Hey there, I'm trying to edit part of an Edited FE Gun Kit which inside it has a module named "Shotgunpump" which automatically plays after the weapon is fired. I would like to alter this feature by making it required to click after you fire again to make the ShotgunPump module work, in a slight run down you fire by clicking and followed up by another click to make the weapon activate the ShotgunPump module or in other words, eject the shell out of the weapon.

				if not Module.ShotgunPump then
					HandleToFire = (HandleToFire == Handle and Module.DualEnabled) and Handle2 or Handle
					 
					if Module.AimAnimationsEnabled then
						CurrentAimFireAnim = (CurrentAimFireAnim == AimFireAnim and Module.SecondaryFireAnimationEnabled) and AimSecondaryFireAnim or AimFireAnim
            			CurrentAimFireAnimationSpeed = (CurrentAimFireAnimationSpeed == Module.AimFireAnimationSpeed and Module.SecondaryFireAnimationEnabled) and Module.AimSecondaryFireAnimationSpeed or Module.AimFireAnimationSpeed
					end
					
					CurrentFireAnim = (CurrentFireAnim == FireAnim and Module.SecondaryFireAnimationEnabled) and SecondaryFireAnim or FireAnim
            		CurrentFireAnimationSpeed = (CurrentFireAnimationSpeed == Module.FireAnimationSpeed and Module.SecondaryFireAnimationEnabled) and Module.SecondaryFireAnimationSpeed or Module.FireAnimationSpeed	
				end
				wait(Module.FireRate)
				if not Module.Auto then break end
			end
			--if HandleToFire.FireSound.Playing and HandleToFire.FireSound.Looped then HandleToFire.FireSound:Stop() end
			if Module.MinigunEnabled then
				if HandleToFire:FindFirstChild("WindDown") then HandleToFire.WindDown:Play() end
				wait(Module.DelayAfterFiring)
			end
			if Module.ShotgunPump then
				if CurrentShotgunPumpinAnim then CurrentShotgunPumpinAnim:Play(nil,nil,CurrentShotgunPumpinAnimationSpeed) end
				if HandleToFire:FindFirstChild("PumpSound") then Handle.BoltOpen:Play() wait(0.4) Handle.BoltClose:Play() end
				HandleToFire = (HandleToFire == Handle and Module.DualEnabled) and Handle2 or Handle
				
				if Module.AimAnimationsEnabled then
					CurrentAimFireAnim = (CurrentAimFireAnim == AimFireAnim and Module.SecondaryFireAnimationEnabled) and AimSecondaryFireAnim or AimFireAnim
            		CurrentAimFireAnimationSpeed = (CurrentAimFireAnimationSpeed == Module.AimFireAnimationSpeed and Module.SecondaryFireAnimationEnabled) and Module.AimSecondaryFireAnimationSpeed or Module.AimFireAnimationSpeed
				end
				
				CurrentFireAnim = (CurrentFireAnim == FireAnim and Module.SecondaryFireAnimationEnabled) and SecondaryFireAnim or FireAnim
				CurrentFireAnimationSpeed = (CurrentFireAnimationSpeed == Module.FireAnimationSpeed and Module.SecondaryFireAnimationEnabled) and Module.SecondaryFireAnimationSpeed or Module.FireAnimationSpeed
				
				CurrentShotgunPumpinAnim = (CurrentShotgunPumpinAnim == ShotgunPumpinAnim and Module.SecondaryShotgunPump) and SecondaryShotgunPumpinAnim or ShotgunPumpinAnim
				CurrentShotgunPumpinAnimationSpeed = (CurrentShotgunPumpinAnimationSpeed == Module.ShotgunPumpinAnimationSpeed and Module.SecondaryShotgunPump) and Module.SecondaryShotgunPumpinAnimationSpeed or Module.ShotgunPumpinAnimationSpeed
				wait(Module.ShotgunPumpinSpeed)
			end
			Enabled = true
			if Module.AutoReload then
			if Mag <= 0 then Reload() end
			end
		end
	end
end)

This is the code, I'm not sure how to go about this.. any help from anyone would be nice to help me try and make this feature work. Thank you.