24_.HeadDamage)
						local L_236_ = L_19_:WaitForChild('BodyHit'):clone()
						L_236_.Parent = L_2_.PlayerGui
						L_236_:Play()
						game:GetService("Debris"):addItem(L_236_, L_236_.TimeLength)
					end
				end	
			end
		end
	
		if L_217_ and L_217_.Parent:FindFirstChild("Humanoid") then
			return L_217_, L_218_;
		end
		L_220_ = L_221_;
	end
end

function fireSemi()
	if L_15_ then
		L_69_ = false
		Recoiling = true
		Shooting = true
		
		--CheckReverb()
		if L_54_ then
			L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
		else
			L_59_:WaitForChild('Fire'):Play()	
		end
		L_109_:FireServer()
		L_102_ = CreateBullet(L_24_.BulletSpread)
		L_103_ = L_103_ - 1
		UpdateAmmo()
		RecoilFront = true
		local L_237_, L_238_ = spawn(function()
			CastRay(L_102_)
		end)
		
		if L_24_.CanBolt == true then
			BoltingBackAnim()
			delay(L_24_.Firerate / 2, function()
				if L_24_.CanSlideLock == false then
					BoltingForwardAnim()
				elseif L_24_.CanSlideLock == true then
					if L_103_ > 0 then
						BoltingForwardAnim()
					end
				end
			end)
		end
		
		delay(L_24_.Firerate / 2, function()
			Recoiling = false
			RecoilFront = false
		end)		
		
		wait(L_24_.Firerate)
		
		local L_239_ = JamCalculation()
		if L_239_ then
			L_69_ = false
		else
			L_69_ = true
		end
		Shooting = false
	end
end

function fireExplo()
	if L_15_ then
		L_69_ = false
		Recoiling = true
		Shooting = true
		if L_54_ then
			L_54_:FireServer(L_60_:WaitForChild('Fire').SoundId, L_60_)
		else
			L_60_:WaitForChild('Fire'):Play()	
		end
		L_109_:FireServer()
		L_102_ = CreateBullet(L_24_.BulletSpread)
		L_105_ = L_105_ - 1
		UpdateAmmo()
		RecoilFront = true
		local L_240_, L_241_ = spawn(function()
			CastRay(L_102_)
		end)
		
		delay(L_24_.Firerate / 2, function()
			Recoiling = false
			RecoilFront = false
		end)		
			
		L_69_ = false
		Shooting = false
	end
end

function fireShot()
	if L_15_ then
		L_69_ = false
		Recoiling = true
		Shooting = true
		RecoilFront = true
		--CheckReverb()
		if L_54_ then
			L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
		else
			L_59_:WaitForChild('Fire'):Play()	
		end
		L_109_:FireServer()
		for L_243_forvar1 = 1, L_24_.ShotNum do
			spawn(function()
				L_102_ = CreateBullet(L_24_.BulletSpread)
			end)
			local L_244_, L_245_ = spawn(function()
				CastRay(L_102_)
			end)
		end
						
		for L_246_forvar1, L_247_forvar2 in pairs(L_59_:GetChildren()) do
			if L_247_forvar2.Name:sub(1, 7) == "FlashFX" then
				L_247_forvar2.Enabled = true
			end
		end
	
		delay(1 / 30, function()
			for L_248_forvar1, L_249_forvar2 in pairs(L_59_:GetChildren()) do
				if L_249_forvar2.Name:sub(1, 7) == "FlashFX" then
					L_249_forvar2.Enabled = false
				end
			end
		end)
		
		if L_24_.CanBolt == true then
			BoltingBackAnim()
			delay(L_24_.Firerate / 2, function()
				if L_24_.CanSlideLock == false then
					BoltingForwardAnim()
				elseif L_24_.CanSlideLock == true then
					if L_103_ > 0 then
						BoltingForwardAnim()
					end
				end
			end)
		end
		
		delay(L_24_.Firerate / 2, function()
			Recoiling = false
			RecoilFront = false
		end)
		L_103_ = L_103_ - 1
		UpdateAmmo()
		wait(L_24_.Firerate)
		
		L_76_ = true
		IdleAnim()
		L_76_ = false
		
		local L_242_ = JamCalculation()
		if L_242_ then
			L_69_ = false
		else
			L_69_ = true
		end
		
		Shooting = false
	end
end

function fireBoltAction()
	if L_15_ then
		L_69_ = false
		Recoiling = true
		Shooting = true
		--CheckReverb()
		if L_54_ then
			L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
		else
			L_59_:WaitForChild('Fire'):Play()	
		end
		L_109_:FireServer()
		L_102_ = CreateBullet(L_24_.BulletSpread)
		L_103_ = L_103_ - 1
		UpdateAmmo()
		RecoilFront = true
		local L_250_, L_251_ = spawn(function()
			CastRay(L_102_)
		end)
						
		for L_253_forvar1, L_254_forvar2 in pairs(L_59_:GetChildren()) do
			if L_254_forvar2.Name:sub(1, 7) == "FlashFX" then
				L_254_forvar2.Enabled = true
			end
		end
	
		delay(1 / 30, function()
			for L_255_forvar1, L_256_forvar2 in pairs(L_59_:GetChildren()) do
				if L_256_forvar2.Name:sub(1, 7) == "FlashFX" then
					L_256_forvar2.Enabled = false
				end
			end
		end)
		
		if L_24_.CanBolt == true then
			BoltingBackAnim()
			delay(L_24_.Firerate / 2, function()
				if L_24_.CanSlideLock == false then
					BoltingForwardAnim()
				elseif L_24_.CanSlideLock == true then
					if L_103_ > 0 then
						BoltingForwardAnim()
					end
				end
			end)
		end
		
		delay(L_24_.Firerate / 2, function()
			Recoiling = false
			RecoilFront = false
		end)
		wait(L_24_.Firerate)
		
