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clockwork guns

Snippet info

Language

Lua

Visibility

public

Author

macintosh99

Created

2023-07-04T18:49:09.306079Z

Updated

2024-12-23T20:33:13.932316Z

--gui crap (thanks gui to lua)

local GunUI = Instance.new("ScreenGui")
local Main = Instance.new("Frame")
local Ammo = Instance.new("TextLabel")
local Max = Instance.new("TextLabel")
local a = Instance.new("TextLabel")
local GunName = Instance.new("TextLabel")

GunUI.Name = "GunUI"
GunUI.Parent = owner.PlayerGui
GunUI.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
GunUI.Enabled = false

Main.Name = "Main"
Main.Parent = GunUI
Main.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
Main.BorderColor3 = Color3.fromRGB(0, 0, 0)
Main.BorderSizePixel = 0
Main.Position = UDim2.new(1, -171, 1, -183)
Main.Size = UDim2.new(0, 171, 0, 183)
Main.Style = Enum.FrameStyle.DropShadow

Ammo.Name = "Ammo"
Ammo.Parent = Main
Ammo.AnchorPoint = Vector2.new(0.5, 0.5)
Ammo.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
Ammo.BackgroundTransparency = 1.000
Ammo.BorderColor3 = Color3.fromRGB(0, 0, 0)
Ammo.BorderSizePixel = 0
Ammo.Position = UDim2.new(0.518295407, 0, 0.460240215, 0)
Ammo.Size = UDim2.new(0, 83, 0, 64)
Ammo.Text = "0"
Ammo.TextColor3 = Color3.fromRGB(255, 255, 255)
Ammo.TextSize = 30.000
Ammo.TextStrokeTransparency = 0.000

Max.Name = "Max"
Max.Parent = Main
Max.AnchorPoint = Vector2.new(0.5, 0.5)
Max.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
Max.BackgroundTransparency = 1.000
Max.BorderColor3 = Color3.fromRGB(0, 0, 0)
Max.BorderSizePixel = 0
Max.Position = UDim2.new(0.519750834, 0, 0.822646201, 0)
Max.Size = UDim2.new(0, 83, 0, 64)
Max.Text = "0"
Max.TextColor3 = Color3.fromRGB(255, 255, 255)
Max.TextSize = 30.000
Max.TextStrokeTransparency = 0.000

a.Name = "a"
a.Parent = Main
a.AnchorPoint = Vector2.new(0.5, 0.5)
a.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
a.BackgroundTransparency = 1.000
a.BorderColor3 = Color3.fromRGB(0, 0, 0)
a.BorderSizePixel = 0
a.Position = UDim2.new(0.516668022, 0, 0.631856799, 0)
a.Rotation = 90.000
a.Size = UDim2.new(0, 83, 0, 64)
a.Text = "/"
a.TextColor3 = Color3.fromRGB(255, 255, 255)
a.TextSize = 30.000
a.TextStrokeTransparency = 0.000

GunName.Name = "GunName"
GunName.Parent = Main
GunName.AnchorPoint = Vector2.new(0.5, 0.5)
GunName.BackgroundColor3 = Color3.fromRGB(255, 255, 255)
GunName.BackgroundTransparency = 1.000
GunName.BorderColor3 = Color3.fromRGB(0, 0, 0)
GunName.BorderSizePixel = 0
GunName.Position = UDim2.new(0.518630564, 0, 0.132291496, 0)
GunName.Size = UDim2.new(0, 129, 0, 26)
GunName.Font = Enum.Font.Unknown
GunName.TextColor3 = Color3.fromRGB(255, 255, 255)
GunName.TextSize = 20.000
GunName.TextStrokeTransparency = 0.000

-- end of gui crap

local char = owner.Character
local ls = Instance.new("Weld")
local rs = Instance.new("Weld")
local fire = Instance.new("RemoteEvent")
local lmode = "normal"
local pistol = Instance.new("Tool")
pistol.Name = "Pistol"
pistol.ToolTip = "My trusty sidearm."

local ignore = {char}

local smg = Instance.new("Tool")
smg.Name = "SMG"
smg.ToolTip = "Just shoot until its dead!"

