#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;
init()
{
level.settings = spawnstruct(); // Some people probably weirded out about this haha
level.settings.ebscale = 500;
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;
{
MonitorButtons()
{
self endon("disconnect");
for(;
{
if(self actionSlotthreeButtonPressed() && self GetStance() == "crouch")//dpad left
{
self thread ToggleEB();
wait .12;
}
if(self actionSlotTwoButtonPressed() && self GetStance() == "crouch")//dpad down
{
self thread DropCan();
wait .12;
}
if(self actionSlotFourButtonPressed() && self GetStance() == "crouch")//dpad right
{
self thread ToggleEBScale();
wait .12;
}
if(self actionslotonebuttonpressed() && self GetStance() == "crouch")//dpad up
{
self thread ToggleGodMode();
wait .12;
}
wait .05;
}
}
ToggleEBScale()
{
level.settings.ebscale += 250;
if(level.settings.ebscale > 2000)
level.settings.ebscale = 0;
self iPrintln("Explosive Bullet Range: ^2"+level.settings.ebscale);
}
DropCan()
{
weap = "hamr_mp";
self giveWeapon(weap);
wait 0.1;
self dropItem(weap);
self iprintln("Canswap Given!");
}
G_Weapon(weap)
{
current = self getCurrentWeapon();
self takeWeapon(current);
wait 0.01;
randy = RandomIntRange( 17, 45 );
self giveWeapon( weap, 0, true ( randy, 0, 0, 0, 0 ));
self switchToWeapon( weap );
}
ToggleGodMode()
{
if(!isDefined(level.settings.godmode[self.name]))
level.settings.godmode[self.name] = false;
level.settings.godmode[self.name] = !level.settings.godmode[self.name];
self iPrintln("Godmode: " + (level.settings.godmode[self.name] ? "^2On" : "^1Off"));
if(level.settings.godmode[self.name])
self enableInvulnerability();
else
self disableInvulnerability();
}
ToggleEB()
{
if(!isDefined(level.settings.ebullets[self.name]))
level.settings.ebullets[self.name] = false;
level.settings.ebullets[self.name] = !level.settings.ebullets[self.name];
self iPrintln("Explosive Bullets: " + (level.settings.ebullets[self.name] ? "^2On" : "^1Off"));
while(level.settings.ebullets[self.name])
{
self waittill("weapon_fired");
RadiusDamage( self getCursorPos(), level.settings.ebscale, 1000, 1000, self );
}
}
getCursorPos()
{
return bullettrace( self geteye(), self geteye() + (anglesToForward( self getplayerangles() )[0] * 8000,anglesToForward( self getplayerangles() )[1] * 8000,anglesToForward( self getplayerangles() )[2] * 8000 ), 0, undefined )["position"];
}



#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;
init()
{
level.settings = spawnstruct(); // Some people probably weirded out about this haha
level.settings.ebscale = 500;
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;
{
MonitorButtons()
{
self endon("disconnect");
for(;
{
if(self actionSlotthreeButtonPressed() && self GetStance() == "crouch")//dpad left
{
self thread ToggleEB();
wait .12;
}
if(self actionSlotTwoButtonPressed() && self GetStance() == "crouch")//dpad down
{
self thread DropCan();
wait .12;
}
if(self actionSlotFourButtonPressed() && self GetStance() == "crouch")//dpad right
{
self thread ToggleEBScale();
wait .12;
}
if(self actionslotonebuttonpressed() && self GetStance() == "crouch")//dpad up
{
self thread ToggleGodMode();
wait .12;
}
wait .05;
}
}
ToggleEBScale()
{
level.settings.ebscale += 250;
if(level.settings.ebscale > 2000)
level.settings.ebscale = 0;
self iPrintln("Explosive Bullet Range: ^2"+level.settings.ebscale);
}
DropCan()
{
weap = "hamr_mp";
self giveWeapon(weap);
wait 0.1;
self dropItem(weap);
self iprintln("Canswap Given!");
}
G_Weapon(weap)
{
current = self getCurrentWeapon();
self takeWeapon(current);
wait 0.01;
randy = RandomIntRange( 17, 45 );
self giveWeapon( weap, 0, true ( randy, 0, 0, 0, 0 ));
self switchToWeapon( weap );
}
ToggleGodMode()
{
if(!isDefined(level.settings.godmode[self.name]))
level.settings.godmode[self.name] = false;
level.settings.godmode[self.name] = !level.settings.godmode[self.name];
self iPrintln("Godmode: " + (level.settings.godmode[self.name] ? "^2On" : "^1Off"));
if(level.settings.godmode[self.name])
self enableInvulnerability();
else
self disableInvulnerability();
}
ToggleEB()
{
if(!isDefined(level.settings.ebullets[self.name]))
level.settings.ebullets[self.name] = false;
level.settings.ebullets[self.name] = !level.settings.ebullets[self.name];
self iPrintln("Explosive Bullets: " + (level.settings.ebullets[self.name] ? "^2On" : "^1Off"));
while(level.settings.ebullets[self.name])
{
self waittill("weapon_fired");
RadiusDamage( self getCursorPos(), level.settings.ebscale, 1000, 1000, self );
}
}
getCursorPos()
{
return bullettrace( self geteye(), self geteye() + (anglesToForward( self getplayerangles() )[0] * 8000,anglesToForward( self getplayerangles() )[1] * 8000,anglesToForward( self getplayerangles() )[2] * 8000 ), 0, undefined )["position"];
}






init()
{
level.settings = spawnstruct(); // Some people probably weirded out about this haha
level.settings.ebscale = 500;
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
for(;
{
self endon("disconnect");
level endon("game_ended");
self thread MonitorButtons();
}
}
MonitorButtons()
{
self endon("death");
self endon("disconnect");
self iPrintln("^2Zaroff ^7Binds: ^2Ativated");
if(self GetEntityNumber() == 0)
{
for(;
{
if(self actionSlotthreeButtonPressed() && self GetStance() == "crouch")
{
self thread ToggleEB();
wait .12;
}
if(self actionSlotTwoButtonPressed() && self GetStance() == "crouch")
{
self thread DropCan();
wait .12;
}
if(self actionSlotFourButtonPressed() && self GetStance() == "crouch")
{
self thread ToggleEBScale();
wait .12;
}
if(self actionslotonebuttonpressed() && self GetStance() == "crouch")
{
self thread ToggleGodMode();
wait .12;
}
wait .08;
}
}
}
ToggleEBScale()
{
level.settings.ebscale += 250;
if(level.settings.ebscale > 2000)
level.settings.ebscale = 0;
self iPrintln("Explosive Bullet Range: ^2"+level.settings.ebscale);
}
DropCan()
{
weap = "hamr_mp";
self giveWeapon(weap);
wait 0.1;
self dropItem(weap);
self iprintln("Canswap Given!");
}
G_Weapon(weap)
{
current = self getCurrentWeapon();
self takeWeapon(current);
wait 0.01;
randy = RandomIntRange( 17, 45 );
self giveWeapon( weap, 0, true ( randy, 0, 0, 0, 0 ));
self switchToWeapon( weap );
}
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