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function angledGun:rotateAngledGunUp()
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	local rotateUp -- like this you mean?.. doesnt seem to work here. 
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	self.TurnSpeed = self.TurnSpeed or 0.5
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	if self.display.rotation < 0 or self.display.rotation > 45 then
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	function rotateAngledGunDown()
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		self.TurnSpeed = -self.TurnSpeed
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		if self.display.rotation > 0 then
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	end
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		self.display.rotation = self.display.rotation - .5
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		rotateUp = false
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	self.display:rotate(self.TurnSpeed)
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		else
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