Fusing Together Two Scripts

I have an already existing working gun, im trying to add ragdoll knockback when the player or dummy gets shot.

the gun scripts:

local Player = game.Players.LocalPlayer

local Mouse = Player:GetMouse()

local cooldown = false

script.Parent.Activated:Connect(function(hit)
	if cooldown == false then
		script.Parent.Fire:Play()
		script.Parent.MuzzleFlash.MuzzleEffect.Enabled = true
		wait(0.1)
		script.Parent.MuzzleFlash.MuzzleEffect.Enabled = false
		local Target = Mouse.Target
		
		if Target.Parent:FindFirstChild("Humanoid") then
			-- Fire Server
			game.ReplicatedStorage.Fire:FireServer(Target.Parent)
				
		script.Parent.Name = "RELOADING"
		cooldown = true
		wait(10)
		cooldown = false
			script.Parent.Name = "Pistol"
			
		end 
	end
end)
------------------- Second Gun Script --------------------------
game.ReplicatedStorage.Fire.OnServerEvent:Connect(function(player, Target)
	Target.Humanoid.Health -= 100
end)

the ragdoll scripts:

--------------- Main Script ------------------
local ragdollMod = require(script:WaitForChild("Ragdoll"))

game.Players.PlayerAdded:Connect(function(plr)
	plr.CharacterAdded:Connect(function(character)
		local ragdoll = Instance.new("BoolValue", character)
		ragdoll.Name = "Ragdoll"
	end)
end)
---------- Ragdoll Script ---------------------
local ragdoll = {}

function ragdoll.Start(character)
	if character.Ragdoll.Value then return end
	character.Ragdoll.Value = true
	for i, joint in pairs(character:GetDescendants()) do
		if joint:IsA("Motor6D") then
			local socket = Instance.new("BallSocketConstraint")
			local a0 = Instance.new("Attachment")
			local a1 = Instance.new("Attachment")
			a0.Parent = joint.Part0
			a1.Parent = joint.Part1
			socket.Parent = joint.Parent
			socket.Attachment0 = a0
			socket.Attachment1 = a1
			a0.CFrame = joint.C0
			a1.CFrame = joint.C1
			socket.LimitsEnabled = true
			socket.TwistLimitsEnabled = true

			joint.Enabled = false
		end
	end

	character.Humanoid.WalkSpeed = 0
	character.Humanoid.JumpPower = 0

	character.Humanoid.PlatformStand = true

	character.Humanoid.AutoRotate = false
end

function ragdoll.Stop(character)
	local hrp = character:FindFirstChild("HumanoidRootPart")
	local hum = character:FindFirstChild("Humanoid")

	hum.PlatformStand = false

	for i, joint in pairs(character:GetDescendants()) do
		if joint:IsA("BallSocketConstraint") then
			joint:Destroy()
		end

		if joint:IsA("Motor6D") then
			joint.Enabled = true
		end
	end

	character.Ragdoll.Value = false

	hum:ChangeState(Enum.HumanoidStateType.GettingUp)

	hum.WalkSpeed = 16
	hum.JumpPower = 50

	hum.AutoRotate = true
end

return ragdoll
---------------------- Knockback Script -----------------------
local kb = {}

function kb.Start(character, direction)
	local hrp = character:FindFirstChild("HumanoidRootPart")
	
	
	if hrp == nil then return end
	
	
	local att = Instance.new("Attachment", hrp)
	local lv = Instance.new("LinearVelocity", att)
	lv.MaxForce = 9999999999
	lv.VectorVelocity = direction
	lv.Attachment0 = att
	game.Debris:AddItem(att, 0.1)
end

return kb
----------------------- Disabling (i think) -----------------
local character = script.Parent

local hum = character:WaitForChild("Humanoid")

hum:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false)
hum:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false)

The ragdoll script is already a module script, so just require() it and use the functions.

how would i do that exactly?
(i dont know much)

local module = require(script:WaitForChild("Ragdoll")) -- wherever the module is
module.runFunction() -- run functions from the module