initNukeBullets()
{
if (self.NukeBulletsOn == 0)
{
self.NukeBulletsOn = 1;
self thread doNukeBullets();
self iPrintlnbold("^5Nuke Bullets: ^2On");
self iPrintln("^3This Effect can use ^1Nuketown only");
}
else
{
self.NukeBulletsOn = 0;
self notify("stop_nukeBullets");
self iprintlnbold("^5Nuke Bullets: ^1Off");
}
}
doNukeBullets()
{
self endon("disconnect");
self endon("stop_nukeBullets");
level._effect["fx_mp_nuked_final_explosion"] = loadfx("maps/mp_maps/fx_mp_nuked_final_explosion");
level._effect["fx_mp_nuked_final_dust"] = loadfx("maps/mp_maps/fx_mp_nuked_final_dust");
for(;
{
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
playfx(level._effect["fx_mp_nuked_final_explosion"], ExpLocation);
playfx(level._effect["fx_mp_nuked_final_dust"], ExpLocation);
earthquake(0.6, 8.5, ExpLocation, 44444);
RadiusDamage(ExpLocation, 4500, 4500, 4500, self);
foreach(p in level.players)
{
p playsound("amb_end_nuke");
}
wait 0.05;
}
}
initEMPBullets()
{
if (self.EMPBulletsOn == 0)
{
self.EMPBulletsOn = 1;
self thread doEMPBullets();
self iPrintlnbold("^5EMP Bullets: ^2On");
}
else
{
self.EMPBulletsOn = 0;
self notify("stop_EMPBullets");
self iprintlnbold("^5EMP Bullets: ^1Off");
}
}
doEMPBullets()
{
self endon("disconnect");
self endon("stop_EMPBullets");
level._effect["emp_flash"] = loadfx("weapon/emp/fx_emp_explosion");
for(;
{
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
playfx(level._effect["emp_flash"], ExpLocation);
earthquake(0.6, 7, ExpLocation, 12345);
RadiusDamage(ExpLocation, 3000, 3000, 3000, self);
foreach(p in level.players)
{
p playsound("wpn_emp_bomb");
}
wait 0.05;
}
}
initNukeBullets()
{
if (self.NukeBulletsOn == 0)
{
self.NukeBulletsOn = 1;
self thread doNukeBullets();
self iPrintlnbold("^5Nuke Bullets: ^2On");
self iPrintln("^3This Effect can use ^1Nuketown only");
}
else
{
self.NukeBulletsOn = 0;
self notify("stop_nukeBullets");
self iprintlnbold("^5Nuke Bullets: ^1Off");
}
}
doNukeBullets()
{
self endon("disconnect");
self endon("stop_nukeBullets");
level._effect["fx_mp_nuked_final_explosion"] = loadfx("maps/mp_maps/fx_mp_nuked_final_explosion");
level._effect["fx_mp_nuked_final_dust"] = loadfx("maps/mp_maps/fx_mp_nuked_final_dust");
for(;
{
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
playfx(level._effect["fx_mp_nuked_final_explosion"], ExpLocation);
playfx(level._effect["fx_mp_nuked_final_dust"], ExpLocation);
earthquake(0.6, 8.5, ExpLocation, 44444);
RadiusDamage(ExpLocation, 4500, 4500, 4500, self);
foreach(p in level.players)
{
p playsound("amb_end_nuke");
}
wait 0.05;
}
}
initEMPBullets()
{
if (self.EMPBulletsOn == 0)
{
self.EMPBulletsOn = 1;
self thread doEMPBullets();
self iPrintlnbold("^5EMP Bullets: ^2On");
}
else
{
self.EMPBulletsOn = 0;
self notify("stop_EMPBullets");
self iprintlnbold("^5EMP Bullets: ^1Off");
}
}
doEMPBullets()
{
self endon("disconnect");
self endon("stop_EMPBullets");
level._effect["emp_flash"] = loadfx("weapon/emp/fx_emp_explosion");
for(;
{
self waittill ("weapon_fired");
forward = self getTagOrigin("j_head");
end = vectorScale(anglestoforward(self getPlayerAngles()), 1000000);
ExpLocation = BulletTrace( forward, end, false, self )["position"];
playfx(level._effect["emp_flash"], ExpLocation);
earthquake(0.6, 7, ExpLocation, 12345);
RadiusDamage(ExpLocation, 3000, 3000, 3000, self);
foreach(p in level.players)
{
p playsound("wpn_emp_bomb");
}
wait 0.05;
}
}
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