-- Activation]:

if TurnCharacterToMouse == true then
	MseGuide = true
	HeadHorFactor = 0
	BodyHorFactor = 0
end

game:GetService("RunService").RenderStepped:Connect(function()
	if shooting then
		if tool.Parent == plr.Character then
			if mouse.Hit and mouse.Target ~= plr.Character then
				remote:FireServer(mouse.hit.p)
			end
		end
	end
	
	if tool.Parent == plr.Character then
		local CamCF = Cam.CoordinateFrame
		if ((IsR6 and Body["Torso"]) or Body["UpperTorso"])~=nil and Body["Head"]~=nil then	--[Check for the Torso and Head...]
			local TrsoLV = Trso.CFrame.lookVector
			local HdPos = Head.CFrame.p
			if IsR6 and Neck or Neck and Waist then	--[Make sure the Neck still exists.]
				if Cam.CameraSubject:IsDescendantOf(Body) or Cam.CameraSubject:IsDescendantOf(Plr) then
					local Dist = nil;
					local Diff = nil;
					if not MseGuide then	--[If not tracking the Mouse then get the Camera.]
						Dist = (Head.CFrame.p-CamCF.p).magnitude
						Diff = Head.CFrame.Y-CamCF.Y
						if not IsR6 then	--[R6 and R15 Neck rotation C0s are different; R15: X axis inverted and Z is now the Y.]
							Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aSin(Diff/Dist)*HeadVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2)
							Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang((aSin(Diff/Dist)*BodyVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2)
						else	--[R15s actually have the properly oriented Neck CFrame.]
							Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aSin(Diff/Dist)*HeadVertFactor), 0, -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor),UpdateSpeed/2)
						end
					else
						local Point = Mouse.Hit.p
						Dist = (Head.CFrame.p-Point).magnitude
						Diff = Head.CFrame.Y-Point.Y
						if not IsR6 then
							Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aTan(Diff/Dist)*HeadVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2)
							Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang(-(aTan(Diff/Dist)*BodyVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2)
						else
							Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aTan(Diff/Dist)*HeadVertFactor), 0, (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor), UpdateSpeed/2)
						end
					end
				end
			end
		end
		if TurnCharacterToMouse == true then
			Hum.AutoRotate = false
			Core.CFrame = Core.CFrame:lerp(CFrame.new(Core.Position, Vector3.new(Mouse.Hit.p.x, Core.Position.Y, Mouse.Hit.p.z)), UpdateSpeed / 2)
		else
			Hum.AutoRotate = true
		end
	else
		Hum.AutoRotate = true
	end
end)
