-- perform the update loop

if rigtype == "R15" then
	
	-- do the r15 update loop
	stepped_con = game:GetService("RunService").RenderStepped:connect(function()
		-- checkfirstperson() checks if camera is first person and enables/disables the viewmodel accordingly
		checkfirstperson()
		-- update loop
		if isfirstperson == true then
			-- make arms visible
			visiblearms(true)
			-- update walk sway if we are walking
			if isrunning == true and includewalksway and humanoid:GetState() ~= Enum.HumanoidStateType.Freefall and humanoid:GetState() ~= Enum.HumanoidStateType.Landed then
				walksway = walksway:lerp(
					CFrame.new(

						(0.1*swaysize) * math.sin(tick() * (2 * humanoid.WalkSpeed/4)),
						(0.1*swaysize) * math.cos(tick() * (4 * humanoid.WalkSpeed/4)),
						0

					)*
						CFrame.Angles(

							0,
							0,
							(-.05*swaysize) * math.sin(tick() * (2 * humanoid.WalkSpeed/4))

						)
					,0.1*sensitivity)
			else
				walksway = walksway:Lerp(CFrame.new(), 0.05*sensitivity)
			end
			--
			local delta = uis:GetMouseDelta()
			if includecamerasway then
				sway = sway:Lerp(Vector3.new(delta.X,delta.Y,delta.X/2), 0.1*sensitivity)
			end
			--
			if includestrafe then
				strafesway = strafesway:Lerp(CFrame.Angles(0,0,-rootpart.CFrame.rightVector:Dot(humanoid.MoveDirection)/(10/swaysize)), 0.1*sensitivity)
			end
			--
			if includejumpsway then
				jumpsway = jumpswaygoal.Value
			end
			-- update animation transform for viewmodel
			rightshoulderclone.Transform = rightshoulder.Transform
			leftshoulderclone.Transform = leftshoulder.Transform
			if firstperson_waist_movements_enabled then
				waistclone.Transform = waist.Transform
			end
			-- cframe the viewmodel
			local finalcf = (camera.CFrame*walksway*jumpsway*strafesway*CFrame.Angles(math.rad(sway.Y*swaysize),math.rad(sway.X*swaysize)/10,math.rad(sway.Z*swaysize)/2))+(camera.CFrame.UpVector*(-1.7-headoffset))+camera.CFrame.LookVector*0+(camera.CFrame.RightVector*-(sway.X*swaysize)/75)
			viewmodel:SetPrimaryPartCFrame(finalcf)
		end
	end)
elseif rigtype == "R6" then
	
	-- do the R6 update loop
	stepped_con = game:GetService("RunService").RenderStepped:connect(function()
		-- checkfirstperson() checks if camera is first person and enables/disables the viewmodel accordingly
		checkfirstperson()
		-- update loop
		if isfirstperson == true then
			-- make arms visible
			visiblearms(true)
			-- update walk sway if we are walking
			if isrunning == true and includewalksway and humanoid:GetState() ~= Enum.HumanoidStateType.Freefall and humanoid:GetState() ~= Enum.HumanoidStateType.Landed then
				walksway = walksway:lerp(
					CFrame.new(

						(0.07*swaysize) * math.sin(tick() * (2 * humanoid.WalkSpeed/4)),
						(0.07*swaysize) * math.cos(tick() * (4 * humanoid.WalkSpeed/4)),
						0

					)*
						CFrame.Angles(

							0,
							0,
							(-.03*swaysize) * math.sin(tick() * (2 * humanoid.WalkSpeed/4))

						)
					,0.2*sensitivity)
			else
				walksway = walksway:Lerp(CFrame.new(), 0.05*sensitivity)
			end
			--
			local delta = uis:GetMouseDelta()
			--
			if includecamerasway then
				sway = sway:Lerp(Vector3.new(delta.X,delta.Y,delta.X/2), 0.1*sensitivity)
			end
			--
			if includestrafe then
				strafesway = strafesway:Lerp(CFrame.Angles(0,0,-rootpart.CFrame.rightVector:Dot(humanoid.MoveDirection)/(20/swaysize)), 0.1*sensitivity)
			end
			--
			if includejumpsway == true then
				jumpsway = jumpswaygoal.Value
			end
			-- update animation transform for viewmodel
			rightshoulderclone.Transform = rightshoulder.Transform
			leftshoulderclone.Transform = leftshoulder.Transform
			-- cframe the viewmodel
			local finalcf = (camera.CFrame*walksway*jumpsway*strafesway*CFrame.Angles(math.rad(sway.Y*swaysize),math.rad(sway.X*swaysize)/10,math.rad(sway.Z*swaysize)/2))+(camera.CFrame.UpVector*(-1.7-headoffset))+camera.CFrame.LookVector*0+(camera.CFrame.RightVector*-(sway.X*swaysize)/75)
			viewmodel:SetPrimaryPartCFrame(finalcf)
		end
	end)
end

