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- --SynapseX Decompiler
- local d_c = {Tool = nil}
- local _ac = Ray.new
- local aac = CFrame.new
- local bac = Vector3.new
- local cac = math.random
- local dac = math.floor
- local _bc = math.rad
- local abc = CFrame.Angles
- local bbc = string.find
- local cbc = math.ceil
- local dbc = UDim2.new
- local _cc, acc
- local bcc = game.Players.LocalPlayer
- repeat
- wait()
- until bcc.Character
- local ccc = bcc.Character
- local dcc = game.Workspace.CurrentCamera
- local _dc = game:GetService("UserInputService")
- local adc = ccc:WaitForChild("Humanoid")
- local bdc = adc:LoadAnimation(script:WaitForChild("aimAnim"))
- local cdc = adc:LoadAnimation(script:WaitForChild("holdAnim"))
- local ddc = adc:LoadAnimation(script:WaitForChild("reloadAnim"))
- local __d = adc:LoadAnimation(script:WaitForChild("shootAnim"))
- local a_d = game.ReplicatedStorage.Player_Storages:WaitForChild(bcc.Name)
- local b_d = bcc.PlayerGui.Core_UI:WaitForChild("Crosshairs")
- local c_d = bcc.PlayerGui.Core_UI:WaitForChild("Center_Dot")
- local d_d = bcc.PlayerGui.Core_UI:WaitForChild("Scope")
- local _ad = bcc.PlayerGui.Core_UI:WaitForChild("CloseHit")
- local aad = game:GetService("RunService").RenderStepped
- local bad = game:GetService("RunService").Heartbeat
- local cad = game.Players.LocalPlayer
- local dad = workspace.CurrentCamera
- local _bd = 1
- local abd = tick()
- local bbd = tick()
- local cbd = false
- local dbd = false
- local _cd = false
- local acd = 0
- local bcd = true
- local ccd = 0
- local dcd
- local _dd = 0
- local add = {}
- local bdd = {}
- local cdd = false
- local ddd = false
- local ___a = false
- local a__a = false
- local b__a = game.ReplicatedStorage.Player_Data
- local c__a = require(game.ReplicatedStorage.Modules.Game_Data)
- local d__a = game:GetService("HttpService")
- local _a_a = c__a.weaponData
- local aa_a = c__a.levelData
- local ba_a = false
- local ca_a = 0
- local da_a
- local _b_a = 1
- local ab_a = 1
- local bb_a
- local cb_a = game:GetService("Debris")
- local db_a = bac(0, 0, 0)
- local _c_a = false
- local ac_a = 2850
- local bc_a = -0.295
- local cc_a = game:GetService("TweenService")
- local dc_a = Enum.EasingDirection.Out
- local _d_a = Enum.EasingStyle.Linear
- local ad_a = TweenInfo.new
- local function bd_a(baaa, caaa, daaa, _baa)
- local abaa, bbaa, cbaa = workspace:FindPartOnRayWithIgnoreList(_ac(caaa, daaa.unit * acc.bulletTravel), _G.clientGunIgnores2())
- baaa.Trail.Lifetime = baaa.Trail.Lifetime * 1.275
- baaa.Position = caaa:Lerp(bbaa, 0.175)
- bad:wait()
- baaa.Position = bbaa
- return abaa, bbaa, cbaa, _ac(caaa, (bbaa - caaa).unit * (caaa - bbaa).magnitude)
- end
- local function cd_a(baaa, caaa, daaa)
- local _baa = acc.bulletTravel
- local abaa = _G.clientGunIgnores2()
- local bbaa = tick() - 0.01666
- repeat
- local cbaa = tick() - bbaa
- bbaa = tick()
- if cbaa > 1 then
- cbaa = 1
- elseif cbaa < 0.001 then
- cbaa = 0.001
- end
- local dbaa = ac_a * cbaa
- daaa = daaa.unit * dbaa + bac(0, bc_a * cbaa, 0)
- local _caa, acaa, bcaa = workspace:FindPartOnRayWithIgnoreList(_ac(caaa, daaa), abaa)
- baaa.Position = acaa
- _baa = _baa - dbaa
