----------//Animation Loader\\----------

function EquipAnim()
	AnimDebounce = false
	pcall(function()
		AnimData.EquipAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	AnimDebounce = true
end


function IdleAnim()
	pcall(function()
		AnimData.IdleAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	AnimDebounce = true
end

function SprintAnim()
	AnimDebounce = false
	pcall(function()
		AnimData.SprintAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function HighReady()
	pcall(function()
		AnimData.HighReady({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function LowReady()
	pcall(function()
		AnimData.LowReady({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function Patrol()
	pcall(function()
		AnimData.Patrol({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function ReloadAnim()
	pcall(function()
		AnimData.ReloadAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function TacticalReloadAnim()
	--pcall(function()
		AnimData.TacticalReloadAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	--end)
end

function JammedAnim()
	pcall(function()
		AnimData.JammedAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function PumpAnim()
	reloading = true
	pcall(function()
		AnimData.PumpAnim({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	reloading = false
end

function MagCheckAnim()
	CheckingMag = true
	pcall(function()
		AnimData.MagCheck({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
	CheckingMag = false
end

function meleeAttack()
	pcall(function()
		AnimData.meleeAttack({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function GrenadeReady()
	pcall(function()
		AnimData.GrenadeReady({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end

function GrenadeThrow()
	pcall(function()
		AnimData.GrenadeThrow({
			RArmWeld,
			LArmWeld,
			GunWeld,
			WeaponInHand,
			ViewModel,
		})
	end)
end