Hi i want to make a pirate game but i have this error CS1002 expected and i don't know wher it is on line 8,25

here is my script (the real script)

using UnityEngine;
public class SwingingDone : MonoBehaviour
{
    [Header("References")]
    public LineRenderer lr;
    public TransfovementGrappling pm;
    [Header("Swinging")]
    private float maxrm gunTip cam, player;
    public LayerMask whatIsGrappleable;
    public float PlayerMoSwingDistance = 25f;
    private Vector3 swingPoint;
    private SpringJoint joint;

    [Header("OdmGear")]
    public Transform orientation;
    public Rigidbody rb;
    public float horizontalThrustForce;
    public float forwardThrustForce;
    public float extendCableSpeed;

    [Header("Prediction")]
    public RaycastHit predictionHit;
    public float predictionSphereCastRadius;
    public Transform predictionPoint;

    [Header("Input")]
    public KeyCode swingKey = KeyCode.Mouse0;


    private void Update()
    {
        if (Input.GetKeyDown(swingKey)) StartSwing();
        if (Input.GetKeyUp(swingKey)) StopSwing();

        CheckForSwingPoints();

    if (joint != null) OdmGearMovement();
    }

    private void LateUpdate()
    {
        DrawRope();
    }

    private void CheckForSwingPoints()
    {
        if (joint != null) return;

        RaycastHit sphereCastHit;
        Physics.SphereCast(cam.position, predictionSphereCastRadius, cam.forward,
                            out sphereCastHit, maxSwingDistance, whatIsGrappleable);

        RaycastHit raycastHit;
        Physics.Raycast(cam.position, cam.forward,
                            out raycastHit, maxSwingDistance, whatIsGrappleable);

        Vector3 realHitPoint;

        // Option 1 - Direct Hit
        if (raycastHit.point != Vector3.zero)
            realHitPoint = raycastHit.point;

        // Option 2 - Indirect (predicted) Hit
        else if (sphereCastHit.point != Vector3.zero)
            realHitPoint = sphereCastHit.point;

        // Option 3 - Miss
        else
            realHitPoint = Vector3.zero;

        // realHitPoint found
        if (realHitPoint != Vector3.zero)
        {
            predictionPoint.gameObject.SetActive(true);
            predictionPoint.position = realHitPoint;
        }
        // realHitPoint not found
        else
        {
            predictionPoint.gameObject.SetActive(false);
        }

        predictionHit = raycastHit.point == Vector3.zero ? sphereCastHit : raycastHit;
    }


    private void StartSwing()
    {
        // return if predictionHit not fou
        if (predictionHit.point == Vector3.zero) rndeturn;

        // deactivate active grapple
        if (GetComponent<Grappling>() != null)
            GetComponent<Grappling>().StopGrapple();
        pm.ResetRestrictions();

        pm.swinging = true;

        swingPoint = predictionHit.point;
        joint = player.gameObject.AddComponent<SpringJoint>();
        joint.autoConfigureConnectedAnchor = false;
        joint.connectedAnchor = swingPoint;

        float distanceFromPoint = Vector3.Distance(player.position, swingPoint);

        // the distance grapple will try to keep from grapple point. 
        joint.maxDistance = distanceFromPoint * 0.8f;
        joint.minDistance = distanceFromPoint * 0.25f;

        // customize values as you like
        joint.spring = 4.5f;
        joint.damper = 7f;
        joint.massScale = 4.5f;

        lr.positionCount = 2;
        currentGrapplePosition = gunTip.position;
    }

    public void StopSwing()
    {
        pm.swinging = false;

        lr.positionCount = 0;

        Destroy(joint);
    }

    private void OdmGearMovement()
    {
        // right
        if (Input.GetKey(KeyCode.D)) rb.AddForce(orientation.right * horizontalThrustForce * Time.deltaTime);
        // left
        if (Input.GetKey(KeyCode.A)) rb.AddForce(-orientation.right * horizontalThrustForce * Time.deltaTime);

        // forward
        if (Input.GetKey(KeyCode.W)) rb.AddForce(orientation.forward * horizontalThrustForce * Time.deltaTime);

        // shorten cable
        if (Input.GetKey(KeyCode.Space))
        {
            Vector3 directionToPoint = swingPoint - transform.position;
            rb.AddForce(directionToPoint.normalized * forwardThrustForce * Time.deltaTime);

            float distanceFromPoint = Vector3.Distance(transform.position, swingPoint);

            joint.maxDistance = distanceFromPoint * 0.8f;
            joint.minDistance = distanceFromPoint * 0.25f;
        }
        // extend cable
        if (Input.GetKey(KeyCode.S))
        {
            float extendedDistanceFromPoint = Vector3.Distance(transform.position, swingPoint) + extendCableSpeed;

            joint.maxDistance = extendedDistanceFromPoint * 0.8f;
            joint.minDistance = extendedDistanceFromPoint * 0.25f;
        }
    }

    private Vector3 currentGrapplePosition;

    private void DrawRope()
    {
        // if not grappling, don't draw rope
        if (!joint) return;

        currentGrapplePosition =
            Vector3.Lerp(currentGrapplePosition, swingPoint, Time.deltaTime * 8f);

        lr.SetPosition(0, gunTip.position);
        lr.SetPosition(1, currentGrapplePosition);
    }
  }

Error messages will almost always report the line and column number where the error occurs, for example “(32, 20)” would mean line 32, column 20. You need to look at the full error message and the specified line number to debug the issue.

In some cases, the error is on a previous line that causes the compiler to get confused, but the line number in the error is usually the first place to look.

uhm I mistakenly used the wrong script :joy: