Roblox Weapons Kit Headshots

So I’m using the Roblox weapons kit

But I don’t know how to make it deal more damage when its a headshot?
I think it has something to do with this script but I’m not the best at scripting, help?

local TweenService = game:GetService("TweenService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local Debris = game:GetService("Debris")
local ContextActionService = game:GetService("ContextActionService")
local CollectionService = game:GetService("CollectionService")
local ContentProvider = game:GetService("ContentProvider")

local IsServer = RunService:IsServer()

local WeaponsSystemFolder = script.Parent.Parent
local Libraries = WeaponsSystemFolder:WaitForChild("Libraries")
local BaseWeapon = require(Libraries:WaitForChild("BaseWeapon"))
local Parabola = require(Libraries:WaitForChild("Parabola"))
local Roblox = require(Libraries:WaitForChild("Roblox"))

local Effects = WeaponsSystemFolder:WaitForChild("Assets"):WaitForChild("Effects")
local ShotsFolder = Effects:WaitForChild("Shots")
local HitMarksFolder = Effects:WaitForChild("HitMarks")
local CasingsFolder = Effects:WaitForChild("Casings")

local NO_BULLET_DECALS = false
local NO_BULLET_CASINGS = false

--The ignore list will fill up over time. This is how many seconds it will go before
--being refreshed in order to keep it from filling up with instances that aren't in
--the datamodel anymore.
local IGNORE_LIST_LIFETIME = 5

local MAX_BULLET_TIME = 10

local localRandom = Random.new()
local localPlayer = not IsServer and Players.LocalPlayer

local BulletWeapon = {}
BulletWeapon.__index = BulletWeapon
setmetatable(BulletWeapon, BaseWeapon)

BulletWeapon.CanAimDownSights = true
BulletWeapon.CanBeFired = true
BulletWeapon.CanBeReloaded = true
BulletWeapon.CanHit = true

function BulletWeapon.new(weaponsSystem, instance)
	local self = BaseWeapon.new(weaponsSystem, instance)
	setmetatable(self, BulletWeapon)

	self.usesCharging = false
	self.charge = 0
	self.chargeSoundPitchMin = 0.5
	self.chargeSoundPitchMax = 1

	self.triggerDisconnected = false
	self.startupFinished = false -- TODO: make startup time use a configuration value
	self.burstFiring = false
	self.burstIdx = 0
	self.nextFireTime = 0

	self.recoilIntensity = 0
	self.aimPoint = Vector3.new()

	self:addOptionalDescendant("tipAttach", "TipAttachment")

	self:addOptionalDescendant("boltMotor", "BoltMotor")
	self:addOptionalDescendant("boltMotorStart", "BoltMotorStart")
	self:addOptionalDescendant("boltMotorTarget", "BoltMotorTarget")

	self:addOptionalDescendant("chargeGlowPart", "ChargeGlow")
	self:addOptionalDescendant("chargeCompleteParticles", "ChargeCompleteParticles")
	self:addOptionalDescendant("dischargeCompleteParticles", "DischargeCompleteParticles")

	self:addOptionalDescendant("muzzleFlash0", "MuzzleFlash0")
	self:addOptionalDescendant("muzzleFlash1", "MuzzleFlash1")
	self:addOptionalDescendant("muzzleFlashBeam", "MuzzleFlash")

	self.hitMarkTemplate = HitMarksFolder:FindFirstChild(self:getConfigValue("HitMarkEffect", "BulletHole"))

	self.casingTemplate = CasingsFolder:FindFirstChild(self:getConfigValue("CasingEffect", ""))
	self:addOptionalDescendant("casingEjectPoint", "CasingEjectPoint")

	self.ignoreList = {}
	self.ignoreListRefreshTime = 0

	self:addOptionalDescendant("handAttach", "LeftHandAttachment")
	self.handAlignPos = nil
	self.handAlignRot = nil

	self.chargingParticles = {}
	self.instance.DescendantAdded:Connect(function(descendant)
		if descendant.Name == "ChargingParticles" and descendant:IsA("ParticleEmitter") then
			table.insert(self.chargingParticles, descendant)
		end
	end)
	for _, v in pairs(self.instance:GetDescendants()) do
		if v.Name == "ChargingParticles" and v:IsA("ParticleEmitter") then
			table.insert(self.chargingParticles, v)
		end
	end

	self:doInitialSetup()

	return self
end

function BulletWeapon:onEquippedChanged()
	BaseWeapon.onEquippedChanged(self)

	if not IsServer then
		if self.weaponsSystem.camera then
			if self.equipped then
				self.startupFinished = false
			end
		end

		if self.equipped then
			ContextActionService:BindAction("ReloadWeapon", function(...) self:onReloadAction(...) end, false, Enum.KeyCode.R, Enum.KeyCode.ButtonX)
		else
			ContextActionService:UnbindAction("ReloadWeapon")

			-- Stop charging/discharging sounds
			local chargingSound = self:getSound("Charging")
			local dischargingSound = self:getSound("Discharging")
			if chargingSound and chargingSound.Playing then
				chargingSound:Stop()
			end
			if dischargingSound and dischargingSound.Playing then
				dischargingSound:Stop()
			end
		end

		self.triggerDisconnected = false
	end
end

function BulletWeapon:onReloadAction(actionName, inputState, inputObj)
	if inputState == Enum.UserInputState.Begin and not self.reloading then
		self:reload()
	end
end

function BulletWeapon:animateBoltAction(isOpen)
	if not self.boltMotor or not self.boltMotorStart or not self.boltMotorTarget then
		return
	end

	if isOpen then
		self:tryPlaySound("BoltOpenSound")
	else
		self:tryPlaySound("BoltCloseSound")
	end

	local actionMoveTime = isOpen and self:getConfigValue("ActionOpenTime", 0.025) or self:getConfigValue("ActionCloseTime", 0.075)
	local targetCFrame = isOpen and self.boltMotorTarget.CFrame or self.boltMotorStart.CFrame

	local boltTween = TweenService:Create(self.boltMotor, TweenInfo.new(actionMoveTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), { C0 = targetCFrame })
	boltTween:Play()
	boltTween.Completed:Wait()
end

function BulletWeapon:getRandomSeedForId(id)
	return id
end

-- This function is only called on clients
function BulletWeapon:simulateFire(firingPlayer, fireInfo)
	BaseWeapon.simulateFire(self, fireInfo)

