else if(self.ebRange == "Everywhere")
{
self notify("NewRange");
self thread radiusShot(10);
self.ebRange = "Hitmarker";
}
else if(self.ebRange == "Everywhere")
{
self notify("NewRange");
self thread radiusShot(10,500);
self.ebRange = "Hitmarker";
}
EBBlabla(range)
{
if(range == 0)
{
self.Range = "Off";
self notify("NewRange");
self iPrintln("Explosive Bullets: Off");
}
else
if(range == 250)
{
self.Range = "On";
self notify ("NewRange");
self thread radiusShots(250);
self iPrintln("Explosive Bullets: Close");
}
else
if(range == 500)
{
self.Range = "On";
self notify ("NewRange");
self thread radiusShots(500);
self iPrintln("Explosive Bullets: Strong");
}
else
if(range == 800000)
{
self.Range = "On";
self notify ("NewRange");
self thread radiusShots(800000);
self iprintln("Explosive Bullets: Everywhere");
}
else
if(range == 2)
{
self.Range = "On";
self notify ("NewRange");
self thread hitTassus();
self iPrintln("Explosive Bullets: Hitmarker");
}
else
if(range == 1)
{
self.Range = "On";
self notify ("NewRange");
self thread Crosshairs();
self iPrintln("Explosive Bullets: Crosshair");
}
}
radiusShots(range)
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "NewRange" );
for(;
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_hip_le");
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(!self adsbuttonpressed())
{
if(distance( aimAt.origin, ExpLocation ) < range)
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
aimAt thread bleedDeathHS();
}
else
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
aimAt thread bleedDeath();
}
}
}
wait 0.05;
}
wait 0.05;
}
}
Crosshairs()
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon("NewRange");
for(;
{
aimAt = undefined;
self waittill ("weapon_fired");
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
aimAt = player;
}
else aimAt = player;
}
if(!self adsbuttonpressed())
{
if(isRealistic(aimAt))
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 173842069, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
aimAt thread bleedDeathHS();
}
else
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 173842069, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
aimAt thread bleedDeath();
}
}
}
}
}
wait 0.05;
}
hitTassus()
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "NewRange" );
for(;
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_hip_le");
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))
{
aimAt = player;
}
else aimAt = player;
}
if(!self adsbuttonpressed())
{
if(distance( aimAt.origin, ExpLocation ) < 500)
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 1, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
}
else
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 1, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
}
}
}
wait 0.05;
}
wait 0.05;
}
}
isRealistic(greasyNerd)
{
self.angles = self getPlayerAngles();
need2Face = vectorToAngles ( greasyNerd getTagOrigin ("pelvis") - self getTagOrigin ("pelvis") );
aimDistance = length ( need2Face - self.angles );
if(aimDistance < 20)
return true;
else
return false;
}
bleedDeath()
{
playFx(level._effect["blood"], self getTagOrigin("pelvis"));
}
bleedDeathHS()
{
playFx(level._effect["blood"], self getTagOrigin("j_head"));
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
level._effect["blood"] = loadfx("impacts/fx_flesh_hit_body_fatal_exit");
EBBlabla(range)
{
if(range == 0)
{
self.Range = "Off";
self notify("NewRange");
self iPrintln("Explosive Bullets: Off");
}
else
if(range == 250)
{
self.Range = "On";
self notify ("NewRange");
self thread radiusShots(250);
self iPrintln("Explosive Bullets: Close");
}
else
if(range == 500)
{
self.Range = "On";
self notify ("NewRange");
self thread radiusShots(500);
self iPrintln("Explosive Bullets: Strong");
}
else
if(range == 800000)
{
self.Range = "On";
self notify ("NewRange");
self thread radiusShots(800000);
self iprintln("Explosive Bullets: Everywhere");
}
else
if(range == 2)
{
self.Range = "On";
self notify ("NewRange");
self thread hitTassus();
self iPrintln("Explosive Bullets: Hitmarker");
}
else
if(range == 1)
{
self.Range = "On";
self notify ("NewRange");
self thread Crosshairs();
self iPrintln("Explosive Bullets: Crosshair");
}
}
radiusShots(range)
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "NewRange" );
for(;
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_hip_le");
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(!self adsbuttonpressed())
{
if(distance( aimAt.origin, ExpLocation ) < range)
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
aimAt thread bleedDeathHS();
}
else
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 124129412, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
aimAt thread bleedDeath();
}
}
}
wait 0.05;
}
wait 0.05;
}
}
Crosshairs()
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon("NewRange");
for(;
{
aimAt = undefined;
self waittill ("weapon_fired");
foreach(player in level.players)
{
if((player == self) || (!isAlive(player)) || (level.teamBased && self.pers["team"] == player.pers["team"]))
continue;
if(isDefined(aimAt))
{
aimAt = player;
}
else aimAt = player;
}
if(!self adsbuttonpressed())
{
if(isRealistic(aimAt))
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 173842069, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
aimAt thread bleedDeathHS();
}
else
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 173842069, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
aimAt thread bleedDeath();
}
}
}
}
}
wait 0.05;
}
hitTassus()
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "NewRange" );
for(;
{
aimAt = undefined;
self waittill ("weapon_fired");
forward = self getTagOrigin("j_hip_le");
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))
{
aimAt = player;
}
else aimAt = player;
}
if(!self adsbuttonpressed())
{
if(distance( aimAt.origin, ExpLocation ) < 500)
{
weaponclass = getweaponclass(self getCurrentWeapon());
if (weaponclass == "weapon_sniper")
{
x = randomInt(10);
if(x==1)
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 1, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
}
else
{
aimAt thread [[level.callbackPlayerDamage]]( self, self, 1, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "pelvis", 0, 0 );
}
}
}
wait 0.05;
}
wait 0.05;
}
}
isRealistic(greasyNerd)
{
self.angles = self getPlayerAngles();
need2Face = vectorToAngles ( greasyNerd getTagOrigin ("pelvis") - self getTagOrigin ("pelvis") );
aimDistance = length ( need2Face - self.angles );
if(aimDistance < 20)
return true;
else
return false;
}
bleedDeath()
{
playFx(level._effect["blood"], self getTagOrigin("pelvis"));
}
bleedDeathHS()
{
playFx(level._effect["blood"], self getTagOrigin("j_head"));
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
level._effect["blood"] = loadfx("impacts/fx_flesh_hit_body_fatal_exit");
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