void AimingHandler() { if (gunHandler) { if ((int)status < 2) { if ((int)gunHandler.status < 2 && !playerBlocking() && playerStatus != Status.sprinting) { if (toggleADS && input.aim) { status = (status == GunControlStatus.aiming) ? GunControlStatus.ready : GunControlStatus.aiming; } else if (!toggleADS) { status = (input.aiming) ? GunControlStatus.aiming : GunControlStatus.ready; } } else { status = GunControlStatus.ready; } } AdjustFOV(isAiming()); gunHandler.AimDownSights(isAiming()); ui.SetCrosshair(isAiming() ? 0.01f : bulletSpread, isAiming()); weaponSwaying.SetSwayMultiplier(isAiming() ? gunHandler.gun.aimDownMultiplier : 1f); } else { status = GunControlStatus.none; weaponSwaying.SetSwayMultiplier(1f); ui.SetCrosshair(0.01f, true); } }