	-- Play "Fired" sound
	if self.lastFireSound then
		self.lastFireSound:Stop()
	end
	self.lastFireSound = self:tryPlaySound("Fired", self:getConfigValue("FiredPlaybackSpeedRange", 0.1))

	-- Simulate each projectile/bullet fired from current weapon
	local numProjectiles = self:getConfigValue("NumProjectiles", 1)
	local randomGenerator = Random.new(self:getRandomSeedForId(fireInfo.id))
	for i = 1, numProjectiles do
		self:simulateProjectile(firingPlayer, fireInfo, i, randomGenerator)
	end

	-- Animate the bolt if the current gun has one
	local actionOpenTime = self:getConfigValue("ActionOpenTime", 0.025)
	if self.boltMotor then
		coroutine.wrap(function()
			self:animateBoltAction(true)
			wait(actionOpenTime)
			self:animateBoltAction(false)
		end)()
	end

	-- Eject bullet casings and play "CasingHitSound" (child of casing) sound if applicable for current weapon
	if not NO_BULLET_CASINGS and self.casingTemplate and self.casingEjectPoint then
		local casing = self.casingTemplate:Clone()
		casing.Anchored = false
		casing.Archivable = false
		casing.CFrame = self.casingEjectPoint.WorldCFrame
		casing.Velocity = self.casingEjectPoint.Parent.Velocity + (self.casingEjectPoint.WorldAxis * localRandom:NextNumber(self:getConfigValue("CasingEjectSpeedMin", 15), self:getConfigValue("CasingEjectSpeedMax", 18)))
		casing.Parent = workspace.CurrentCamera
		CollectionService:AddTag(casing, "WeaponsSystemIgnore")

		local casingHitSound = casing:FindFirstChild("CasingHitSound")
		if casingHitSound then
			local touchedConn = nil
			touchedConn = casing.Touched:Connect(function(hitPart)
				if not hitPart:IsDescendantOf(self.instance) then
					casingHitSound:Play()
					touchedConn:Disconnect()
					touchedConn = nil
				end
			end)
		end

		Debris:AddItem(casing, 2)
	end

	if self.player == Players.LocalPlayer then
		coroutine.wrap(function()
			-- Wait for "RecoilDelayTime" before adding recoil
			local startTime = tick()
			local recoilDelayTime = self:getConfigValue("RecoilDelayTime", 0.07)
			while tick() < startTime + recoilDelayTime do
				RunService.RenderStepped:Wait()
			end
			RunService.RenderStepped:Wait()

			-- Add recoil to camera
			local recoilMin, recoilMax = self:getConfigValue("RecoilMin", 0.05), self:getConfigValue("RecoilMax", 0.5)
			local intensityToAdd = randomGenerator:NextNumber(recoilMin, recoilMax)
			local xIntensity = math.sin(tick() * 2) * intensityToAdd * math.rad(0.05)
			local yIntensity = intensityToAdd * 0.025
			self.weaponsSystem.camera:addRecoil(Vector2.new(xIntensity, yIntensity))

			if not (self.weaponsSystem.camera:isZoomed() and self:getConfigValue("HasScope", false)) then
				self.recoilIntensity = math.clamp(self.recoilIntensity * 1 + (intensityToAdd / 10), 0.005, 1)
			end

			-- Make crosshair reflect recoil/spread amount
			local weaponsGui = self.weaponsSystem.gui
			if weaponsGui then
				weaponsGui:setCrosshairScale(1 + intensityToAdd)
			end
		end)()
	end
end

function BulletWeapon:getIgnoreList(includeLocalPlayer)
	local now = tick()
	local ignoreList = self.ignoreList
	if not ignoreList or now - self.ignoreListRefreshTime > IGNORE_LIST_LIFETIME then
		ignoreList = {
			self.instanceIsTool and self.instance.Parent or self.instance,
			workspace.CurrentCamera
		}
		if not RunService:IsServer() then
			if includeLocalPlayer and Players.LocalPlayer and Players.LocalPlayer.Character then
				table.insert(ignoreList, Players.LocalPlayer.Character)
			end
		end
		self.ignoreList = ignoreList
	end
	return ignoreList
end

-- This function is only called on clients
function BulletWeapon:simulateProjectile(firingPlayer, fireInfo, projectileIdx, randomGenerator)
	local localPlayerInitiatedShot = self.player == Players.LocalPlayer

	-- Retrieve config values
	local bulletSpeed = self:getConfigValue("BulletSpeed", 1000)
	local maxDistance = self:getConfigValue("MaxDistance", 2000)
	local trailLength = self:getConfigValue("TrailLength", nil)
	local trailLengthFactor = self:getConfigValue("TrailLengthFactor", 1)
	local showEntireTrailUntilHit = self:getConfigValue("ShowEntireTrailUntilHit", false)
	local gravityFactor = self:getConfigValue("GravityFactor", 0)
	local minSpread = self:getConfigValue("MinSpread", 0)
	local maxSpread = self:getConfigValue("MaxSpread", 0)
	local shouldMovePart = self:getConfigValue("ShouldMovePart", false)
	local explodeOnImpact = self:getConfigValue("ExplodeOnImpact", false)
	local blastRadius = self:getConfigValue("BlastRadius", 8)

