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local runService = game:GetService("RunService") local replicatedStorage = game:GetService("ReplicatedStorage") local players = game:GetService("Players") local UserInputService = game:GetService("UserInputService") local debris = game:GetService("Debris") local player = players.LocalPlayer local viewModels = workspace:WaitForChild("ViewModels") local camera = workspace.CurrentCamera local mouse = player:GetMouse() local remotes = replicatedStorage.Remotes local guns = replicatedStorage:WaitForChild("Guns") local gunConnection = nil local currentAnimation = nil local viewModel = nil local gun = nil local aiming = false local firingWeapon = false local WeaponEquipped = false local FireDebounce = false local configuration = nil local lastFireTick = tick() local module = {} local function Fire() if (tick() - lastFireTick) >= configuration.Debounce then remotes.Fire:FireServer(mouse.Target, mouse.Hit, configuration, gun) lastFireTick = tick() else return end end local function PositionViewModel(gun: Model) local gunOffset = configuration.Offset local lastCameraCFrame = camera.CFrame local targetCFrame = CFrame.new() local swayOffset = CFrame.new() local swaySize = 1 local isWalking = false gunConnection = runService.RenderStepped:Connect(function(deltaTime) local character = player.Character or player.CharacterAdded:Wait() if character then local humanoid = character:FindFirstChild("Humanoid") if humanoid then if humanoid.MoveDirection.Magnitude > 0 then isWalking = true else isWalking = false end local aimOffset = gun.Aim.CFrame:Inverse() * camera.CFrame * CFrame.new(0, gunOffset.Y, 0) local walkSineWave = math.sin(time() * 2*4) / 25 local walkCosWave = math.cos(time() * 3*4) / 20 local walkSineRotation = math.sin(time() * 2*4) /25 local walkCosRotation = math.cos(time() * 3*4) / 20 local X, Y, Z = (camera.CFrame:ToObjectSpace(lastCameraCFrame)):ToOrientation() swayOffset = swayOffset:Lerp(CFrame.Angles(math.sin(X / 2) * swaySize, math.sin(Y / 2) * swaySize, 0), 0.1) local walkCFrameOffset = CFrame.new(walkSineWave, walkCosWave, 0) * CFrame.fromEulerAnglesXYZ(0, 0, walkSineRotation) if aiming then walkCFrameOffset = CFrame.new(walkSineWave / 10, walkCosWave / 10, 0) end if isWalking and not aiming then targetCFrame = targetCFrame:Lerp(gunOffset * walkCFrameOffset * swayOffset, 0.1) elseif not isWalking and not aiming then targetCFrame = targetCFrame:Lerp(gunOffset * swayOffset, 0.1) end if isWalking and aiming then targetCFrame = targetCFrame:Lerp(walkCFrameOffset * swayOffset * aimOffset, 0.1) elseif not isWalking and aiming then targetCFrame = targetCFrame:Lerp(swayOffset * aimOffset, 0.1) end lastCameraCFrame = camera.CFrame gun:PivotTo(camera.CFrame * targetCFrame) if firingWeapon and configuration.Automatic then Fire() end end end end) end function module.EquipGun(gunName: string) local foundGun = guns:FindFirstChild(gunName) if foundGun == nil then print("GUN_NOT_FOUND") return end gun = foundGun:Clone() gun.Parent = viewModels configuration = require(foundGun.config) PositionViewModel(gun) viewModel = gun local character = player.Character or player.CharacterAdded:Wait() if character == nil then return end local humanoid = character:FindFirstChild("Humanoid") if humanoid == nil then return end local animator = humanoid:FindFirstChild("Animator") if animator == nil then return end if currentAnimation ~= nil then currentAnimation:Stop() end currentAnimation = animator:LoadAnimation(foundGun.Animations.Idle) currentAnimation:Play() WeaponEquipped = true end function module.ClearAllItems() if currentAnimation ~= nil then currentAnimation:Stop() end if gunConnection ~= nil then gunConnection:Disconnect() viewModels:ClearAllChildren() end WeaponEquipped = false configuration = nil viewModel = nil end UserInputService.InputBegan:Connect(function(input, gameProcessedEvent) if gameProcessedEvent and not WeaponEquipped then return end if input.UserInputType == Enum.UserInputType.MouseButton2 then aiming = true end if input.UserInputType == Enum.UserInputType.MouseButton1 then firingWeapon = true end end) UserInputService.InputEnded:Connect(function(input, gameProcessedEvent) if gameProcessedEvent and not WeaponEquipped then return end if input.UserInputType == Enum.UserInputType.MouseButton2 then aiming = false end if input.UserInputType == Enum.UserInputType.MouseButton1 then firingWeapon = false end end) mouse.Button1Up:Connect(function() if configuration ~= nil and not configuration.Automatic then Fire() end end) return module
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