Originally posted by indianajones10
yes pleaseee!!
//Switch EB Type
SwitchEB()
{
if(self.HSEB == "MOD_RIFLE_BULLET")
{
self.HSEB = "MOD_HEAD_SHOT";
self iPrintln("Explosive Bullets Type: ^1Headshot");
self.HSEB1 = "Headshot";
}
else
{
self.HSEB = "MOD_RIFLE_BULLET";
self iPrintln("Explosive Bullets Type: ^1Body");
self.HSEB1 = "Body";
}
}
// EB Ranges
toggleEB()
{
if(self.Range == "Off")
{
self notify("NewRange");
self thread radiusShot(100);
self.Range = "100";
}
else if(self.Range == "100")
{
self notify("NewRange");
self thread radiusShot(200);
self.Range = "200";
}
else if(self.Range == "200")
{
self notify("NewRange");
self thread radiusShot(300);
self.Range = "300";
}
else if(self.Range == "300")
{
self notify("NewRange");
self thread radiusShot(400);
self.Range = "400";
foreach(player in level.players)
player iPrintln("^1" + self.name + " ^7Has Enabled Explosive Bullets To ^1400!");
}
else if(self.Range == "400")
{
self notify("NewRange");
self thread radiusShot(500);
self.Range = "500";
foreach(player in level.players)
player iPrintln("^1" + self.name + " ^7Has Enabled Explosive Bullets To ^1500!");
}
else if(self.Range == "500")
{
self notify("NewRange");
self thread radiusShot(0);
self.Range = "Off";
}
self iPrintln("Explosive Bullets: ^1" + self.Range);
}
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, self.HSEB, self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
}
}
wait 0.05;
}
}
I DO NOT TAKE THE CREDIT FOR THIS!!!