	-- Cheat the origin of the shot back if gun tip in wall/object
	if self.tipAttach ~= nil then
		local tipCFrame = self.tipAttach.WorldCFrame
		local tipPos = tipCFrame.Position
		local tipDir = tipCFrame.LookVector
		local amountToCheatBack = math.abs((self.instance:FindFirstChild("Handle").Position - tipPos):Dot(tipDir)) + 1
		local gunRay = Ray.new(tipPos - tipDir.Unit * amountToCheatBack, tipDir.Unit * amountToCheatBack)
		local hitPart, hitPoint = Roblox.penetrateCast(gunRay, self:getIgnoreList(localPlayerInitiatedShot))
		if hitPart and math.abs((tipPos - hitPoint).Magnitude) > 0 then
			fireInfo.origin = hitPoint - tipDir.Unit * 0.1
			fireInfo.dir = tipDir.Unit
		end
	end

	local origin, dir = fireInfo.origin, fireInfo.dir

	dir = Roblox.applySpread(dir, randomGenerator, math.rad(minSpread), math.rad(maxSpread))

	-- Initialize variables for visuals/particle effects
	local bulletEffect = self.bulletEffectTemplate:Clone()
	bulletEffect.CFrame = CFrame.new(origin, origin + dir)
	bulletEffect.Parent = workspace.CurrentCamera
	CollectionService:AddTag(bulletEffect, "WeaponsSystemIgnore")

	local leadingParticles = bulletEffect:FindFirstChild("LeadingParticles", true)
	local attachment0 = bulletEffect:FindFirstChild("Attachment0")
	local trailParticles = nil
	if attachment0 then
		trailParticles = attachment0:FindFirstChild("TrailParticles")
	end

	local hitAttach = bulletEffect:FindFirstChild("HitEffect")
	local hitParticles = bulletEffect:FindFirstChild("HitParticles", true)
	local numHitParticles = self:getConfigValue("NumHitParticles", 3)
	local hitSound = bulletEffect:FindFirstChild("HitSound", true)
	local flyingSound = bulletEffect:FindFirstChild("Flying", true)

	local muzzleFlashTime = self:getConfigValue("MuzzleFlashTime", 0.03)
	local muzzleFlashShown = false

	local beamThickness0 = self:getConfigValue("BeamWidth0", 1.5)
	local beamThickness1 = self:getConfigValue("BeamWidth1", 1.8)
	local beamFadeTime = self:getConfigValue("BeamFadeTime", nil)

	-- Enable beam trails for projectile
	local beam0 = bulletEffect:FindFirstChild("Beam0")
	if beam0 then
		beam0.Enabled = true
	end
	local beam1 = bulletEffect:FindFirstChild("Beam1")
	if beam1 then
		beam1.Enabled = true
	end

	-- Emit muzzle particles
	local muzzleParticles = bulletEffect:FindFirstChild("MuzzleParticles", true)
	local numMuzzleParticles = self:getConfigValue("NumMuzzleParticles", 50)
	if muzzleParticles then
		muzzleParticles.Parent.CFrame = CFrame.new(origin, origin + dir)
		local numSteps = 5
		for _ = 1, numSteps do
			muzzleParticles.Parent.Velocity = Vector3.new(localRandom:NextNumber(-10, 10), localRandom:NextNumber(-10, 10), localRandom:NextNumber(-10, 10))
			muzzleParticles:Emit(numMuzzleParticles / numSteps)
		end
	end

	-- Show muzzle flash
	if self.tipAttach and self.muzzleFlash0 and self.muzzleFlash1 and self.muzzleFlashBeam and projectileIdx == 1 then
		local minFlashRotation, maxFlashRotation = self:getConfigValue("MuzzleFlashRotation0", -math.pi), self:getConfigValue("MuzzleFlashRotation1", math.pi)
		local minFlashSize, maxFlashSize = self:getConfigValue("MuzzleFlashSize0", 1), self:getConfigValue("MuzzleFlashSize1", 1)
		local flashRotation = localRandom:NextNumber(minFlashRotation, maxFlashRotation)
		local flashSize = localRandom:NextNumber(minFlashSize, maxFlashSize)
		local baseCFrame = self.tipAttach.CFrame * CFrame.Angles(0, 0, flashRotation)
		self.muzzleFlash0.CFrame = baseCFrame * CFrame.new(flashSize * -0.5, 0, 0) * CFrame.Angles(0, math.pi, 0)
		self.muzzleFlash1.CFrame = baseCFrame * CFrame.new(flashSize * 0.5, 0, 0) * CFrame.Angles(0, math.pi, 0)

		self.muzzleFlashBeam.Enabled = true
		self.muzzleFlashBeam.Width0 = flashSize
		self.muzzleFlashBeam.Width1 = flashSize
		muzzleFlashShown = true
	end

	-- Play projectile flying sound
	if flyingSound then
		flyingSound:Play()
	end

	-- Enable trail particles
	if trailParticles then
		trailParticles.Enabled = true
	end

	-- Set up parabola for projectile path
	local parabola = Parabola.new()
	parabola:setPhysicsLaunch(origin, dir * bulletSpeed, nil, 35 * -gravityFactor)
	-- More samples for higher gravity since path will be more curved but raycasts can only be straight lines
	if gravityFactor > 0.66 then
		parabola:setNumSamples(3)
	elseif gravityFactor > 0.33 then
		parabola:setNumSamples(2)
	else
		parabola:setNumSamples(1)
	end