local shotgun = Instance.new("Tool")
shotgun.Name = "Shotgun"
shotgun.ToolTip = "OwO, Choco? You're wrong! Pump shotgun! AAAAGGH"

local shandle = Instance.new("Part")
shandle.Parent = smg
shandle.Size = Vector3.new(0.2,1.8,3.6)
shandle.Name = "Handle"
shandle.Color = Color3.fromRGB(27, 42, 53)

local ghandle = Instance.new("Part")
ghandle.Parent = shotgun
ghandle.Size = Vector3.new(1,1,4)
ghandle.Name = "Handle"
ghandle.Color = Color3.fromRGB(27, 42, 53)

local phandle = Instance.new("Part")
phandle.Size = Vector3.new(0.8,1,1.4)
phandle.Name = "Handle"
phandle.Color = Color3.fromRGB(27, 42, 53)
phandle.Parent = pistol

local mflashTemplate = Instance.new("Part")
mflashTemplate.Size = Vector3.new(0.6,0.84,0.6)
mflashTemplate.Color = Color3.fromRGB(255, 255, 0)
mflashTemplate.Transparency = 0.2
mflashTemplate.CanCollide = false

local mesh = Instance.new("SpecialMesh")
mesh.Parent = mflashTemplate
mesh.Scale = Vector3.new(0.3,0.3,0.3)
mesh.MeshType = Enum.MeshType.FileMesh
mesh.MeshId = "rbxassetid://1323306"

local pmuzzle = Instance.new("Attachment")
pmuzzle.Parent = phandle
pmuzzle.Position = Vector3.new(0,0.3,-0.7)

local smuzzle = Instance.new("Attachment")
smuzzle.Parent = shandle
smuzzle.Position = Vector3.new(0,0.5,-1.55)

local pflash = mflashTemplate:Clone()
pflash.Anchored = true

local sflash = mflashTemplate:Clone()
sflash.Anchored = true

local reload = Instance.new("RemoteEvent")
reload.Name = "Reload"
reload.Parent = char

local pmesh = Instance.new("SpecialMesh")
pmesh.Parent = phandle
pmesh.MeshId = "rbxassetid://4372594"
pmesh.Scale = Vector3.new(0.8,1,1)

local smesh = Instance.new("SpecialMesh")
smesh.Parent = shandle
smesh.MeshId = "rbxassetid://2760846"
smesh.Scale = Vector3.new(-1,1,1)

local gmesh = Instance.new("SpecialMesh")
gmesh.Parent = ghandle
gmesh.MeshId = "rbxassetid://3835506"
gmesh.Scale = Vector3.new(1.8,1.5,1)

local plight = Instance.new("PointLight")
plight.Parent = phandle
plight.Brightness = 5
plight.Range = 16
plight.Enabled = false
plight.Color = Color3.fromRGB(255, 255, 0)

local slight = Instance.new("PointLight")
slight.Parent = smuzzle
slight.Brightness = 5
slight.Range = 16
slight.Enabled = false
slight.Color = Color3.fromRGB(255, 255, 0)

local pfire = Instance.new("Sound")
pfire.Parent = pmuzzle
pfire.SoundId = "rbxassetid://9070225429"
pfire.Volume = 1

local sfire = Instance.new("Sound")
sfire.Parent = smuzzle
sfire.SoundId = "rbxassetid://3746974235"
sfire.Volume = 1

local preload = Instance.new("Sound")
preload.Parent = pmuzzle
preload.SoundId = "rbxassetid://8706061849"
preload.Volume = 1

local sreload = Instance.new("Sound")
sreload.Parent = smuzzle
sreload.SoundId = "rbxassetid://7660903582"
sreload.Volume = 1

local switchlerp = Instance.new("RemoteEvent")
switchlerp.Parent = char
switchlerp.Name = "SwitchLmode"

shotgun.Parent = owner.Backpack
shotgun.Grip = CFrame.new(0,-.1,.6) * CFrame.Angles(0,math.rad(15),0)
smg.Parent = owner.Backpack
smg.Grip = CFrame.new(0,-.1,.6) * CFrame.Angles(0,math.rad(15),0)
pistol.Parent = owner.Backpack
pistol.Grip = CFrame.new(0,-.3,.2) * CFrame.Angles(0,math.rad(15),0)

local l1 = char.Torso["Left Shoulder"]
local r1 = char.Torso["Right Shoulder"]

