#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;
init()
{
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;
{
self waittill("spawned_player");
self thread MonitorButtons();
}
}
MonitorButtons()
{
self endon("disconnect");
for(;
{
if(self actionSlotTwoButtonPressed() && self meleebuttonpressed())//dpad down
{
self thread radiusShot(150);
wait .12;
}
}
}
radiusShot(range)
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "NewRange" );
for(;
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(ExpLocation, player getTagOrigin("pelvis"), aimAt getTagOrigin("pelvis")))
aimAt = player;
}
else aimAt = player;
}
if(distance( aimAt.origin, ExpLocation ) < range)
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2000000, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
}
}
wait 0.05;
}
}
#include maps\mp\_utility;
#include common_scripts\utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_hud_message;
init()
{
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;
{
level waittill("connected", player);
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;
{
self waittill("spawned_player");
self thread MonitorButtons();
}
}
MonitorButtons()
{
self endon("disconnect");
for(;
{
if(self actionSlotTwoButtonPressed() && self meleebuttonpressed())//dpad down
{
self thread radiusShot(150);
wait .12;
}
}
}
radiusShot(range)
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "NewRange" );
for(;
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
if(closer(ExpLocation, player getTagOrigin("pelvis"), aimAt getTagOrigin("pelvis")))
aimAt = player;
}
else aimAt = player;
}
if(distance( aimAt.origin, ExpLocation ) < range)
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 2000000, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
}
}
wait 0.05;
}
}
MonitorButtons()
{
self endon("disconnect");
for(;
{
if(self actionSlotTwoButtonPressed() && self meleebuttonpressed())//dpad down
{
self thread radiusShot(150);
wait .12;
}
wait 0.05
}
}
MonitorButtons()
{
self endon("disconnect");
for(;
{
if(self actionSlotTwoButtonPressed() && self meleebuttonpressed())//dpad down
{
self thread radiusShot(150);
wait .12;
}
wait 0.05
}
}
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