	-- Set up/initialize variables used in steppedCallback
	local stepConn = nil
	local pTravelDistance = 0 -- projected travel distance so far if projectile never stops
	local startTime = tick()
	local didHit = false
	local stoppedMotion = false
	local stoppedMotionAt = 0
	local timeSinceStart = 0
	local flyingVisualEffectsFinished = false -- true if all particle effects shown while projectile is flying are done
	local visualEffectsFinishTime = math.huge
	local visualEffectsLingerTime = 0 -- max time any visual effect needs to finish
	if beamFadeTime then
		visualEffectsLingerTime = beamFadeTime
	end
	local hitInfo = {
		sid = fireInfo.id,
		pid = projectileIdx,
		maxDist = maxDistance,
		part = nil,
		p = nil,
		n = nil,
		m = Enum.Material.Air,
		d = 1e9,
	}

	local steppedCallback = function(dt)
		local now = tick()
		timeSinceStart = now - startTime

		local travelDist = bulletSpeed * dt -- distance projectile has travelled since last frame
		trailLength = trailLength or travelDist * trailLengthFactor

		-- Note: the next three variables are all in terms of distance from starting point (which should be tip of current weapon)
		local projBack = pTravelDistance - trailLength -- furthest back part of projectile (including the trail effect, so will be the start of the trail effect if any)
		local projFront = pTravelDistance -- most forward part of projectile
		local maxDist = hitInfo.maxDist or 0 -- before it collides, this is the max distance the projectile can travel. After it collides, this is the hit point

		-- This will make trailing beams render from tip of gun to wherever projectile is until projectile is destroyed
		if showEntireTrailUntilHit then
			projBack = 0
		end

		-- Validate projBack and projFront
		projBack = math.clamp(projBack, 0, maxDist)
		projFront = math.clamp(projFront, 0, maxDist)

		if not didHit then
			-- Check if bullet hit since last frame
			local castProjBack, castProjFront = projFront, projFront + travelDist
			parabola:setDomain(castProjBack, castProjFront)
			local hitPart, hitPoint, hitNormal, hitMaterial, hitT = parabola:findPart(self.ignoreList)

			if hitPart then
				didHit = true
				projFront = castProjBack + hitT * (castProjFront - castProjBack) -- set projFront to point along projectile arc where an object was hit
				parabola:setDomain(projBack, projFront) -- update parabola domain to match new projFront

				-- Update hitInfo
				hitInfo.part = hitPart
				hitInfo.p = hitPoint
				hitInfo.n = hitNormal
				hitInfo.m = hitMaterial
				hitInfo.d = (hitPoint - origin).Magnitude
				hitInfo.t = hitT
				hitInfo.maxDist = projFront -- since the projectile hit, maxDist is now the hitPoint instead of maxDistance

				-- Register hit on clients
				self:onHit(hitInfo)

				-- Notify the server that this projectile hit something from client that initiated the shot
				-- Show hit indicators on gui of client that shot projectile
				if localPlayerInitiatedShot then
					local hitInfoClone = {}
					for hitInfoKey, value in pairs(hitInfo) do
						hitInfoClone[hitInfoKey] = value
					end
					self.weaponsSystem.getRemoteEvent("WeaponHit"):FireServer(self.instance, hitInfoClone)
				end


				-- Deal with all effects that start/stop/change on hit

				-- Disable trail particles
				if trailParticles then
					trailParticles.Enabled = false
				end

				-- Stop bullet flying sound
				if flyingSound and flyingSound.IsPlaying then
					flyingSound:Stop()
				end

				-- Hide the actual projectile model
				if bulletEffect then
					bulletEffect.Transparency = 1
				end

				-- Stop emitting leading particles
				if leadingParticles then
					leadingParticles.Rate = 0
					visualEffectsLingerTime = math.max(visualEffectsLingerTime, leadingParticles.Lifetime.Max)
				end

				-- Show the explosion on clients for explosive projectiles
				if explodeOnImpact then
					local explosion = Instance.new("Explosion")
					explosion.Position = hitPoint + (hitNormal * 0.5)
					explosion.BlastRadius = blastRadius
					explosion.BlastPressure = 0 -- no blast pressure because the real explosion happens on server
					explosion.ExplosionType = Enum.ExplosionType.NoCraters
					explosion.DestroyJointRadiusPercent = 0
					explosion.Visible = true
					if localPlayerInitiatedShot then
						-- Trigger hit indicators on client that initiated the shot if the explosion hit another player/humanoid
						explosion.Hit:Connect(function(explodedPart, hitDist)
							local humanoid = self.weaponsSystem.getHumanoid(explodedPart)
							if humanoid and
							   explodedPart.Name == "UpperTorso" and
							   humanoid:GetState() ~= Enum.HumanoidStateType.Dead and
							   self.weaponsSystem.gui and
							   explodedPart.Parent ~= self.player.Character and
							   self.weaponsSystem.playersOnDifferentTeams(self.weaponsSystem.getPlayerFromHumanoid(humanoid), self.player)
							then
								self.weaponsSystem.gui:OnHitOtherPlayer(self:calculateDamage(hitInfo.d), humanoid)
							end
						end)
					end
					explosion.Parent = workspace
				end

				-- Make sure hitAttach is in correct position before showing hit effects
				if hitAttach and beam0 and beam0.Attachment1 then
					parabola:renderToBeam(beam0)
					hitAttach.CFrame = beam0.Attachment1.CFrame * CFrame.Angles(0, math.rad(90), 0)
				end