ls.Enabled = false
ls.Parent = l1.Part0
ls.Part0 = l1.Part0
ls.Part1 = l1.Part1
ls.C0 = l1.C0
ls.C1 = l1.C1

rs.Enabled = false
rs.Parent = r1.Part0
rs.Part0 = r1.Part0
rs.Part1 = r1.Part1
rs.C0 = r1.C0
rs.C1 = r1.C1

fire.Parent = char
fire.Name = "Fire"

switchlerp.OnServerEvent:Connect(function(player)
	if lmode == "lerp" then
		lmode = "normal"
	elseif lmode == "normal" then
		lmode = "lerp"
	end
end)

local anims = { -- first is left shoulder THEN right shoulder
	[1] = {
		Frames = {
			{CFrame.new(-0.5,0.5,0) * CFrame.Angles(math.rad(40),math.rad(-100),math.rad(-20)),CFrame.new(1,0.5,0) * CFrame.Angles(math.rad(40),math.rad(90),math.rad(10)),.2},
			{CFrame.new(-0.5,0.5,0) * CFrame.Angles(0,math.rad(-140),math.rad(-60)),CFrame.new(1,0.5,0) * CFrame.Angles(0,math.rad(120),math.rad(60)),.2},
			{CFrame.new(-0.5,0.5,0) * CFrame.Angles(0,math.rad(-140),math.rad(-90)),CFrame.new(.5,.5,0) * CFrame.Angles(0,math.rad(110),math.rad(90)),.2}
		}
	},
	
	[2] = {
		Frames = {
			{CFrame.new(-0.5,0.5,0) * CFrame.Angles(0,math.rad(-140),math.rad(-90)),CFrame.new(.5,.5,0) * CFrame.Angles(0,math.rad(110),math.rad(90)),.1},
			{CFrame.new(-0.5,0.5,0.3) * CFrame.Angles(0,math.rad(-140),math.rad(-100)),CFrame.new(0.5,0.5,0.3) * CFrame.Angles(0,math.rad(110),math.rad(100)),.05},
			{CFrame.new(-0.5,0.5,0) * CFrame.Angles(0,math.rad(-140),math.rad(-90)),CFrame.new(.5,.5,0) * CFrame.Angles(0,math.rad(110),math.rad(90)),.1},
		}
	},
	
	[3] = {
		Frames = {
			{CFrame.new(-0.5,0.5,0) * CFrame.Angles(0,math.rad(-140),math.rad(-90)),CFrame.new(.5,.5,0) * CFrame.Angles(0,math.rad(110),math.rad(90)),.3},
			{CFrame.new(-1,0.5,0) * CFrame.Angles(0,math.rad(-140),math.rad(-50)),CFrame.new(0.5,0.6,0) * CFrame.Angles(0,math.rad(110),math.rad(100)),.4},
			{CFrame.new(-1,0.5,0) * CFrame.Angles(math.rad(10),math.rad(-120),math.rad(5)),CFrame.new(0.5,0.6,0) * CFrame.Angles(0,math.rad(110),math.rad(100)),.6},
			{CFrame.new(-1,0.5,0) * CFrame.Angles(0,math.rad(-140),math.rad(-50)),CFrame.new(0.5,0.6,0) * CFrame.Angles(0,math.rad(110),math.rad(100)),.3},
			{CFrame.new(-0.5,0.5,0) * CFrame.Angles(0,math.rad(-140),math.rad(-90)),CFrame.new(.5,.5,0) * CFrame.Angles(0,math.rad(110),math.rad(90)),.3},
			{CFrame.new(-0.3,0.5,0) * CFrame.Angles(0,math.rad(-140),math.rad(-100)),CFrame.new(.5,.5,0) * CFrame.Angles(0,math.rad(110),math.rad(90)),.2},
			{CFrame.new(-0.3,0.5,0.2) * CFrame.Angles(0,math.rad(-150),math.rad(-100)),CFrame.new(0.5,0.5,0.2) * CFrame.Angles(0,math.rad(110),math.rad(90)),.2},
			{CFrame.new(-0.5,0.5,0) * CFrame.Angles(0,math.rad(-140),math.rad(-90)),CFrame.new(.5,.5,0) * CFrame.Angles(0,math.rad(110),math.rad(90)),.3},
		}
	},
	
