I'm making a top down game, and I want to edit my gun script so that instead of shooting at the surface my mouse points at, it shoots in the direction my mouse is moving. Here's the script:

--Variables
local Players = game:GetService("Players")
local player = game.Players.LocalPlayer
local character = player.Character
if not character then
	character = game.Players.LocalPlayer.ChildAdded:Wait()
end
local humanoid = character:WaitForChild("Humanoid")
local mouse = player:GetMouse()
local tool = script.Parent
local equipped = false
local UserInputService = game:GetService("UserInputService")
local mouseDown = false
local canPlay = true
local mouse = game.Players.LocalPlayer:GetMouse()
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local event = ReplicatedStorage:WaitForChild("DamageEvent")
local shootSound = tool.shoot
local reloadSound = tool.Reload
local equipSound = tool.Equip

local reloadAnim = Instance.new("Animation") --Animation Setup
reloadAnim.AnimationId = "rbxassetid://3193207881"
local reloadAnimTrack = humanoid:LoadAnimation(reloadAnim)
reloadAnimTrack.Priority = 2

local idleAnim = Instance.new("Animation") --Animation Setup
idleAnim.AnimationId = "rbxassetid://4475243520"
local idleAnimTrack = humanoid:LoadAnimation(idleAnim)
idleAnimTrack.Priority = 1
idleAnimTrack.Looped = true



local ammo = tool.Ammo.Value
local gui = tool.ak47Gui
local ammoLabel = gui.Frame.ammo
local reloading = false
--Gui invisible
gui.Parent = nil

--Setting up full auto
mouse.Button1Down:Connect(function() 
	mouseDown = true
end)
mouse.Button1Up:Connect(function()
	mouseDown = false
end)

--Setting up equipped / unequipped variables
tool.Equipped:Connect(function(mouse)
	equipSound:Play()
	equipped = true
	gui.Parent = player.PlayerGui
	script.Parent.Magazine.CanCollide = false
	script.Parent.Metal.CanCollide = false
	script.Parent.Select.CanCollide = false
	script.Parent.Slide.CanCollide = false
	script.Parent.Stock.CanCollide = false
	script.Parent.Wood.CanCollide = false
	script.Parent.Leather.CanCollide = false
	script.Parent.Handle.CanCollide = false
	script.Parent.aimPart.CanCollide = false
	script.Parent.shootPart.CanCollide = false
	
	idleAnimTrack:Play()
	
end)
tool.Unequipped:Connect(function(mouse)
	equipped = false
	gui.Parent = nil
	script.Parent.Magazine.CanCollide = true
	script.Parent.Metal.CanCollide = true
	script.Parent.Select.CanCollide = true
	script.Parent.Slide.CanCollide = true
	script.Parent.Stock.CanCollide = true
	script.Parent.Wood.CanCollide = true
	script.Parent.Leather.CanCollide = true
	script.Parent.Handle.CanCollide = true
	script.Parent.aimPart.CanCollide = true
	script.Parent.shootPart.CanCollide = true
	
	idleAnimTrack:Stop()
	
end)



--Key Press Functions
UserInputService.InputBegan:Connect(function(input, gameProcessed)
	if input.UserInputType == Enum.UserInputType.Keyboard and equipped == true then --Reload Function
		local keyPressed = input.KeyCode
		if keyPressed == Enum.KeyCode.R and reloading == false then
			reloading = true
			canPlay = false
			print("reloading!")
			reloadSound:Play()
			reloadAnimTrack:Play()
			wait(2.5)
			ammo = 30
			canPlay = true
			reloading = false
		end
	end
	if input.UserInputType == Enum.UserInputType.MouseButton2 and equipped == true then --Aim Function
		
	end
end)

--Equipped Functions
tool.Equipped:Connect(function()
	
	
	
	while true do
		if reloading == false then
			ammoLabel.Text = ammo --Updating Gui Text
		else
			ammoLabel.Text = "Reloading" --Updating Gui Text
		end
		wait()
		if mouseDown then --Shooting
			if equipped then
				if canPlay then
					if ammo >= 1 then
						canPlay = false
						
						local randomnum = math.random(1.5)-1
						local randomvector = Vector3.new(randomnum,randomnum,randomnum) --Spread
						
						local ray = Ray.new(tool.shootPart.CFrame.p, (mouse.Hit.p + randomvector - tool.shootPart.CFrame.p).unit * 300)
						local part, position = workspace:FindPartOnRay(ray, player.Character, false, true)
						
						local beam = Instance.new("Part", workspace) --Creating Ray
						beam.BrickColor = BrickColor.new("Brick yellow")
						beam.FormFactor = "Custom"
						beam.Material = "Neon"
						beam.Transparency = 0.5
						beam.Anchored = true
						beam.Locked = true
						beam.CanCollide = false
						
						local distance = (tool.shootPart.CFrame.p - position).magnitude
						beam.Size = Vector3.new(0.1, 0.1, distance)
						beam.CFrame = CFrame.new(tool.shootPart.CFrame.p, position) * CFrame.new(0, 0, -distance / 2)
						
						game:GetService("Debris"):AddItem(beam, 0.1)
						
						if part then
							local humanoid = part.Parent:FindFirstChild("Humanoid") --Checks for person
							
							if not humanoid then
								humanoid = part.Parent.Parent:FindFirstChild("Humanoid") --Checks for person
							end
							
							if humanoid then
								humanoid:TakeDamage(24) --Damages
								
								
								event:FireServer(humanoid)
								
							end
						end
						shootSound:Play() --Play sound
						ammo = ammo - 1 --Subtract ammo
						wait(0.1) --Firerate
						canPlay = true
					elseif reloading == false then --Reload Function
						reloadSound:Play()
						reloadAnimTrack:Play()
						reloading = true
						wait(2.5)
						ammo = 30
						canPlay = true
						reloading = false
					end
				end
			end
		end
	end
end)


Thanks.