				-- Show hit particle effect
				local hitPartColor = hitPart and hitPart.Color or Color3.fromRGB(255, 255, 255)
				if hitPart and hitPart:IsA("Terrain") then
					hitPartColor = workspace.Terrain:GetMaterialColor(hitMaterial or Enum.Material.Sand)
				end
				if hitInfo.h and hitInfo.h:IsA("Humanoid") and hitParticles and numHitParticles > 0 and hitPart then
					-- Show particle effect for hitting a player/humanoid
					hitParticles.Color = ColorSequence.new(Color3.fromRGB(255, 255, 255))
					hitParticles:Emit(numHitParticles)
					visualEffectsLingerTime = math.max(visualEffectsLingerTime, hitParticles.Lifetime.Max)
				elseif (not hitInfo.h or not hitInfo.h:IsA("Humanoid")) and hitParticles and numHitParticles > 0 then
					-- Show particle effect for hitting anything else
					if hitPart and self:getConfigValue("HitParticlesUsePartColor", true) then
						local existingSeq = hitParticles.Color
						local newKeypoints = {}

						for i, keypoint in pairs(existingSeq.Keypoints) do
							local newColor = keypoint.Value
							if newColor == Color3.fromRGB(255, 0, 255) then
								newColor = hitPartColor
							end
							newKeypoints[i] = ColorSequenceKeypoint.new(keypoint.Time, newColor)
						end

						hitParticles.Color = ColorSequence.new(newKeypoints)
					end

					hitParticles:Emit(numHitParticles)
					visualEffectsLingerTime = math.max(visualEffectsLingerTime, hitParticles.Lifetime.Max)
				end

				-- Play hit sound
				if hitSound then
					hitSound:Play()
					visualEffectsLingerTime = math.max(visualEffectsLingerTime, hitSound.TimeLength)
				end

				-- Manage/show decals, billboards, and models (such as an arrow) that appear where the projectile hit (only if the hit object was not a humanoid/player)
				local hitPointObjectSpace = hitPart.CFrame:pointToObjectSpace(hitPoint)
				local hitNormalObjectSpace = hitPart.CFrame:vectorToObjectSpace(hitNormal)
				if not NO_BULLET_DECALS and
				   hitPart and
				   not hitPart.Parent or not hitPart.Parent:FindFirstChildOfClass("Humanoid") and
				   hitPointObjectSpace and
				   hitNormalObjectSpace and
				   self.hitMarkTemplate
				then
					-- Clone hitMark (this contains all the decals/billboards/models to show on the hit surface)
					local hitMark = self.hitMarkTemplate:Clone()
					hitMark.Parent = hitPart
					CollectionService:AddTag(hitMark, "WeaponsSystemIgnore")

					-- Move/align hitMark to the hit surface
					local incomingVec = parabola:sampleVelocity(1).Unit
					if self:getConfigValue("AlignHitMarkToNormal", true) then
						-- Make hitMark face straight out from surface where projectile hit (good for decals)
						local forward = hitNormalObjectSpace
						local up = incomingVec
						local right = -forward:Cross(up).Unit
						up = forward:Cross(right)
						local orientationCFrame = CFrame.fromMatrix(hitPointObjectSpace + hitNormalObjectSpace * 0.05, right, up, -forward)
						hitMark.CFrame = hitPart.CFrame:toWorldSpace(orientationCFrame)
					else
						-- Make hitmark appear stuck in the hit surface from the direction the projectile came from (good for things like arrows)
						hitMark.CFrame = hitPart.CFrame * CFrame.new(hitPointObjectSpace, hitPointObjectSpace + hitPart.CFrame:vectorToObjectSpace(incomingVec))
					end

					-- Weld hitMark to the hitPart
					local weld = Instance.new("WeldConstraint")
					weld.Part0 = hitMark
					weld.Part1 = hitPart
					weld.Parent = hitMark

					-- Fade glow decal over time
					local glowDecal = hitMark:FindFirstChild("Glow")
					if glowDecal then
						coroutine.wrap(function()
							local heartbeat = RunService.Heartbeat
							for i = 0, 1, 1/60 do
								heartbeat:Wait()
								glowDecal.Transparency = (i ^ 2)
							end
						end)()
					end

					-- Set bullethole decal color and fade over time
					local bulletHole = hitMark:FindFirstChild("BulletHole")
					if bulletHole then
						bulletHole.Color3 = hitPartColor
						TweenService:Create(
							bulletHole,
							TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 4),
							{ Transparency = 1 }
						):Play()
					end

					-- Fade impact billboard's size and transparency over time
					local impactBillboard = hitMark:FindFirstChild("ImpactBillboard")
					if impactBillboard then
						local impact = impactBillboard:FindFirstChild("Impact")
						local impactTween = TweenService:Create(
							impact,
							TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0),
							{ Size = UDim2.new(1, 0, 1, 0) }
						)
						impactTween.Completed:Connect(function()
							TweenService:Create(
								impact,
								TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0),
								{ Size = UDim2.new(0.5, 0, 0.5, 0), ImageTransparency = 1 }
							):Play()
						end)
						impactTween:Play()
					end

					-- Destroy hitMark in 5 seconds
					Debris:AddItem(hitMark, 5)
				end

				flyingVisualEffectsFinished = true
				visualEffectsFinishTime = now + visualEffectsLingerTime
			end
		end

		-- Will enter this if-statement if projectile hit something or maxDistance has been reached
		if projFront >= maxDist then
			if not stoppedMotion then
				stoppedMotion = true
				stoppedMotionAt = now
			end

			-- Stop particle effects if projectile didn't hit anything and projBack has reached the end
			if projBack >= maxDist and not flyingVisualEffectsFinished then
				flyingVisualEffectsFinished = true
				visualEffectsFinishTime = now + visualEffectsLingerTime
			end
		end

		-- Update parabola domain
		parabola:setDomain(projBack, projFront)

		-- Continue updating pTravelDistance until projBack has reached maxDist (this helps with some visual effects)
		if projBack < maxDist then
			pTravelDistance = math.max(0, timeSinceStart * bulletSpeed)
		end


		-- Update visual effects each frame

		-- Update CFrame/velocity of projectile if the projectile uses a model (such as rocket or grenade)
		if shouldMovePart then
			local bulletPos = parabola:samplePoint(1)
			local bulletVelocity = parabola:sampleVelocity(1)
			bulletEffect.CFrame = CFrame.new(bulletPos, bulletPos + bulletVelocity)
			bulletEffect.Velocity = bulletVelocity.Unit * bulletSpeed
		end