	[4] = {
		Frames = {
			{CFrame.new(-1,0.5,0) * CFrame.Angles(math.rad(10),math.rad(-100),math.rad(-20)),CFrame.new(1,0.5,0) * CFrame.Angles(math.rad(40),math.rad(115),math.rad(30)),.2},
			{CFrame.new(-1,0.3,-0.3) * CFrame.Angles(math.rad(20),math.rad(-100),math.rad(-50)),CFrame.new(1,0.5,0) * CFrame.Angles(math.rad(50),math.rad(140),math.rad(60)),.2},
			{CFrame.new(-0.3,0.5,-1) * CFrame.Angles(0,math.rad(-130),math.rad(-90)),CFrame.new(0.5,0.5,0.3) * CFrame.Angles(0,math.rad(105),math.rad(90)),.2}
		}
	},
	
	[5] = {
		Frames = {
			{CFrame.new(-0.3,0.5,-1) * CFrame.Angles(0,math.rad(-130),math.rad(-90)),CFrame.new(0.5,0.5,0.3) * CFrame.Angles(0,math.rad(105),math.rad(90)),.05},
			{CFrame.new(-0.3,0.5,-0.7) * CFrame.Angles(0,math.rad(-130),math.rad(-90)),CFrame.new(0.5,0.5,0.5) * CFrame.Angles(0,math.rad(105),math.rad(90)),0.05},
			{CFrame.new(-0.3,0.5,-1) * CFrame.Angles(0,math.rad(-130),math.rad(-90)),CFrame.new(0.5,0.5,0.3) * CFrame.Angles(0,math.rad(105),math.rad(90)),.05},
		}
	},
	
	[6] = {
		Frames = {
			{CFrame.new(-0.3,0.5,-1) * CFrame.Angles(0,math.rad(-130),math.rad(-90)),CFrame.new(0.5,0.5,0.3) * CFrame.Angles(0,math.rad(105),math.rad(90)),.2},
			{CFrame.new(-0.3,0.5,-1) * CFrame.Angles(0,math.rad(-130),math.rad(-50)), CFrame.new(0.5,0.6,0) * CFrame.Angles(math.rad(20),math.rad(105),math.rad(90)),.2},
			{CFrame.new(-1,0.5,0) * CFrame.Angles(math.rad(20),math.rad(-130),math.rad(-10)),CFrame.new(0.5,0.6,0) * CFrame.Angles(math.rad(20),math.rad(105),math.rad(90)),1.5},
			{CFrame.new(-0.3,0.5,-1) * CFrame.Angles(0,math.rad(-130),math.rad(-50)), CFrame.new(0.5,0.6,0) * CFrame.Angles(math.rad(20),math.rad(105),math.rad(90)),.3},
			{CFrame.new(-0.3,0.5,-1) * CFrame.Angles(0,math.rad(-130),math.rad(-90)),CFrame.new(0.5,0.5,0.3) * CFrame.Angles(0,math.rad(105),math.rad(90)),.2},
			{CFrame.new(-0.3,0.5,-0.5) * CFrame.Angles(0,math.rad(-130),math.rad(-100)), CFrame.new(0.5,0.5,0.3) * CFrame.Angles(0,math.rad(105),math.rad(90)),.1},
			{CFrame.new(-0.3,0.5,-0.3) * CFrame.Angles(0,math.rad(-130),math.rad(-105)), CFrame.new(0.5,0.5,0.2) * CFrame.Angles(0,math.rad(105),math.rad(90)),.3},
			{CFrame.new(-0.3,0.5,-1) * CFrame.Angles(0,math.rad(-130),math.rad(-90)),CFrame.new(0.5,0.5,0.3) * CFrame.Angles(0,math.rad(105),math.rad(90)),.2}
		}
	}
}

local function playID(id)
	local anim = anims[id]
	
	for i,v in pairs(anim.Frames) do
		if lmode == "lerp" then
			spawn(function() -- smooth but the guns are from 2008 for gods sake
				for i = 0,1,0.1 do
					ls.C0 = ls.C0:Lerp(v[1],i)
					rs.C0 = rs.C0:Lerp(v[2],i)
					task.wait()
				end
			end)
		elseif lmode == "normal" then
			ls.C0 = v[1]
			rs.C0 = v[2]
		end

