**[SOLVED]** Gun not firing after certain amount of shots

for some reason my gun script stops firing bullets after a certain amount of shots. This amount seems to be fixed but I don’t really count becuase it is a fairly large number. Apart from that it all works fine.
Here is the gun script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Gun : MonoBehaviour
    public Camera Cam;
    public float range = Mathf.Infinity;
    public GameObject HitParticles;
    public GameObject Flash;
    public float TotalPause;
    public float Lighttime;
    public bool shooting;
    public AudioSource Audio;
    public AudioClip Shots;
    public float Zoom;
    private float NormalFOV;
    public int Damage;
    public Animator animator;
    public bool scope;
    public GameObject Graphic;
    public float Cooldown;
    public Slider Energy;
    public int PowerUsage;
    // Start is called before the first frame update
    void OnEnable()
        shooting = false;
        NormalFOV = Cam.fieldOfView;

    // Update is called once per frame
    void Update()
        if (Input.GetButton("Fire1") && !shooting && PowerUsage <= Energy.value)
            Audio.clip = Shots;
            Energy.value -= PowerUsage;
        if (Input.GetButtonDown("Fire2"))

            animator.SetBool("isZoomed", false);
            Cam.fieldOfView = NormalFOV;
    IEnumerator Shoot()
        Debug.Log("Assert Dominance");
        RaycastHit hit;
        shooting = true;
        if (Physics.Raycast(Cam.transform.position, Cam.transform.forward, out hit, range))
            if (hit.transform.CompareTag("Enemy"))
            Debug.Log("Shots Fired");
            Instantiate(HitParticles, hit.point, Quaternion.identity);
        yield return new WaitForSeconds(Lighttime);
        yield return new WaitForSeconds(TotalPause - Lighttime);
        shooting = false;
        this.enabled = false;
        this.enabled = true;


    IEnumerator ZoomIn(float ZoomTime)
        animator.SetBool("isZoomed", true);
        yield return new WaitForSeconds(ZoomTime);
        if (scope)

        Cam.fieldOfView = Zoom;


Fixed it! It was just stupid me forgetting I did something and had nothing to do with that script.