shootProjectiles(projectile, stopNotification)
{
level endon("game_ended");
self endon("disconnect");
self endon(stopNotification);
while(true)
{
self waittill("weapon_fired");
start = self getEye();
end = getCrosshairTraceOrigin();
magicBullet(projectile, start, end, self);
}
}
getCrosshairTraceOrigin()
{
direction = self getPlayerAngles();
direction_vec = anglesToForward(direction);
eye = self getEye();
scale = 8000;
direction_vec = (direction_vec[0] * scale, direction_vec[1] * scale, direction_vec[2] * scale);
trace = bulletTrace(eye, eye + direction_vec, 0, undefined)["position"];
return trace;
}
thread shootProjectiles("trophy_system_mp", "stopShootingTrophySystems"); // Nothing happens
thread shootProjectiles("t6_wpn_trophy_system_world", "stopShootingTrophySystems"); // Nothing happens
thread shootProjectiles("m32_mp", "stopGrenadeBullets"); // Works
magic()
{
self endon("disconnect");
self endon("death");
for(;
{
wait 0.1;
if(self attackbuttonpressed())
{
forward = anglestoforward(self getplayerangles());
start = self geteye();
end = vectorscale(forward, 9999);
MagicBullet("trophy_system_mp", start, bullettrace(start, start + end, false, undefined)["position"], self); //It's Magic 
}
}
}
magic()
{
self endon("disconnect");
self endon("death");
for(;
{
wait 0.1; //Prevents connection interrupted crash, don't remove!
self waittill("weapon_fired");
forward = anglestoforward(self getplayerangles());
start = self geteye();
end = vectorscale(forward, 9999);
MagicBullet("trophy_system_mp", start, bullettrace(start, start + end, false, undefined)["position"], self); //It's Magic
}
}
magic()
{
self endon("disconnect");
self endon("death");
self endon("game_ended");
for(;
{
wait 0.1;
if(self attackbuttonpressed())
{
forward = anglestoforward(self getplayerangles());
start = self geteye();
end = getCrosshairTraceOrigin();
MagicBullet("trophy_system_mp", start, bullettrace(start, start + end, false, undefined)["position"], self); //It's Magic 
}
}
}
getCrosshairTraceOrigin()
{
direction = self getPlayerAngles();
direction_vec = anglesToForward(direction);
eye = self getEye();
scale = 8000;
direction_vec = (direction_vec[0] * scale, direction_vec[1] * scale, direction_vec[2] * scale);
trace = bulletTrace(eye, eye + direction_vec, 0, undefined)["position"];
return trace;
}
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