		task.wait(v[3])
	end
end

reload.OnServerEvent:Connect(function(player,gun)
	if gun == "Pistol" then
		preload:Play()
		playID(3)
	end
	
	if gun == "SMG" then
		sreload:Play()
		playID(6)
	end
end)

fire.OnServerEvent:Connect(function(player,gun,mhit)
	if gun == "Pistol" then
		spawn(function()
			playID(2)
		end)
		
		local pos = mhit.Position
		local beam = Instance.new("Part")
		beam.Parent = workspace
		beam.Anchored = true
		beam.CanCollide = false
		beam.BrickColor = BrickColor.new("Gold")
		beam.Material = Enum.Material.Neon
		
		table.insert(ignore,beam)
		
		local params = RaycastParams.new()
		params.FilterDescendantsInstances = ignore
		params.FilterType = Enum.RaycastFilterType.Exclude

		pfire:Play()

		spawn(function()
			pflash.CFrame = (pmuzzle.WorldCFrame * CFrame.new(0,0,-.2)) * CFrame.Angles(math.rad(-90),0,0)
			pflash.Parent = pmuzzle
			plight.Enabled = true
			task.wait(.05)
			plight.Enabled = false
			pflash.Parent = nil
		end)

		local direction = (pos - pmuzzle.WorldPosition).Unit * 1000
		local raycast = workspace:Raycast(pmuzzle.WorldPosition,direction,params)
		local intersect = raycast and raycast.Position or smuzzle.WorldPosition + direction

		if intersect then
			beam.CFrame = CFrame.new(pmuzzle.WorldPosition,intersect) * CFrame.new(0, 0, -(pmuzzle.WorldPosition-intersect).Magnitude / 2)
			beam.Size = Vector3.new(.1,.1,(pmuzzle.WorldPosition-intersect).Magnitude)
		end
		
		if raycast then
			if raycast.Instance then
				local v = raycast.Instance

				if v.Parent then
					if v:FindFirstAncestorOfClass("Model") then
						local pchar = v:FindFirstAncestorOfClass("Model")

						if pchar:FindFirstChild("Humanoid") then
							pchar.Humanoid:TakeDamage(25)
						end
					end
				end
			end
		end

		spawn(function()
			for i = 1,10,1 do 
				beam.Transparency += 0.1
				beam.Size -= Vector3.new(.01,.01,0)

				task.wait(0.025)
			end

			beam:Destroy()
		end)
	end
	
	if gun == "SMG" then
		spawn(function()
			playID(5)
		end)

		local pos = mhit.Position
		local beam = Instance.new("Part")
		beam.Parent = workspace
		beam.Anchored = true
		beam.CanCollide = false
		beam.BrickColor = BrickColor.new("Gold")
		beam.Material = Enum.Material.Neon
		
		table.insert(ignore,beam)


		local params = RaycastParams.new()
		params.FilterDescendantsInstances = ignore
		params.FilterType = Enum.RaycastFilterType.Exclude

		sfire:Play()

		spawn(function()
			sflash.CFrame = (smuzzle.WorldCFrame * CFrame.new(0,0,-.2)) * CFrame.Angles(math.rad(-90),0,0)
			sflash.Parent = smuzzle
			slight.Enabled = true
			task.wait(.05)
			slight.Enabled = false
			sflash.Parent = nil
		end)

		local direction = (pos - smuzzle.WorldPosition).Unit * 1000
		local raycast = workspace:Raycast(smuzzle.WorldPosition,direction,params)
		local intersect = raycast and raycast.Position or smuzzle.WorldPosition + direction

		if intersect then
			beam.CFrame = CFrame.new(smuzzle.WorldPosition,intersect) * CFrame.new(0, 0, -(smuzzle.WorldPosition-intersect).Magnitude / 2)
			beam.Size = Vector3.new(.1,.1,(smuzzle.WorldPosition-intersect).Magnitude)
		end
		
		if raycast then
			if raycast.Instance then
				local v = raycast.Instance

				if v.Parent then
					if v:FindFirstAncestorOfClass("Model") then
						local pchar = v:FindFirstAncestorOfClass("Model")