		L_76_ = true
		BoltBackAnim()
		BoltForwardAnim()
		IdleAnim()
		L_76_ = false
		
		local L_252_ = JamCalculation()
		if L_252_ then
			L_69_ = false
		else
			L_69_ = true
		end		
		
		Shooting = false
	end
end

function fireAuto()
	while not Shooting and L_103_ > 0 and L_68_ and L_69_ and L_15_ do
		L_69_ = false
		Recoiling = true
		--CheckReverb()
		if L_54_ then
			L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
		else
			L_59_:WaitForChild('Fire'):Play()	
		end
		L_109_:FireServer()
		L_103_ = L_103_ - 1
		UpdateAmmo()
		Shooting = true
		RecoilFront = true
		L_102_ = CreateBullet(L_24_.BulletSpread)
		local L_257_, L_258_ = spawn(function()
			CastRay(L_102_)
		end)
					
		for L_260_forvar1, L_261_forvar2 in pairs(L_59_:GetChildren()) do
			if L_261_forvar2.Name:sub(1, 7) == "FlashFX" then
				L_261_forvar2.Enabled = true
			end
		end
	
		delay(1 / 30, function()
			for L_262_forvar1, L_263_forvar2 in pairs(L_59_:GetChildren()) do
				if L_263_forvar2.Name:sub(1, 7) == "FlashFX" then
					L_263_forvar2.Enabled = false
				end
			end
		end)
		
		if L_24_.CanBolt == true then
			BoltingBackAnim()
			delay(L_24_.Firerate / 2, function()
				if L_24_.CanSlideLock == false then
					BoltingForwardAnim()
				elseif L_24_.CanSlideLock == true then
					if L_103_ > 0 then
						BoltingForwardAnim()
					end
				end
			end)
		end
		
		
		delay(L_24_.Firerate / 2, function()
			Recoiling = false
			RecoilFront = false
		end)
		wait(L_24_.Firerate)
		
		local L_259_ = JamCalculation()
		if L_259_ then
			L_69_ = false
		else
			L_69_ = true
		end
		
		Shooting = false
	end
end

function fireBurst()
	if not Shooting and L_103_ > 0 and L_68_ and L_15_ then
		for L_264_forvar1 = 1, L_24_.BurstNum do
			if L_103_ > 0 and L_68_ then
				L_69_ = false
				Recoiling = true
			--CheckReverb()
				if L_54_ then
					L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
				else
					L_59_:WaitForChild('Fire'):Play()	
				end
				L_109_:FireServer()
				L_102_ = CreateBullet(L_24_.BulletSpread)
				local L_265_, L_266_ = spawn(function()
					CastRay(L_102_)
				end)
					
				for L_268_forvar1, L_269_forvar2 in pairs(L_59_:GetChildren()) do
					if L_269_forvar2.Name:sub(1, 7) == "FlashFX" then
						L_269_forvar2.Enabled = true
					end
				end
		
				delay(1 / 30, function()
					for L_270_forvar1, L_271_forvar2 in pairs(L_59_:GetChildren()) do
						if L_271_forvar2.Name:sub(1, 7) == "FlashFX" then
							L_271_forvar2.Enabled = false
						end
					end
				end)
			
				if L_24_.CanBolt == true then
					BoltingBackAnim()
					delay(L_24_.Firerate / 2, function()
						if L_24_.CanSlideLock == false then
							BoltingForwardAnim()
						elseif L_24_.CanSlideLock == true then
							if L_103_ > 0 then
								BoltingForwardAnim()
							end
						end
					end)
				end
			
				L_103_ = L_103_ - 1
				UpdateAmmo()
				RecoilFront = true
				delay(L_24_.Firerate / 2, function()
					Recoiling = false
					RecoilFront = false
				end)
				wait(L_24_.Firerate)
			
				local L_267_ = JamCalculation()
				if L_267_ then
					L_69_ = false
				else
					L_69_ = true
				end
		
			end
			Shooting = true
		end
		Shooting = false
	end
end

function Shoot()
	if L_15_ and L_69_ then
		if L_92_ == 1 then
			fireSemi()
		elseif L_92_ == 2 then
			fireAuto()
		elseif L_92_ == 3 then
			fireBurst()	
		elseif L_92_ == 4 then
			fireBoltAction()
		elseif L_92_ == 5 then
			fireShot()
		elseif L_92_ == 6 then
			fireExplo()
		end
	end
end