- if not _caa and _baa > 0 then
- aad:wait()
- caaa = acaa
- else
- return _caa, acaa, bcaa, _ac(caaa, (acaa - caaa).unit * dbaa)
- end
- until _baa <= 0
- end
- local function dd_a()
- local baaa = 2 * acc.spreadRate
- if ccd + baaa <= acc.maxSpread then
- table.insert(add, {
- started = nil,
- rate = baaa / 10,
- current = baaa
- })
- end
- end
- local function __aa()
- local baaa = _bc(cac() * 0.08)
- if cac(1, 2) == 2 then
- baaa = -baaa
- end
- if acc.kickBackCount then
- for i = 1, acc.kickBackCount do
- table.insert(bdd, {
- finishedKick = false,
- applied = 0,
- rot = abc(_bc(acc.kickBackInc), baaa, baaa),
- rotNeg = abc(_bc(-acc.kickBackInc), -baaa, -baaa),
- started = nil
- })
- end
- else
- table.insert(bdd, {
- finishedKick = false,
- applied = 0,
- rot = abc(_bc(acc.kickBackInc), baaa, baaa),
- rotNeg = abc(_bc(-acc.kickBackInc), -baaa, -baaa),
- started = nil
- })
- end
- end
- local function a_aa()
- if dcd and dcd:FindFirstChild("Ammo") and (_dd < acc.maxAmmo or dcd.Ammo.Value < acc.maxAmmo) and not cdd and _cd and d_c.Tool.Parent == ccc and d_c.Tool and acc.ammoType and a_d:FindFirstChild(acc.ammoType) and a_d[acc.ammoType].Value > 0 then
- _G.isReloading = true
- cdd = true
- d_c.Tool.Handle.Flash.Enabled = false
- d_c.Tool.Handle.Eject:Play()
- wait(0.25)
- d_c.Tool.Handle.Reload:Play()
- ddc:Play(0.25, 25, 1 / acc.ReloadTime)
- local baaa = tick()
- repeat
- wait()
- until tick() - baaa >= acc.ReloadTime / 1.05 or not _cd and d_c.Tool.Parent ~= ccc
- if _cd and d_c.Tool.Parent == ccc then
- local caaa, daaa = game.ReplicatedStorage.Remote_Functions.Reload:InvokeServer(dcd)
- if caaa then
- _dd = daaa
- end
- end
- ddc:Stop(0.25)
- wait(0.125)
- cdd = false
- _G.isReloading = false
- end
- end
- local function b_aa(baaa)
- local caaa = dad:ScreenPointToRay(dac(dad.ViewportSize.X / 1.95), dac((dad.ViewportSize.Y - 72) / 2), 0.1)
- local daaa, _baa = workspace:FindPartOnRayWithIgnoreList(_ac(caaa.Origin, caaa.Direction * 2000), _G.clientGunIgnores2())
- local abaa = ccd / 20
- local bbaa = 725 * ((201 - acc.spreadMultiplier) / 200)
- if bbaa < 0 then
- bbaa = -bbaa
- end
- abaa = abaa + (_baa - dad.CFrame.p).magnitude / bbaa
- local cbaa, dbaa, _caa = workspace:FindPartOnRayWithIgnoreList(_ac(ccc.RightUpperArm.Position, _baa + bac(cac(-1, 1) * (cac() * abaa), cac(-1, 1) * (cac() * abaa), cac(-1, 1) * (cac() * abaa)) - ccc.RightUpperArm.Position), _G.clientGunIgnores2())
- _G.replicateWeapon("Rocket", cad, d_c.Tool, cbaa, dbaa, _caa, false, baaa, cbc(acc.weaponDamage * aa_a[dcd.Level.Value].Multiplier))
- game.ReplicatedStorage.Remote_Events.Fire_Rocket:FireServer(d_c.Tool, dcd, cbaa, dbaa, _caa, baaa)
- __aa()
- end
- local function c_aa(baaa, caaa)
- ca_a = tick()
- local daaa = script[b__a[cad.Name]["Bullet Trail"].Value]:Clone()
- daaa.CFrame = ccc.RightUpperArm.CFrame
- daaa.Parent = workspace.Debris
- local _baa = 375
- if acc.hasComplexShot == 1 then
- _baa = 1750
- end
- local abaa = dad:ScreenPointToRay(dac(dad.ViewportSize.X / 1.95), dac((dad.ViewportSize.Y - 72) / 2), 0.1)
- local bbaa, cbaa = workspace:FindPartOnRayWithIgnoreList(_ac(abaa.Origin, abaa.Direction * _baa), _G.clientGunIgnores2())
- local dbaa = ccd / 24
