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+  m_Enabled: 1
+  m_Avatar: {fileID: 0}
+  m_Controller: {fileID: 9100000, guid: fba56601ad3d5ed40920811c2eb373bf, type: 2}
+  m_CullingMode: 0
+  m_UpdateMode: 0
+  m_ApplyRootMotion: 0
+  m_LinearVelocityBlending: 0
+  m_WarningMessage: 
+  m_HasTransformHierarchy: 1
+  m_AllowConstantClipSamplingOptimization: 1
+  m_KeepAnimatorControllerStateOnDisable: 0
 --- !u!1 &7045222887912866780
 GameObject:
   m_ObjectHideFlags: 0
diff --git a/Assets/Prefabs/Weapon/WeaponHolder.prefab b/Assets/Prefabs/Weapon/WeaponHolder.prefab
index fc9ab1b9a7265d0c092a4fe196c82830830df0b0..0180f9c54fde25457c00d7cf7f9f5aa4933f9a61 100644
--- a/Assets/Prefabs/Weapon/WeaponHolder.prefab
+++ b/Assets/Prefabs/Weapon/WeaponHolder.prefab
@@ -5365,6 +5365,7 @@ MonoBehaviour:
   timeBetweenBullets: 0.5
   range: 6
   angleInterval: 15
+  animator: {fileID: 6159765108978020025}
 --- !u!114 &8055158884872431924
 MonoBehaviour:
   m_ObjectHideFlags: 0
@@ -6072,6 +6073,14 @@ PrefabInstance:
       propertyPath: m_Name
       value: Shotgun
       objectReference: {fileID: 0}
+    - target: {fileID: 8817356352402705709, guid: 885b9e9a37b89bb4fbe11687026933da, type: 3}
+      propertyPath: m_UpdateMode
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 8817356352402705709, guid: 885b9e9a37b89bb4fbe11687026933da, type: 3}
+      propertyPath: m_ApplyRootMotion
+      value: 0
+      objectReference: {fileID: 0}
     m_RemovedComponents: []
   m_SourcePrefab: {fileID: 100100000, guid: 885b9e9a37b89bb4fbe11687026933da, type: 3}
 --- !u!4 &1997992154694834955 stripped
@@ -6079,6 +6088,11 @@ Transform:
   m_CorrespondingSourceObject: {fileID: 3790940302414444703, guid: 885b9e9a37b89bb4fbe11687026933da, type: 3}
   m_PrefabInstance: {fileID: 3397521002358743956}
   m_PrefabAsset: {fileID: 0}
+--- !u!95 &6159765108978020025 stripped
+Animator:
+  m_CorrespondingSourceObject: {fileID: 8817356352402705709, guid: 885b9e9a37b89bb4fbe11687026933da, type: 3}
+  m_PrefabInstance: {fileID: 3397521002358743956}
+  m_PrefabAsset: {fileID: 0}
 --- !u!1001 &7440994361082727519
 PrefabInstance:
   m_ObjectHideFlags: 0
diff --git a/Assets/Scenes/Level 01.unity b/Assets/Scenes/Level 01.unity
index af3c875d848938e947b76aede2a7051e0fb3649a..84836eb7cd89671092b1b973f5f2f5187560f210 100644
--- a/Assets/Scenes/Level 01.unity	
+++ b/Assets/Scenes/Level 01.unity	
@@ -262,6 +262,14 @@ PrefabInstance:
       propertyPath: m_IsActive
       value: 0
       objectReference: {fileID: 0}
+    - target: {fileID: 7101622832953997244, guid: d794c4727125dfc44bfeef90cac9f5e3, type: 3}
+      propertyPath: m_LocalPosition.x
+      value: 0.40252638
+      objectReference: {fileID: 0}
+    - target: {fileID: 7101622832953997244, guid: d794c4727125dfc44bfeef90cac9f5e3, type: 3}
+      propertyPath: m_LocalPosition.z
+      value: -0.18047905
+      objectReference: {fileID: 0}
     - target: {fileID: 8707842788588381506, guid: d794c4727125dfc44bfeef90cac9f5e3, type: 3}
       propertyPath: m_RootOrder
       value: 2
diff --git a/Assets/Scripts/Player/PlayerShotgun.cs b/Assets/Scripts/Player/PlayerShotgun.cs
index 37d3f8eeaa8906ea0259b23c5cc9a2beee7663ac..63d22c4fb108ff3644ae5a25e0c33f6eaed3eb02 100644
--- a/Assets/Scripts/Player/PlayerShotgun.cs
+++ b/Assets/Scripts/Player/PlayerShotgun.cs
@@ -22,7 +22,8 @@ public class PlayerShotgun : MonoBehaviour
     ParticleSystem gunParticles;                    
     LineRenderer[] gunLines;                           
     AudioSource gunAudio;                           
-    Light gunLight;                                 
+    Light gunLight;       
+    public Animator animator;                          
     float effectsDisplayTime = 0.05f;    
 
     private void OnEnable()
@@ -123,6 +124,7 @@ public class PlayerShotgun : MonoBehaviour
 
         gunParticles.Stop();
         gunParticles.Play();
+        animator.SetTrigger("Shoot");
 
         for (int i = 0; i < gunLines.Length; i++)
         {
@@ -138,8 +140,7 @@ public class PlayerShotgun : MonoBehaviour
                 
                 if (enemyHealth != null)
                 {
-                    enemyHealth.TakeDamage(damagePerShot - (int) Vector3.Distance(transform.position, enemyHealth.transform.position) * 2, shootHits[i].point);
-                    print(damagePerShot - (int) (Vector3.Distance(transform.position, enemyHealth.transform.position) * 3));
+                    enemyHealth.TakeDamage(damagePerShot - (int) (Vector3.Distance(transform.position, enemyHealth.transform.position) * 3), shootHits[i].point);
                 }
 
                 gunLines[i].SetPosition(1, shootHits[i].point);