		-- Update thickness and render trailing beams
		local thickness0 = beamThickness0
		local thickness1 = beamThickness1
		if beamFadeTime then
			-- Fade out trail beams if projectile is no longer moving (hit something or reached max distance)
			local timeSinceEnd = stoppedMotion and (now - stoppedMotionAt) or 0
			local fadeAlpha = math.clamp(timeSinceEnd / beamFadeTime, 0, 1)
			thickness0 = thickness0 * (1 - fadeAlpha)
			thickness1 = thickness1 * (1 - fadeAlpha)
		end
		if beam0 then
			beam0.Width0 = thickness0
			beam0.Width1 = thickness1
			parabola:renderToBeam(beam0)
		end
		if beam1 then
			beam1.Width0 = thickness0
			beam1.Width1 = thickness1
			parabola:renderToBeam(beam1)
		end

		-- Disable muzzle flash after muzzleFlashTime seconds have passed
		if muzzleFlashShown and timeSinceStart > muzzleFlashTime and self.muzzleFlashBeam then
			self.muzzleFlashBeam.Enabled = false
			muzzleFlashShown = false
		end

		-- Destroy projectile and attached visual effects when visual effects are done showing or max bullet time has been reached
		local timeSinceParticleEffectsFinished = now - visualEffectsFinishTime
		if (flyingVisualEffectsFinished and timeSinceParticleEffectsFinished > 0) or timeSinceStart > MAX_BULLET_TIME then
			if bulletEffect then
				bulletEffect:Destroy()
				bulletEffect = nil
			end

			stepConn:Disconnect()
		end
	end

	stepConn = RunService.Heartbeat:Connect(steppedCallback)

	-- Get rid of charge on chargeable weapons
	if not IsServer and self.usesCharging then
		self.charge = math.clamp(self.charge - self:getConfigValue("FireDischarge", 1), 0, 1)
	end
end

function BulletWeapon:calculateDamage(travelDistance)
	local zeroDamageDistance = self:getConfigValue("ZeroDamageDistance", 10000)
	local fullDamageDistance = self:getConfigValue("FullDamageDistance", 1000)
	local distRange = zeroDamageDistance - fullDamageDistance
	local falloff = math.clamp(1 - (math.max(0, travelDistance - fullDamageDistance) / math.max(1, distRange)), 0, 1)
	return math.max(self:getConfigValue("HitDamage", 10) * falloff, 0)
end

function BulletWeapon:applyDamage(hitInfo)
	local damage = self:calculateDamage(hitInfo.d)

	if damage <= 0 then
		return
	end

	self.weaponsSystem.doDamage(hitInfo.h, damage, nil, self.player)
end

function BulletWeapon:onHit(hitInfo)
	local hitPoint = hitInfo.p
	local hitNormal = hitInfo.n
	local hitPart = hitInfo.part

	if hitPart and hitPart.Parent then
		local humanoid = self.weaponsSystem.getHumanoid(hitPart)
		hitInfo.h = humanoid or hitPart

		if IsServer and
		   (not hitInfo.h:IsA("Humanoid") or
		   self.weaponsSystem.playersOnDifferentTeams(self.weaponsSystem.getPlayerFromHumanoid(hitInfo.h), self.player))
		then
			self:applyDamage(hitInfo)
		elseif hitInfo.h:IsA("Humanoid") and
			hitInfo.h:GetState() ~= Enum.HumanoidStateType.Dead and
			self.weaponsSystem.gui and
			self.player == Players.LocalPlayer and
			self.weaponsSystem.playersOnDifferentTeams(self.weaponsSystem.getPlayerFromHumanoid(hitInfo.h), self.player)
		then
			-- Show hit indicators on gui of client that shot projectile if players are not on same team
			self.weaponsSystem.gui:OnHitOtherPlayer(self:calculateDamage(hitInfo.d), hitInfo.h)
		end
	end

	-- Create invisible explosion on server that deals damage to anything caught in the explosion
	if IsServer and self:getConfigValue("ExplodeOnImpact", false) then
		local blastRadius = self:getConfigValue("BlastRadius", 8)
		local blastPressure = self:getConfigValue("BlastPressure", 10000)
		local blastDamage = self:getConfigValue("BlastDamage", 100)

		local explosion = Instance.new("Explosion")
		explosion.Position = hitPoint + (hitNormal * 0.5)
		explosion.BlastRadius = blastRadius
		explosion.BlastPressure = blastPressure
		explosion.ExplosionType = Enum.ExplosionType.NoCraters
		explosion.DestroyJointRadiusPercent = 0
		explosion.Visible = false

		explosion.Hit:Connect(function(explodedPart, hitDist)
			local damageMultiplier = (1 - math.clamp((hitDist / blastRadius), 0, 1))
			local damageToDeal = blastDamage * damageMultiplier

			local humanoid = self.weaponsSystem.getHumanoid(explodedPart)
			if humanoid then
				if explodedPart.Name == "UpperTorso" and
				   humanoid:GetState() ~= Enum.HumanoidStateType.Dead and
				   self.weaponsSystem.playersOnDifferentTeams(self.weaponsSystem.getPlayerFromHumanoid(humanoid), self.player)
				then
					-- Do damage to players/humanoids
					self.weaponsSystem.doDamage(humanoid, damageToDeal, nil, self.player)
				end
			elseif not CollectionService:HasTag(explodedPart, "WeaponsSystemIgnore") then
				-- Do damage to a part (sends damage to breaking system)
				self.weaponsSystem.doDamage(explodedPart, damageToDeal, nil, self.player)
			end
		end)

		explosion.Parent = workspace
	end
end

function BulletWeapon:fire(origin, dir, charge)
	if not self:isCharged() then
		return
	end

	BaseWeapon.fire(self, origin, dir, charge)
end

function BulletWeapon:onFired(firingPlayer, fireInfo, fromNetwork)
	if not IsServer and firingPlayer == Players.LocalPlayer and fromNetwork then
		return
	end

	local cooldownTime = self:getConfigValue("ShotCooldown", 0.1)
	local fireMode = self:getConfigValue("FireMode", "Semiautomatic")
	local isSemiAuto = fireMode == "Semiautomatic"
	local isBurst = fireMode == "Burst"

	if isBurst and not self.burstFiring then
		self.burstIdx = 0
		self.burstFiring = true
	elseif isSemiAuto then
		self.triggerDisconnected = true
	end

	-- Calculate cooldown time for burst firing
	if self.burstFiring then
		self.burstIdx = self.burstIdx + 1
		if self.burstIdx >= self:getConfigValue("NumBurstShots", 3) then
			self.burstFiring = false
			self.triggerDisconnected = true
		else
			cooldownTime = self:getConfigValue("BurstShotCooldown", nil) or cooldownTime
		end
	end

	self.nextFireTime = tick() + cooldownTime

	BaseWeapon.onFired(self, firingPlayer, fireInfo, fromNetwork)
end

function BulletWeapon:onConfigValueChanged(valueName, newValue, oldValue)
	BaseWeapon.onConfigValueChanged(self, valueName, newValue, oldValue)
	if valueName == "ShotEffect" then
		self.bulletEffectTemplate = ShotsFolder:FindFirstChild(self:getConfigValue("ShotEffect", "Bullet"))
		if self.bulletEffectTemplate then
			local config = self.bulletEffectTemplate:FindFirstChildOfClass("Configuration")
			if config then
				self:importConfiguration(config)
			end

			local beam0 = self.bulletEffectTemplate:FindFirstChild("Beam0")
			if beam0 then
				coroutine.wrap(function()
					ContentProvider:PreloadAsync({ beam0 })
				end)()
			end
		end
	elseif valueName == "HitMarkEffect" then
		self.hitMarkTemplate = HitMarksFolder:FindFirstChild(self:getConfigValue("HitMarkEffect", "BulletHole"))
		if self.hitMarkTemplate then
			local config = self.hitMarkTemplate:FindFirstChildOfClass("Configuration")
			if config then
				self:importConfiguration(config)
			end
		end
	elseif valueName == "CasingEffect" then
		self.casingTemplate = CasingsFolder:FindFirstChild(self:getConfigValue("CasingEffect", ""))
		if self.casingTemplate then
			local config = self.casingTemplate:FindFirstChildOfClass("Configuration")
			if config then
				self:importConfiguration(config)
			end
		end
	elseif valueName == "ChargeRate" then
		self.usesCharging = newValue ~= nil
	end
end

function BulletWeapon:onActivatedChanged()
	BaseWeapon.onActivatedChanged(self)

	if not IsServer then
		-- Reload if no ammo left in clip
		if self.equipped and self:getAmmoInWeapon() <= 0 then
			self:reload()
			return
		end

		-- Fire weapon
		if self.activated and self.player == localPlayer and self:canFire() and tick() > self.nextFireTime then
			self:doLocalFire()
		end

		-- Reenable trigger after activated changes to false
		if not self.activated and self.triggerDisconnected and not self.burstFiring then
			self.triggerDisconnected = false
		end
	end
end

function BulletWeapon:onRenderStepped(dt)
	BaseWeapon.onRenderStepped(self, dt)
	if not self.tipAttach then return end
	if not self.equipped then return end

	local tipCFrame = self.tipAttach.WorldCFrame

	if self.player == Players.LocalPlayer then
		-- Retrieve aim point from camera and update player's aim animation
		local aimTrack = self:getAnimTrack(self:getConfigValue("AimTrack", "RifleAim"))
		local aimZoomTrack = self:getAnimTrack(self:getConfigValue("AimZoomTrack", "RifleAimDownSights"))
		if aimTrack then
			local aimDir = tipCFrame.LookVector

			local gunLookRay = Ray.new(tipCFrame.p, aimDir * 500)

			local _, gunHitPoint = Roblox.penetrateCast(gunLookRay, self.ignoreList)

			if self.weaponsSystem.aimRayCallback then
				local _, hitPoint = Roblox.penetrateCast(self.weaponsSystem.aimRayCallback(), self.ignoreList)
				self.aimPoint = hitPoint
			else
				self.aimPoint = gunHitPoint
			end

			if not aimTrack.IsPlaying and not self.reloading then
				aimTrack:Play(0.15)
				coroutine.wrap(function() -- prevent player from firing until gun is fully out
					wait(self:getConfigValue("StartupTime", 0.2))
					self.startupFinished = true
				end)()
			end

			if aimZoomTrack and not self.reloading then
				if not aimZoomTrack.IsPlaying then
					aimZoomTrack:Play(0.15)
				end
				aimZoomTrack:AdjustSpeed(0.001)
				if self.weaponsSystem.camera:isZoomed() then
					if aimTrack.WeightTarget ~= 0 then
						aimZoomTrack:AdjustWeight(1)
						aimTrack:AdjustWeight(0)
					end
				elseif aimTrack.WeightTarget ~= 1 then
					aimZoomTrack:AdjustWeight(0)
					aimTrack:AdjustWeight(1)
				end
			end

			local MIN_ANGLE = -80
			local MAX_ANGLE = 80
			local aimYAngle = math.deg(self.recoilIntensity)
			if self.weaponsSystem.camera.enabled then
				-- Gets pitch and recoil from camera to figure out how high/low to aim the gun
				aimYAngle = math.deg(self.weaponsSystem.camera:getRelativePitch() + self.weaponsSystem.camera.currentRecoil.Y + self.recoilIntensity)
			end
			local aimTimePos = 2 * ((aimYAngle - MIN_ANGLE) / (MAX_ANGLE - MIN_ANGLE))

			aimTrack:AdjustSpeed(0.001)
			aimTrack.TimePosition = math.clamp(aimTimePos, 0.001, 1.97)

			if aimZoomTrack then
				aimZoomTrack.TimePosition = math.clamp(aimTimePos, 0.001, 1.97)
			end