						if pchar:FindFirstChild("Humanoid") then
							pchar.Humanoid:TakeDamage(15)
						end
					end
				end
			end
		end

		spawn(function()
			for i = 1,10,1 do 
				beam.Transparency += 0.1
				beam.Size -= Vector3.new(.01,.01,0)

				task.wait(0.025)
			end

			beam:Destroy()
		end)
	end
end)

pistol.Equipped:Connect(function()
	l1.Enabled = false
	r1.Enabled = false
	ls.Enabled = true
	rs.Enabled = true
	
	playID(1)
end)

pistol.Unequipped:Connect(function()
	ls.Enabled = false
	rs.Enabled = false
	l1.Enabled = true
	r1.Enabled = true
end)

smg.Equipped:Connect(function()
	l1.Enabled = false
	r1.Enabled = false
	ls.Enabled = true
	rs.Enabled = true
	
	playID(4)
end)

smg.Unequipped:Connect(function()
	ls.Enabled = false
	rs.Enabled = false
	l1.Enabled = true
	r1.Enabled = true
end)


NLS([==[
local char = owner.Character
local mouse = owner:GetMouse()
local smg = char:FindFirstChild("SMG") or owner.Backpack:FindFirstChild("SMG")
local pistol = char:FindFirstChild("Pistol") or owner.Backpack:FindFirstChild("Pistol")
local pistolDB = false
local pistolReloading = false
local smgDB = false
local smgReloading = false
local firingPistol = false
local run = game:GetService("RunService")
local firingSMG = false
local gui = owner.PlayerGui.GunUI
local pammo = 12
local uis = game:GetService("UserInputService")
local pmags = 99
local smags = 99
local sammo = 35

function updgui()
	if pistol.Parent == char then
		gui.Main.GunName.Text = pistol.Name
		gui.Main.Ammo.Text = tostring(pammo)
		gui.Main.Max.Text = tostring(pmags)
	elseif smg.Parent == char then
		gui.Main.GunName.Text = smg.Name
		gui.Main.Ammo.Text = tostring(sammo)
		gui.Main.Max.Text = tostring(smags)
	end
end

pistol.Equipped:Connect(function()
	gui.Enabled = true
	updgui()
end)

pistol.Unequipped:Connect(function()
	gui.Enabled = false
	firingPistol = false
end)

smg.Equipped:Connect(function()
	gui.Enabled = true
	updgui()
end)

smg.Unequipped:Connect(function()
	gui.Enabled = false
	firingSMG = false
end)

pistol.Activated:Connect(function()
	firingPistol = true

end)

pistol.Deactivated:Connect(function()
	firingPistol = false
end)

smg.Activated:Connect(function()
	firingSMG = true

end)

smg.Deactivated:Connect(function()
	firingSMG = false
end)

uis.InputBegan:Connect(function(input,busy)
	if not busy then
		if input.KeyCode == Enum.KeyCode.R then
			if pistol.Parent == char and not pistolReloading then
				pistolDB = true
				pistolReloading = true

				pmags = pmags - 1

				char.Reload:FireServer(pistol.Name)
				task.wait(2.8)

				pammo = 12
				updgui()

				pistolReloading = false
				pistolDB = false
			end

			if smg.Parent == char and not smgReloading then
				smgDB = true
				smgReloading = true

				smags = smags - 1

				char.Reload:FireServer(smg.Name)
				task.wait(2.6)

				sammo = 35
				updgui()

				smgReloading = false
				smgDB = false
			end
		end
		
		if input.KeyCode == Enum.KeyCode.L then
			char.SwitchLmode:FireServer()
		end
	end
end)

run.RenderStepped:Connect(function()
	if firingPistol then
		if not pistolDB and pammo > 0 then
			pistolDB = true

			char.Fire:FireServer("Pistol",mouse.Hit)

			spawn(function()
				task.wait(.2)
				pammo = pammo - 1
				updgui()
			end)

			task.wait(.5)

			pistolDB = false
		end
	end

	if firingSMG then
		if not smgDB and sammo > 0 then
			smgDB = true

			char.Fire:FireServer("SMG",mouse.Hit)

			sammo = sammo - 1
			updgui()

			task.wait(.1)

			smgDB = false
		end
	end
end)
]==],owner.PlayerGui)
INFO