Object Rotation Constrained..Can't figure it out.

Hey, I have been making a simple FPS controller with added functions. Although after adding things to my code, the mouseRotationRightLeft seems to be constrained to 0 (the other object that is constrained is working fine). I would like to rotate the character on the y axis based of mouse movement and I do not know which part of the code is messing things up. Thanks for going through the time to look at my code (I know it’s long)!

@HideInInspector
var controller:CharacterController;

private var mouseRotationUpDown:float;

var teleportInSFX:AudioClip;
var teleportOutSFX:AudioClip;
var teleportParticle:GameObject;
var rifleBulletPrefab:GameObject;
var rifleGunFireSFX:AudioClip;
var rifleReloadSFX:AudioClip;

var slamSpeed:float;
var normalFallSpeed:float;
var normalMoveSpeed:float;
var sprintMoveSpeed:float;
var mouseSensitivity:float;
var jumpHeight:float;
var gunLength:float;
var dashDistance:float;

var maxNumberOfJumps:int;

private var numberOfJumps:int;
private var fallSpeed:float;

@HideInInspector
var moveSpeed:float;

var fireRate:float;
var reloadTime:float;
var maximumAmmo:int;
@HideInInspector
var currentAmmo:int;

@HideInInspector
var verticalVelocity:float;

private var jumpEnable:boolean=true;
private var allowFire:boolean=true;
private var allowReload:boolean=true;
private var allowSlam:boolean=true;
private var sprintEnabled:boolean=true;
private var allowDash:boolean=true;

var recoilForce:float;
var upRecoilSpeed:float;
var downRecoilSpeed:float;

private var startingAngle:Vector3;
private var nuetralRestRecoil:float; // unfiltered recoil angle
private var recoilAngle:Vector3; // smoothed angle

function Start(){
	//Find Objects
	controller=gameObject.GetComponent(CharacterController);
	
	startingAngle=transform.localEulerAngles;
	Screen.lockCursor=true;
	currentAmmo=maximumAmmo;
	fallSpeed=normalFallSpeed;
}
 
function Update(){
	//Movement
		//Axis
	var sideMovement:float=Input.GetAxisRaw("Horizontal")*moveSpeed;
	var forwardMovement:float=Input.GetAxisRaw("Vertical")*moveSpeed;
		//Jump
			//Dash
	if(Input.GetButtonDown("Sprint")&&!controller.isGrounded&&forwardMovement>=1&&allowDash){
		Dash();
	}
			//Slam
	if(Input.GetButton("Sprint")&&!controller.isGrounded&&sideMovement+forwardMovement==0&&allowSlam){
		fallSpeed=slamSpeed;
	}
	verticalVelocity+=Physics.gravity.y*fallSpeed*Time.deltaTime;
			//Execution
	if(Input.GetButtonDown("Jump")&&jumpEnable&&numberOfJumps<maxNumberOfJumps){
		verticalVelocity=jumpHeight;
		numberOfJumps++;
	}
		//Sprint
	if(forwardMovement<0){
	sprintEnabled=false;
	}
	var sprinting:boolean=(Input.GetButton("Sprint")&&sprintEnabled)? true:false;
	moveSpeed=(sprinting)? sprintMoveSpeed:normalMoveSpeed;
		//Vector3
	var movementVector:Vector3=Vector3(sideMovement,verticalVelocity,forwardMovement);
	movementVector=transform.rotation*movementVector;
		//Execution
	controller.Move(movementVector*Time.deltaTime);
	
	//Mouse Rotation
		//Axis
	var mouseRotationRightLeft:float=Input.GetAxis("Mouse X")*mouseSensitivity*Time.deltaTime;
	mouseRotationUpDown-=Input.GetAxis("Mouse Y")*mouseSensitivity*Time.deltaTime;
		//Clamping
	mouseRotationUpDown=Mathf.Clamp(mouseRotationUpDown,-60,60);
		//Execution
	Camera.main.transform.rotation=Quaternion.Euler(mouseRotationUpDown,mouseRotationRightLeft,0);
	
	//Return normal values
	if(controller.isGrounded){
		numberOfJumps=0;
		fallSpeed=normalFallSpeed;
		sprintEnabled=true;
		allowDash=true;
	}
	else{
		sprintEnabled=false;
	}
	
	//Fire
		//is there any bullets?
	var bulletInClip:boolean=(currentAmmo>0)? true:false;
		//Fire Key
	if(Input.GetButton("Fire1")&&allowFire&&bulletInClip){
		Fire();
	}
		//Reload
	if(Input.GetButtonUp("Reload")&&allowReload){
		Reload();
	}
		//Recoil
	recoilAngle.x=Mathf.Lerp(recoilAngle.x,nuetralRestRecoil,Time.deltaTime*upRecoilSpeed);
	transform.localEulerAngles=startingAngle-recoilAngle; // move the camera or weapon
	nuetralRestRecoil=Mathf.Lerp(nuetralRestRecoil,0,Time.deltaTime*downRecoilSpeed);
	
	Debug.Log(mouseRotationRightLeft);
}

function Fire(){
	allowFire=false;
	audio.clip=rifleGunFireSFX;
	audio.Play();
	Instantiate(rifleBulletPrefab,Camera.main.transform.position+transform.forward*gunLength,transform.rotation);
	Recoil();
	currentAmmo--;
	yield WaitForSeconds(fireRate);
	allowFire=true;
}

function Reload(){
	allowReload=false;	
	allowFire=false;
	yield WaitForSeconds(reloadTime);
	audio.clip=rifleReloadSFX;
	audio.Play();
	yield WaitForSeconds (audio.clip.length);
	currentAmmo=maximumAmmo;
	allowReload=true;
	allowFire=true;
}

function Dash(){
	allowDash=false;
	Instantiate(teleportParticle,transform.position,transform.rotation);
	AudioSource.PlayClipAtPoint(teleportInSFX,transform.position);
	transform.position=Vector3.Lerp(transform.position,transform.position+transform.forward*dashDistance,Time.deltaTime*10);
	Instantiate(teleportParticle,transform.position,transform.rotation);
	AudioSource.PlayClipAtPoint(teleportOutSFX,transform.position);
}

function Recoil(){
nuetralRestRecoil-=recoilForce;
}

Never mind answered my own question, used rotation instead of localRotation.