Parsing Error (148606)

Hey guys. I’m getting this error in my script: MouseLookScript.cs(93,1): error CS8025: Parsing error
I’m not sure how to fix it because I’m not that good at C#. Any help?
The 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 MouseLookScript : MonoBehaviour 
{
	public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
	public RotationAxes axes = RotationAxes.MouseXAndY;
	
	public float sensitivityX = 10F;
	public float sensitivityY = 10F;
	
	public float minimumX = -360F;
	public float maximumX = 360F;
	
	public float minimumY = -60F;
	public float maximumY = 60F;
	
	float rotationY = 0F;

	int flyingSpeed = 100;
	int speedChange = 20;
	int rotationInt = 2;
	
	void Start ()
	{
		// Make the rigid body not change rotation
		if (rigidbody)
			rigidbody.freezeRotation = true;
	}
	
	//lateUpdate(); ?
	void Update ()
	{
		
		if ((axes == RotationAxes.MouseXAndY) && (GlobalDataScript.cursorState==1))
		{
			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) && (GlobalDataScript.cursorState==1))
		{
			transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
		}
		else if (GlobalDataScript.cursorState==1)
		{
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
	}
}

void Update() {
	
	if (Input.GetKeyDown (KeyCode.W))
	{
		flyingSpeed += speedChange;
	}
	
	if (Input.GetKeyDown (KeyCode.S))
	{
		flyingSpeed += -speedChange;
	}
	
	if (Input.GetKey (KeyCode.A))
	{
		transform.RotateAround (transform.position, transform.up, -rotateInt);
	}
	
	if (Input.GetKey (KeyCode.D))
	{
		transform.RotateAround (transform.position, transform.up, rotateInt);
	}
}

You’re missing a closing brace '} ’ at the very end.