task.spawn(function()while true do if Dead then break end AI()local T,x,y=near()if T and not Dead then T=T.p if not r then w=.14 local Q=h.Position-T local c,v=workspace:FindPartOnRay(Ray.new(t.Torso.Position,(T-t.Torso.Position).Unit*999),t)local b=(T+Vector3.new(math.random(-x*RecoilSpread,x*RecoilSpread),math.random(-x*RecoilSpread,x*RecoilSpread),math.random(-x*RecoilSpread,x*RecoilSpread)))+y if c and not Dead then local Q,v=CheckForHumanoid(c)if Q==true and(v.Health>0 and(game.Players:GetPlayerFromCharacter(v.Parent)and perception>=10))then function lookAt(T,x)local h=(x-T).Unit local y=Vector3.new(0,1,0)local Q=h:Cross(y)local c=Q:Cross(h)return CFrame.fromMatrix(x,Q,c)end local Q=(T+y)-h.CFrame.LookVector script.Parent:SetPrimaryPartCFrame(CFrame.new(t.Head.CFrame.Position,Vector3.new(Q.X,h.CFrame.Y,Q.Z)))Evt.ServerBullet:FireAllClients(nil,h.Position,(b-h.Position).Unit,WeaponData,nil)h.Echo:Play()h.Fire:Play()local c=RaycastParams.new()c.FilterDescendantsInstances=Ray_Ignore c.FilterType=Enum.RaycastFilterType.Blacklist c.IgnoreWater=true local v=workspace:Raycast(h.Position,(b-h.Position).Unit*999,c)if v and(v.Instance and not Dead)then Hitmaker(v.Instance,v.Position,v.Normal,v.Material)local T,x=CheckForHumanoid(v.Instance)if T==true and(x.Health>0 and game.Players:GetPlayerFromCharacter(x.Parent))then local T=(v.Position-h.Position).Magnitude if v.Instance.Name=="\072\101\097\100"or v.Instance.Parent.Name=="\084\111\112"or v.Instance.Parent.Name=="\072\101\097\100\115\101\116"or v.Instance.Parent.Name=="\079\108\104\111"or v.Instance.Parent.Name=="\070\097\099\101"or v.Instance.Parent.Name=="\078\117\109\101\114\111"then local h=math.random(WeaponData.HeadDamage[1],WeaponData.HeadDamage[2])local y,Q,c=CalcularDano(h,T,x,"\072\101\097\100")Damage(x,y,Q,c)elseif v.Instance.Parent:IsA("\065\099\099\101\115\115\111\114\121")or v.Instance.Parent:IsA("\072\097\116")then local h=math.random(WeaponData.HeadDamage[1],WeaponData.HeadDamage[2])local y,Q,c=CalcularDano(h,T,x,"\072\101\097\100")Damage(x,y,Q,c)elseif v.Instance.Name=="\084\111\114\115\111"or v.Instance.Parent.Name=="\067\104\101\115\116"or v.Instance.Parent.Name=="\087\097\105\115\116"then local h=math.random(WeaponData.TorsoDamage[1],WeaponData.TorsoDamage[2])local y,Q,c=CalcularDano(h,T,x,"\066\111\100\121")Damage(x,y,Q,c)elseif v.Instance.Name=="\082\105\103\104\116 \065\114\109"or v.Instance.Name=="\076\101\102\116 \065\114\109"or v.Instance.Name=="\082\105\103\104\116 \076\101\103"or v.Instance.Name=="\076\101\102\116 \076\101\103"or v.Instance.Parent.Name=="\066\097\099\107"or v.Instance.Parent.Name=="\076\101\103\049"or v.Instance.Parent.Name=="\076\101\103\050"or v.Instance.Parent.Name=="\065\114\109\049"or v.Instance.Parent.Name=="\065\114\109\050"then local h=math.random(WeaponData.LimbDamage[1],WeaponData.LimbDamage[2])local y,Q,c=CalcularDano(h,T,x,"\066\111\100\121")Damage(x,y,Q,c)else local h=math.random(WeaponData.LimbDamage[1],WeaponData.LimbDamage[2])local y,Q,c=CalcularDano(h,T,x,"\066\111\100\121")Damage(x,y,Q,c)end end end ammo=ammo-1 if v then x=(h.Position-v.Position).magnitude end t.Humanoid.WalkSpeed=ShootingWalkspeed elseif Q==true and(v.Health>0 and(game.Players:GetPlayerFromCharacter(v.Parent)and perception<10))then perception=perception+Settings.Level.Value t.Humanoid.WalkSpeed=SearchingWalkspeed Memory=Settings.Level.Value*100 CanSee=true elseif perception>0 then perception=perception-(1/Settings.Level.Value)*2 t.Humanoid.WalkSpeed=SearchingWalkspeed CanSee=false elseif perception<=0 then perception=0 t.Humanoid.WalkSpeed=RegularWalkspeed Memory=Memory-.25 end end task.wait(RPM)if ammo==0 then reload()end end end end end)

task.spawn(function()
	while true do

		if Dead then
			break
		end

		AI()

		local n,mag,hum=near()
		if n and not Dead then
			n=n.p
			if not r then
				w=.14
				local dir=h.Position-n
				local tst ,_ =workspace:FindPartOnRay(Ray.new(t.Torso.Position,(n-t.Torso.Position).Unit*999),t)
				local aim =n+Vector3.new(math.random(-mag*RecoilSpread,mag*RecoilSpread),math.random(-mag*RecoilSpread,mag*RecoilSpread),math.random(-mag*RecoilSpread,mag*RecoilSpread))+hum


				if tst and not Dead then

					local FoundHuman,VitimaHuman = CheckForHumanoid(tst)
					if FoundHuman == true and VitimaHuman.Health > 0 and game.Players:GetPlayerFromCharacter(VitimaHuman.Parent) and perception >= 10 then


						function lookAt(target, eye)
							local forwardVector = (eye - target).Unit
							local upVector = Vector3.new(0, 1, 0)
							-- You have to remember the right hand rule or google search to get this right
							local rightVector = forwardVector:Cross(upVector)
							local upVector2 = rightVector:Cross(forwardVector)

							return CFrame.fromMatrix(eye, rightVector, upVector2)
						end

						local direction = (n+hum)-h.CFrame.LookVector
						script.Parent:SetPrimaryPartCFrame(CFrame.new(t.Head.CFrame.Position,Vector3.new(direction.X,h.CFrame.Y,direction.Z)))

						Evt.ServerBullet:FireAllClients(nil, h.Position,(aim - h.Position).Unit,WeaponData,nil)
						h.Echo:Play()
						h.Fire:Play()

						local raycastParams = RaycastParams.new()
						raycastParams.FilterDescendantsInstances = Ray_Ignore
						raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
						raycastParams.IgnoreWater = true

						local raycastResult = workspace:Raycast(h.Position, (aim - h.Position).Unit*999, raycastParams)
						if raycastResult and raycastResult.Instance and not Dead then

							Hitmaker(raycastResult.Instance, raycastResult.Position, raycastResult.Normal, raycastResult.Material)
							local FoundHuman,VitimaHuman = CheckForHumanoid(raycastResult.Instance)
							if FoundHuman == true and VitimaHuman.Health > 0 and game.Players:GetPlayerFromCharacter(VitimaHuman.Parent) then
								local TotalDistTraveled = (raycastResult.Position - h.Position).Magnitude
								------ How much damage the gun inflicts
								if raycastResult.Instance.Name == "Head" or raycastResult.Instance.Parent.Name == "Top" or raycastResult.Instance.Parent.Name == "Headset" or raycastResult.Instance.Parent.Name == "Olho" or raycastResult.Instance.Parent.Name == "Face" or raycastResult.Instance.Parent.Name == "Numero" then
									local DanoBase = math.random(WeaponData.HeadDamage[1], WeaponData.HeadDamage[2])
									local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Head")	
									Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
								elseif (raycastResult.Instance.Parent:IsA('Accessory') or raycastResult.Instance.Parent:IsA('Hat')) then
									local DanoBase = math.random(WeaponData.HeadDamage[1], WeaponData.HeadDamage[2])
									local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Head")	
									Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
								elseif raycastResult.Instance.Name == "Torso" or raycastResult.Instance.Parent.Name == "Chest" or raycastResult.Instance.Parent.Name == "Waist" then
									local DanoBase = math.random(WeaponData.TorsoDamage[1], WeaponData.TorsoDamage[2])
									local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body")	
									Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
								elseif raycastResult.Instance.Name == "Right Arm" or raycastResult.Instance.Name == "Left Arm" or raycastResult.Instance.Name == "Right Leg" or raycastResult.Instance.Name == "Left Leg" or raycastResult.Instance.Parent.Name == "Back" or raycastResult.Instance.Parent.Name == "Leg1" or raycastResult.Instance.Parent.Name == "Leg2" or raycastResult.Instance.Parent.Name == "Arm1" or raycastResult.Instance.Parent.Name == "Arm2" then
									local DanoBase = math.random(WeaponData.LimbDamage[1], WeaponData.LimbDamage[2])
									local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body")	
									Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
								else
									local DanoBase = math.random(WeaponData.LimbDamage[1], WeaponData.LimbDamage[2])
									local Dano,DanoColete,DanoCapacete = CalcularDano(DanoBase, TotalDistTraveled, VitimaHuman, "Body")	
									Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
								end	


							end
						end
						ammo=ammo-1
						if raycastResult then
							mag=(h.Position-raycastResult.Position).magnitude

						end
						t.Humanoid.WalkSpeed = ShootingWalkspeed
					elseif FoundHuman == true and VitimaHuman.Health > 0 and game.Players:GetPlayerFromCharacter(VitimaHuman.Parent) and perception < 10 then
						perception = perception + Settings.Level.Value
						t.Humanoid.WalkSpeed = SearchingWalkspeed
						Memory = Settings.Level.Value * 100
						CanSee = true
					elseif perception > 0 then
						perception = perception - 1/Settings.Level.Value * 2
						t.Humanoid.WalkSpeed = SearchingWalkspeed
						CanSee = false
					elseif perception <= 0 then
						perception = 0
						t.Humanoid.WalkSpeed = RegularWalkspeed
						Memory = Memory - .25
					end
					--print(Memory)
				end
				task.wait(RPM) -- How fast the enemy shoots
				if ammo==0 then
					reload()
				end
			end
		end
	end
end)