- local _caa = acc.distanceAccuracy * ((201 - acc.spreadMultiplier) / 200)
- if _caa < 0 then
- _caa = -_caa
- end
- dbaa = dbaa + (cbaa - dad.CFrame.p).magnitude / _caa
- if ccd <= acc.baseSpread then
- dbaa = 0
- end
- cbaa = cbaa + bac(cac(-1, 1) * (cac() * dbaa), cac(-1, 1) * (cac() * dbaa), cac(-1, 1) * (cac() * dbaa))
- if not acc.multiShot or acc.multiShot and baaa == 1 then
- _G.replicateWeapon("FireFirst", cad, d_c.Tool)
- game.ReplicatedStorage.Remote_Events.Fire_Shot:FireServer(_cc, nil, d_c.Tool, nil, nil, nil, dcd, true, 1, caaa, ccc.RightUpperArm.Position, cbaa)
- d_c.Tool.Handle.Barrel.Fire.Enabled = true
- end
- if not baaa or baaa == 1 then
- __aa()
- end
- local acaa, bcaa, ccaa, dcaa
- if acc.hasComplexShot == 1 then
- acaa, bcaa, ccaa, dcaa = cd_a(daaa, ccc.RightUpperArm.Position, cbaa - ccc.RightUpperArm.Position)
- elseif acc.hasComplexShot == 3 then
- acaa, bcaa, ccaa, dcaa = bd_a(daaa, ccc.RightUpperArm.Position, cbaa - ccc.RightUpperArm.Position, cbaa)
- end
- local _daa = false
- local adaa
- local bdaa = acaa
- local cdaa, ddaa
- if acaa then
- if acaa:IsDescendantOf(workspace.Map_Objects) then
- if acaa.Parent and acaa.Parent.ClassName == "Model" and acaa.Parent.PrimaryPart then
- acaa = acaa.Parent.PrimaryPart
- end
- cdaa = acaa
- elseif acaa:IsDescendantOf(workspace.Characters) then
- for __ba, a_ba in pairs(workspace.Characters:GetChildren()) do
- if not _daa and a_ba and a_ba ~= ccc then
- if a_ba:FindFirstChild("Head") and (acaa:IsDescendantOf(a_ba.Head) or acaa.Name == "Head") then
- bdaa = a_ba.Head
- _daa = true
- break
- elseif a_ba:FindFirstChild("HumanoidRootPart") and acaa:IsDescendantOf(a_ba) and acaa.Parent and acaa.Parent.ClassName ~= "Tool" then
- bdaa = a_ba.HumanoidRootPart
- _daa = true
- break
- end
- end
- end
- elseif acaa:IsDescendantOf(workspace.Crate_Spawns) then
- if acaa.Parent and acaa.Parent.ClassName == "Model" and acaa.Parent.PrimaryPart then
- acaa = acaa.Parent.PrimaryPart
- end
- cdaa = acaa
- end
- end
- if _daa then
- local __ba = 1
- local a_ba = 1
- if dcd and dcd:FindFirstChild("Level") then
- a_ba = aa_a[dcd.Level.Value].Multiplier
- end
- if bdaa.Name == "Head" then
- __ba = 1.5
- ddaa = true
- end
- adaa = cbc(acc.weaponDamage * __ba * a_ba)
- end
- _G.replicateWeapon("FireSecond", cad, d_c.Tool, bdaa, bcaa, ccaa, _daa, nil, adaa, ddaa)
- if _G.boop == nil then
- if bdaa then
- game.ReplicatedStorage.Remote_Events.Fire_Shot:FireServer(_cc, dcaa, d_c.Tool, bdaa, bcaa, ccaa, dcd, baaa, 2, caaa, cdaa, nil, (bdaa.Size.X + bdaa.Size.Y + bdaa.Size.Z) / 2.99, nil, true, false, ddaa)
- else
- game.ReplicatedStorage.Remote_Events.Fire_Shot:FireServer(_cc, dcaa, d_c.Tool, bdaa, bcaa, ccaa, dcd, baaa, 2, caaa, cdaa, nil, (ccc.Head.Size.X + ccc.Head.Size.Y + ccc.Head.Size.Z) / 2.99, nil, true, false, ddaa)
- end
- end
- daaa.Transparency = 1
- cb_a:AddItem(daaa, 0.5)
- end
- local function d_aa()
- if _dd > 0 then
- d_c.Tool.Handle.Flash.Enabled = true
- acd = tick()
- dd_a()
- spawn(function()
- wait()
- d_c.Tool.Handle.Flash.Enabled = false
- end)
- if not acc.projectile then
- if acc.Mode == "Burst" then
- local baaa
- for i = 1, acc.shotCount do
- baaa = tick()
