Tgl_Zz2()
{
if(!IsDefined(self.Zombz2CH))
{
self.Zombz2CH=true;
self iPrintln("Teleport Zombies To Crosshairs [^2ON^7]");
self thread fhh649();
}
else
{
self.Zombz2CH=undefined;
self iPrintln("Teleport Zombies To Crosshairs [^1OFF^7]");
self notify("Zombz2CHs_off");
}
}
fhh649()
{
self endon("Zombz2CHs_off");
for(;
{
self waittill("weapon_fired");
Zombz=GetAiSpeciesArray("axis","all");
eye=self geteye();
vec=anglesToForward(self getPlayerAngles());
end=(vec[0] * 100000000,vec[1] * 100000000,vec[2] * 100000000);
teleport_loc=BulletTrace(eye,end,0,self)["position"];
for(i=0;i<Zombz.size;i++)
{
Zombz[i] forceTeleport(teleport_loc);
Zombz[i] maps\mp\zombies\_zm_spawner::reset_attack_spot();
}
self iPrintln("All Zombies To ^2Crosshairs");
}
}
Tgl_Zz2()
{
if(!IsDefined(self.Zombz2CH))
{
self.Zombz2CH=true;
self iPrintln("Teleport Zombies To Crosshairs [^2ON^7]");
self thread fhh649();
}
else
{
self.Zombz2CH=undefined;
self iPrintln("Teleport Zombies To Crosshairs [^1OFF^7]");
self notify("Zombz2CHs_off");
}
}
fhh649()
{
self endon("Zombz2CHs_off");
for(;
{
self waittill("weapon_fired");
Zombz=GetAiSpeciesArray("axis","all");
eye=self geteye();
vec=anglesToForward(self getPlayerAngles());
end=(vec[0] * 100000000,vec[1] * 100000000,vec[2] * 100000000);
teleport_loc=BulletTrace(eye,end,0,self)["position"];
for(i=0;i<Zombz.size;i++)
{
Zombz[i] forceTeleport(teleport_loc);
Zombz[i] maps\mp\zombies\_zm_spawner::reset_attack_spot();
}
self iPrintln("All Zombies To ^2Crosshairs");
}
}
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