initRayGun()
{
if(self.RayGunOn == 0)
{
self.RayGunOn = 1;
self thread doRayGun();
self iPrintlnbold("^5Ray Gun: ^2On");
}
else
{
self.RayGunOn = 0;
self notify("stop_RayGun");
self iPrintlnbold("^5Ray Gun: ^1Off");
}
}
doRayGun()
{
self endon("disconnect");
self endon("stop_RayGun");
level.waypointGreen = loadfx("misc/fx_equip_tac_insert_light_grn");
level._equipment_explode_fx = loadfx("explosions/fx_exp_equipment");
self.rGunNum = 0;
self.rGun[rGunNum] = undefined;
for(;
{
self waittill("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace(forward, end, false, self)["position"];
self.rGun[rGunNum] = spawnFx(level.waypointGreen, self.origin + (0, 0, 50), (0, 0, 1), (1, 0, 0));
self.rGun[rGunNum] moveto(ExpLocation, 0.1);
wait 0.11;
playfx(level._equipment_explode_fx, ExpLocation);
self.rGun[rGunNum] delete();
self.rGunNum++;
if(self.rGunNum == 200)
{
self.rGunNum = 0;
}
}
}
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