- _dd = _dd - 1
- c_aa(nil, d__a:GenerateGUID())
- repeat
- aad:wait()
- until tick() - baaa >= acc.burstWait
- end
- elseif acc.multiShot then
- _dd = _dd - 1
- local baaa = d__a:GenerateGUID()
- for i = 1, acc.shotCount do
- c_aa(i, baaa)
- aad:wait()
- end
- else
- _dd = _dd - 1
- c_aa(nil, d__a:GenerateGUID())
- end
- else
- _dd = _dd - 1
- b_aa(d__a:GenerateGUID())
- end
- else
- d_c.Tool.Handle.Flash.Enabled = false
- d_c.Tool.Handle.Empty:Play()
- cbd = false
- a_aa()
- end
- end
- local _aaa = tick()
- local aaaa = tick()
- aad:connect(function()
- if acc and acc.spreadMultiplier and add then
- for baaa, caaa in pairs(add) do
- if not caaa.started then
- caaa.started = tick()
- ccd = ccd + caaa.rate * 10
- acc.spreadMultiplier = acc.spreadMultiplier + 1
- elseif tick() - caaa.started >= acc.spreadCooldown and not cbd then
- if caaa.current >= caaa.rate then
- ccd = ccd - caaa.rate
- caaa.current = caaa.current - caaa.rate
- acc.spreadMultiplier = acc.spreadMultiplier - 0.1
- else
- table.remove(add, baaa)
- end
- end
- end
- end
- if _cd and ccc:FindFirstChild("Humanoid") and d_c.Tool and d_c.Tool.Parent == ccc then
- if adc.MoveDirection ~= db_a then
- if bcd then
- bcd = false
- if _G.sprinting then
- _c_a = true
- ccd = ccd + 4
- else
- ccd = ccd + 2
- end
- elseif not bcd and _G.sprinting and not _c_a then
- _c_a = true
- ccd = ccd + 2
- elseif not bcd and not _G.sprinting and _c_a then
- _c_a = false
- ccd = ccd - 2
- end
- elseif not bcd then
- bcd = true
- if _c_a then
- _c_a = false
- ccd = ccd - 4
- else
- ccd = ccd - 2
- end
- end
- if _G.zooming and not _G.isWalled then
- if not dbd then
- dbd = true
- ccd = ccd - 2
- acc.maxSpread = acc.maxSpread / acc.adsBoost
- acc.spreadMultiplier = acc.spreadMultiplier / acc.adsBoost
- end
- elseif dbd then
- dbd = false
- ccd = ccd + 2
- acc.maxSpread = acc.maxSpread * acc.adsBoost
- acc.spreadMultiplier = acc.spreadMultiplier * acc.adsBoost
- end
- local baaa = dac(dad.ViewportSize.X / 1.95)
- local caaa = dac((dad.ViewportSize.Y - 72) / 2)
- b_d.Center.Position = dbc(0, baaa, 0, caaa)
- b_d.Dot.Position = b_d.Center.Position
- b_d["1"].Position = b_d["1"].Position:Lerp(dbc(0, baaa, 0, caaa - 30 - ccd * acc.spreadRate * _bd), 0.25)
- b_d["2"].Position = b_d["2"].Position:Lerp(dbc(0, baaa, 0, caaa + 10 + ccd * acc.spreadRate * _bd), 0.25)
- b_d["3"].Position = b_d["3"].Position:Lerp(dbc(0, baaa - 30 - ccd * acc.spreadRate * _bd, 0, caaa), 0.25)
- b_d["4"].Position = b_d["4"].Position:Lerp(dbc(0, baaa + 10 + ccd * acc.spreadRate * _bd, 0, caaa), 0.25)
- if ___a then
- b_d["1"].BackgroundTransparency = 1
- b_d["1"].Shotty.Visible = true
- b_d["2"].BackgroundTransparency = 1
- b_d["2"].Shotty.Visible = true
- b_d["3"].BackgroundTransparency = 1
- b_d["3"].Shotty.Visible = true
- b_d["4"].BackgroundTransparency = 1
- b_d["4"].Shotty.Visible = true
- else
- b_d["1"].BackgroundTransparency = 0
- b_d["1"].Shotty.Visible = false
- b_d["2"].BackgroundTransparency = 0
- b_d["2"].Shotty.Visible = false
- b_d["3"].BackgroundTransparency = 0
- b_d["3"].Shotty.Visible = false
- b_d["4"].BackgroundTransparency = 0
- b_d["4"].Shotty.Visible = false
- end
- if tick() - bbd >= 0.5 then
