FP controller look when button pressed

Hi guys, so I’m trying to modify the first person controller so only when “Fire1” is pressed and held the camera moves, and if its not, it does. By moves I dont mean moves forwards, I mean looks at the mouse. SO far I’ve gotten half way there, but no matter what I do, it always seems to follow the mouse on the X axis (so looking up and down), whether fire1 is pressed or not. Its fine with the other axis. Heres my script, as I said its just a lightly modified version of the MouseLook script.

using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
///   -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLookCntrl : MonoBehaviour {
   
    public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
    public RotationAxes axes = RotationAxes.MouseXAndY;
    public float sensitivityX = 15F;
    public float sensitivityY = 15F;
   
    public float minimumX = -360F;
    public float maximumX = 360F;
   
    public float minimumY = -60F;
    public float maximumY = 60F;
   
    float rotationY = 0F;
   
    void Update ()
    {
                if (Input.GetButton ("Fire1")) {
                        if (axes == RotationAxes.MouseXAndY) {
                                float rotationX = transform.localEulerAngles.y + Input.GetAxis ("Mouse X") * sensitivityX;
           
                                rotationY += Input.GetAxis ("Mouse Y") * sensitivityY;
                                rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
           
                                transform.localEulerAngles = new Vector3 (-rotationY, rotationX, 0);
                        } else if (axes == RotationAxes.MouseX) {
                                transform.Rotate (0, Input.GetAxis ("Mouse X") * sensitivityX, 0);
                        } else {
                                rotationY += Input.GetAxis ("Mouse Y") * sensitivityY;
                                rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
           
                                transform.localEulerAngles = new Vector3 (-rotationY, transform.localEulerAngles.y, 0);
                        }
                }
        }
   
    void Start ()
    {
        // Make the rigid body not change rotation
        if (GetComponent<Rigidbody>())
            GetComponent<Rigidbody>().freezeRotation = true;
    }
}

Ignore how the name is Cntrl, at this point I dont care which button is pressed since I can easily change that. And yes, I’ve tried pressing cntrl, left mouse button, whatever.

So, what am I doing wrong? Im sure its an easy fix, but I can for the life of me find it.

Bump?