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new file mode 100644
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+++ b/Assets/Animation/Weapons/Bow.anim
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diff --git a/Assets/Animation/Weapons/Bow.anim.meta b/Assets/Animation/Weapons/Bow.anim.meta
new file mode 100644
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diff --git a/Assets/Animation/Weapons/Bow.controller b/Assets/Animation/Weapons/Bow.controller
new file mode 100644
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diff --git a/Assets/Animation/Weapons/Bow.controller.meta b/Assets/Animation/Weapons/Bow.controller.meta
new file mode 100644
index 0000000000000000000000000000000000000000..77e147a83b709e9a521147611d907164d22bcdc9
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+++ b/Assets/Animation/Weapons/Bow.controller.meta
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diff --git a/Assets/Scenes/Quest.unity b/Assets/Scenes/Quest.unity
index 42f448311b33d5969ae7f1302bb4aedc42db6d76..b3694662dddd939b1256168fa07f62e8a20f310c 100644
--- a/Assets/Scenes/Quest.unity
+++ b/Assets/Scenes/Quest.unity
@@ -38,7 +38,7 @@ RenderSettings:
   m_ReflectionIntensity: 1
   m_CustomReflection: {fileID: 0}
   m_Sun: {fileID: 0}
-  m_IndirectSpecularColor: {r: 0.45061505, g: 0.498609, b: 0.56437516, a: 1}
+  m_IndirectSpecularColor: {r: 0.45061475, g: 0.4986083, b: 0.56437457, a: 1}
   m_UseRadianceAmbientProbe: 0
 --- !u!157 &3
 LightmapSettings:
@@ -9865,10 +9865,11 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   petIdx: -1
   currency: 0
-  cheatOneHitKill: 0
   cantShoot: 0
+  cheatOneHitKill: 0
   fullHPPet: 0
   killPet: 0
+  motherLoadOn: 0
 --- !u!4 &1088314968
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   m_ObjectHideFlags: 0
@@ -10444,7 +10445,6 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: fbf16b89f33d9ee4794f27a1454ee5a5, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  playerHealth: {fileID: 0}
   spawnTime: 5
   factory: {fileID: 1353045528}
 --- !u!114 &1353045528
@@ -11538,6 +11538,7 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   playerHealth: {fileID: 1902478037}
   spawnTime: 3
+  spawnStart: 0
   factory: {fileID: 1714906176}
 --- !u!4 &1714906175
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@@ -12640,6 +12641,26 @@ MonoBehaviour:
   maxCharge: 3
   colorMax: {r: 0, g: 1, b: 0, a: 1}
   colorMin: {r: 1, g: 0, b: 0, a: 1}
+--- !u!95 &2056559648
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+  m_AllowConstantClipSamplingOptimization: 1
+  m_KeepAnimatorControllerStateOnDisable: 0
 --- !u!4 &2079963337 stripped
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diff --git a/Assets/Scripts/Player/PlayerShotGunning.cs b/Assets/Scripts/Player/PlayerShotGunning.cs
index ef02c547ccf22e0b873a552546a662e6ce860fdf..a90f301caeeabd8f26499f839c3fb365dba0b0d1 100644
--- a/Assets/Scripts/Player/PlayerShotGunning.cs
+++ b/Assets/Scripts/Player/PlayerShotGunning.cs
@@ -4,11 +4,8 @@ using UnityEngine;
 
 public class PlayerShotGunning : MonoBehaviour, WeaponHandler
 {
-    [SerializeField]
-    private float damagePerShot = 30f;
-    [SerializeField]
-    private float timeBetweenBullets = 1f;
-    [SerializeField]
+    private float damagePerShot = 50f;
+    private float timeBetweenBullets = 0.8f;
     private float range = 100f;
     public GameObject prefabEffect;
 
diff --git a/Assets/Scripts/Player/PlayerWeapons.cs b/Assets/Scripts/Player/PlayerWeapons.cs
index 797e2064ce292422aff25b54a195a121a059c358..3d48abb5e0190b7cb8f241e446a6eef2b221f26e 100644
--- a/Assets/Scripts/Player/PlayerWeapons.cs
+++ b/Assets/Scripts/Player/PlayerWeapons.cs
@@ -53,12 +53,12 @@ public class PlayerWeapons : MonoBehaviour
             }
         }
 
-        if (Input.GetAxisRaw("Mouse ScrollWheel") > 0f)
+        if (Input.GetAxisRaw("Mouse ScrollWheel") < 0f)
         {
             IncrementIdxWeapon();
             SelectWeapon(idxWeapon);
         }
-        else if (Input.GetAxisRaw("Mouse ScrollWheel") < 0f)
+        else if (Input.GetAxisRaw("Mouse ScrollWheel") > 0f)
         {
             DecrementIdxWeapon();
             SelectWeapon(idxWeapon);
diff --git a/Assets/Scripts/Player/Weapons/PlayerBow.cs b/Assets/Scripts/Player/Weapons/PlayerBow.cs
index d6e6d056908eb5940732f515a46453033635daff..02f0a881ecb689dd99c42d84dc198b05de81f70f 100644
--- a/Assets/Scripts/Player/Weapons/PlayerBow.cs
+++ b/Assets/Scripts/Player/Weapons/PlayerBow.cs
@@ -39,11 +39,14 @@ public class PlayerBow : MonoBehaviour, WeaponHandler
         }
     }
 
+    private Animator animator;
+
     void Awake()
     {
         ResetCharge();
         chargeSlider.gameObject.SetActive(true);
         curArrow = Instantiate(playerArrowPrefab, arrowSpawnPoint);
+        animator = GetComponent<Animator>();
     }
 
     private void OnEnable()
@@ -103,9 +106,17 @@ public class PlayerBow : MonoBehaviour, WeaponHandler
     {
         var force = arrowSpawnPoint.TransformDirection(-200 * energy * level * Vector3.forward);
         curArrow.Shoot(force);
+        StartCoroutine(ShootAnim());
         curArrow = Instantiate(playerArrowPrefab, arrowSpawnPoint);
     }
 
+    IEnumerator ShootAnim()
+    {
+        this.animator.Play("Bow");
+        yield return new WaitForSeconds(1f / 6);
+        this.animator.Play("Idle");
+    }
+
     public bool IsReady()
     {
         return (!isReload && curArrow != null);