- bbd = tick()
- for daaa, _baa in pairs(a_d:GetChildren()) do
- if bbc(_baa.Name, "Slot") and _baa.Value and _baa.Value == d_c.Tool then
- dcd = _baa
- end
- end
- end
- if not ba_a and _G.zooming and not _G.isWalled then
- ba_a = true
- bdc:Play(0.25)
- elseif ba_a and (not _G.zooming or _G.isWalled) then
- ba_a = false
- bdc:Stop(0.25)
- end
- if tick() - ca_a <= 0.55 then
- d_c.Tool.Handle.Barrel_Smoke.Enabled = true
- else
- d_c.Tool.Handle.Barrel_Smoke.Enabled = false
- end
- if tick() - ca_a >= 0.125 then
- d_c.Tool.Handle.Barrel.Fire.Enabled = false
- end
- if tick() - abd >= 0.4 and not _G.buildOpen and not _G.Inventory and not _G.Map then
- abd = tick()
- local daaa = 375
- if acc.hasComplexShot == 1 then
- daaa = 1750
- end
- local _baa = dad:ScreenPointToRay(dac(dad.ViewportSize.X / 1.95), dac((dad.ViewportSize.Y - 72) / 2), 0.1)
- local abaa, bbaa = workspace:FindPartOnRayWithIgnoreList(_ac(_baa.Origin, _baa.Direction * daaa), _G.clientGunIgnores2())
- local cbaa, dbaa = workspace:FindPartOnRayWithIgnoreList(_ac(ccc.RightUpperArm.Position, (bbaa - ccc.RightUpperArm.Position).unit * 12), _G.clientGunIgnores2())
- if cbaa and (bbaa - dbaa).magnitude > 6 then
- _ad.Visible = true
- local _caa = dad:WorldToScreenPoint(dbaa)
- _ad:TweenSizeAndPosition(dbc(0, 25, 0, 25), dbc(0, _caa.x, 0, _caa.y), Enum.EasingDirection.Out, Enum.EasingStyle.Quart, 0.2, true)
- else
- _ad:TweenSizeAndPosition(dbc(0, 0, 0, 0), _ad.Position, Enum.EasingDirection.Out, Enum.EasingStyle.Quart, 0.2, true)
- end
- end
- end
- if d_c.Tool then
- local baaa = 1
- local caaa = math.floor((tick() - _aaa) / 0.01666)
- if baaa < caaa then
- baaa = caaa
- end
- for i = 1, baaa do
- local daaa = true
- local _baa = false
- local abaa = false
- for bbaa, cbaa in pairs(bdd) do
- if not cbaa.finishedKick then
- daaa = false
- break
- end
- end
- for i = 1, baaa do
- for bbaa, cbaa in pairs(bdd) do
- if not cbaa.started and not abaa then
- if 2 > cbaa.applied then
- cbaa.applied = cbaa.applied + 1
- dad.CFrame = dad.CFrame * cbaa.rot
- if d_c.Tool.Name ~= "Submachine Gun" and d_c.Tool.Name ~= "Silenced SMG" then
- abaa = true
- end
- else
- cbaa.finishedKick = true
- cbaa.started = 1
- end
- elseif cbaa.started and daaa and not _baa then
- if cbaa.started >= 2 then
- if 0 < cbaa.applied then
- cbaa.applied = cbaa.applied - 1
- dad.CFrame = dad.CFrame * cbaa.rotNeg
- _baa = true
- else
- table.remove(bdd, bbaa)
- end
- else
- cbaa.started = cbaa.started + 1
- end
- end
- end
- end
- end
- end
- _aaa = tick()
- if d_c.Tool and d_c.Tool.Parent ~= ccc then
- cbd = false
- end
- if a__a then
- if cbd then
- if not da_a then
- da_a = tick()
- ddd = false
- elseif tick() - da_a >= _b_a then
- ddd = true
- else
- ddd = false
- end
- elseif bb_a then
- if tick() - bb_a >= ab_a then
- da_a = nil
- ddd = false
- else
- ddd = true
- end
- else
- bb_a = tick()
- ddd = true
- end
- else
- ddd = true
- end
- if _cd and ddd and d_c.Tool and d_c.Tool.Parent == ccc and cbd and not cdd and cad.Character and cad.Character:FindFirstChild("Humanoid") and 0 < cad.Character.Humanoid.Player_Health.Value then
- if tick() - acd >= 1 / acc.FireRate then
- d_aa()
- end