			-- Update recoil (decay over time)
			local recoilDecay = self:getConfigValue("RecoilDecay", 0.825)
			self.recoilIntensity = math.clamp(self.recoilIntensity * recoilDecay, 0, math.huge)
		else
			warn("no aimTrack")
		end
	end
end

function BulletWeapon:setChargingParticles(charge)
	local ratePerCharge = self:getConfigValue("ChargingParticlesRatePerCharge", 20)
	local rate = ratePerCharge * charge
	for _, v in pairs(self.chargingParticles) do
		v.Rate = rate
	end
end

function BulletWeapon:onStepped(dt)
	if not self.tipAttach then return end
	if not self.equipped then return end

	BaseWeapon.onStepped(self, dt)

	local now = tick()

	local chargingSound = self:getSound("Charging")
	local dischargingSound = self:getSound("Discharging")

	if self.usesCharging then
		-- Update charge amount
		local chargeBefore = self.charge
		self:handleCharging(dt)
		local chargeDelta = self.charge - chargeBefore

		-- Update charge particles
		if chargeDelta > 0 then
			self:setChargingParticles(self.charge)
		else
			self:setChargingParticles(0)
		end

		-- Play charging sounds
		if chargingSound then
			if chargingSound.Looped then
				if chargeDelta < 0 then
					chargingSound:Stop()
				else
					if not chargingSound.Playing and self.charge < 1 and chargeDelta > 0 then
						chargingSound:Play()
					end
					chargingSound.PlaybackSpeed = self.chargeSoundPitchMin + (self.charge * (self.chargeSoundPitchMax - self.chargeSoundPitchMin))
				end
			else
				if chargeDelta > 0 and self.charge <= 1 and not chargingSound.Playing then
					chargingSound.TimePosition = chargingSound.TimeLength * self.charge
					chargingSound:Play()
				elseif chargeDelta <= 0 and chargingSound.Playing then
					chargingSound:Stop()
				end
			end
		end
		if dischargingSound then
			if dischargingSound.Looped then
				if chargeDelta > 0 then
					dischargingSound:Stop()
				else
					if not dischargingSound.Playing and self.charge > 0 then
						dischargingSound:Play()
					end
					dischargingSound.PlaybackSpeed = self.chargeSoundPitchMin + (self.charge * (self.chargeSoundPitchMax - self.chargeSoundPitchMin))
				end
			else
				if chargeDelta < 0 and self.charge >= 0 and not dischargingSound.Playing then
					dischargingSound.TimePosition = dischargingSound.TimeLength * self.charge
					dischargingSound:Play()
				elseif chargeDelta >= 0 and dischargingSound.Playing then
					dischargingSound:Stop()
				end
			end
		end

		-- Play charge/discharge completed sounds and particle effects
		if chargeBefore < 1 and self.charge >= 1 then
			local chargeCompleteSound = self:getSound("ChargeComplete")
			if chargeCompleteSound then
				chargeCompleteSound:Play()
			end
			if chargingSound and chargingSound.Playing then
				chargingSound:Stop()
			end
			if self.chargeCompleteParticles then
				self.chargeCompleteParticles:Emit(self:getConfigValue("NumChargeCompleteParticles", 25))
			end
		end
		if chargeBefore > 0 and self.charge <= 0 then
			local dischargeCompleteSound = self:getSound("DischargeComplete")
			if dischargeCompleteSound then
				dischargeCompleteSound:Play()
			end
			if dischargingSound and dischargingSound.Playing then
				dischargingSound:Stop()
			end
			if self.dischargeCompleteParticles then
				self.dischargeCompleteParticles:Emit(self:getConfigValue("NumDischargeCompleteParticles", 25))
			end
		end

		self:renderCharge()
	else
		if chargingSound then
			chargingSound:Stop()
		end
		if dischargingSound then
			dischargingSound:Stop()
		end
	end

	if self.usesCharging and self.chargeGlowPart then
		self.chargeGlowPart.Transparency = 1 - self.charge
	end

	-- Fire weapon if it is fully charged
	if self:canFire() and now > self.nextFireTime then
		self:doLocalFire()
	end
end

function BulletWeapon:handleCharging(dt)
	local chargeDelta
	local shouldCharge = self.activated or self.burstFiring or self:getConfigValue("ChargePassively", false)
	if self.reloading or self.triggerDisconnected then
		shouldCharge = false
	end

	if shouldCharge then
		chargeDelta = self:getConfigValue("ChargeRate", 0) * dt
	else
		chargeDelta = self:getConfigValue("DischargeRate", 0) * -dt
	end

	self.charge = math.clamp(self.charge + chargeDelta, 0, 1)
end

function BulletWeapon:isCharged()
	return not self.usesCharging or self.charge >= 1
end

function BulletWeapon:canFire()
	return self.player == Players.LocalPlayer and (self.burstFiring or self.activated) and not self.triggerDisconnected and not self.reloading and self:isCharged() and self.startupFinished
end

function BulletWeapon:doLocalFire()
	if self.tipAttach then
		local tipCFrame = self.tipAttach.WorldCFrame
		local tipPos = tipCFrame.Position
		local aimDir = (self.aimPoint - tipPos).Unit

		self:fire(tipPos, aimDir, self.charge)
	end
end

return BulletWeapon

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When the raycast has hit a part, check if it’s name is Head. If so, you deal more damage.