- elseif cad.Character and cad.Character:FindFirstChild("Humanoid") and 0 >= cad.Character.Humanoid.Player_Health.Value then
- cbd = false
- elseif _cd and d_c.Tool and d_c.Tool.Parent == ccc then
- c_d.Visible = false
- end
- aaaa = tick()
- end)
- _dc.InputBegan:connect(function(baaa)
- if not _G.buildOpen and not _G.chatOpen and not _G.Inventory and not _G.Map and d_c.Tool and cad.Character and cad.Character:FindFirstChild("Humanoid") and d_c.Tool.Parent == ccc then
- if (baaa.UserInputType.Value <= 2 and baaa.UserInputType.Value == _G.setKeycodes.Reload_KB or baaa.KeyCode.Value == _G.setKeycodes.Reload_KB or baaa.KeyCode == Enum.KeyCode.ButtonX) and _cd and d_c.Tool.Parent == ccc then
- a_aa()
- elseif (baaa.UserInputType == Enum.UserInputType.MouseButton1 or baaa.KeyCode == Enum.KeyCode.ButtonR2) and not cdd and _cd and d_c.Tool.Parent == ccc then
- if acc.Mode == "Auto" or acc.Mode == "Burst" then
- cbd = true
- if a__a then
- d_c.Tool.Handle.Up:Play()
- end
- end
- if _cd and d_c.Tool.Parent == ccc and (cbd or acc.Mode == "Single") and not cdd and cad.Character:FindFirstChild("Humanoid") and cad.Character.Humanoid.Player_Health.Value > 0 and tick() - acd >= 1 / acc.FireRate and not a__a then
- d_aa()
- end
- end
- end
- end)
- _dc.InputEnded:connect(function(baaa, caaa)
- if not _G.chatOpen and not _G.Inventory and not _G.Map and cad.Character and cad.Character:FindFirstChild("Humanoid") and cad.Character:FindFirstChild("Humanoid") and cad.Character.Humanoid.Player_Health.Value > 0 and d_c.Tool and d_c.Tool.Parent == ccc then
- if baaa.UserInputType == Enum.UserInputType.MouseButton1 or baaa.KeyCode == Enum.KeyCode.ButtonR2 then
- if acc.Mode == "Auto" or acc.Mode == "Burst" then
- cbd = false
- if a__a then
- d_c.Tool.Handle.Down:Play()
- d_c.Tool.Handle.Up:Stop()
- end
- end
- elseif baaa.UserInputType == Enum.UserInputType.Touch and not caaa and (acc.Mode == "Auto" or acc.Mode == "Burst") then
- cbd = false
- if a__a then
- d_c.Tool.Handle.Down:Play()
- d_c.Tool.Handle.Up:Stop()
- end
- end
- end
- end)
- function d_c.Setup(baaa)
- acc = _a_a[baaa.Name]
- _bd = acc.maxSpread / 1.75
- ccd = acc.baseSpread
- d_c.Tool = baaa
- d_c.ToolName = baaa.Name
- ___a = string.find(d_c.ToolName, "Shotgun")
- a__a = string.find(d_c.ToolName, "Minigun") or string.find(d_c.ToolName, "Peppermint Sprayer")
- _cc = game.ReplicatedStorage.Remote_Functions.Handle_Object:InvokeServer(baaa)
- for caaa, daaa in pairs(a_d:GetChildren()) do
- if string.find(daaa.Name, "Slot") and daaa.Value and daaa.Value == d_c.Tool then
- dcd = daaa
- end
- end
- if dcd and dcd:FindFirstChild("Ammo") then
- _dd = dcd.Ammo.Value
- end
- d_c.Tool.Equipped:connect(function()
- _cd = true
- cbd = false
- baaa.Handle.Equip:Play()
- cdc:Play(0.25)
- if dcd and dcd:FindFirstChild("Ammo") then
- _dd = dcd.Ammo.Value
- end
- _ad.Visible = false
- end)
- d_c.Tool.Unequipped:connect(function()
- _cd = false
- cbd = false
- baaa.Handle.Unequip:Play()
- _ad.Visible = false
- d_c.Tool.Handle.Reload:Stop()
- d_c.Tool.Handle.Eject:Stop()
- ddc:Stop(0.25)
- cdd = false
- _G.isReloading = false
- cdc:Stop(0.25)
- bdc:Stop(0.25)
- end)
- end
- return d_c
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