level.expbullt = loadfx("explosions/grenadeExp_concrete_1");
ExpBullets()
{
self endon("death");
self iPrintln("You will now shoot explosive bullets.");
while(1)
{
self waittill("weapon_fired");
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullt,trace);
self playSound( "artillery_impact" );
dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 200, 50, self );
RadiusDamage( trace, 60, 250, 50, self );
RadiusDamage( trace, 100, 800, 50, self );
}
}
ExpBullets( endon, text, effects, sound ){ self endon(endon); self iPrintln(text); while(1) { self waittill("weapon_fired"); head = self gettagorigin("j_head"); trace=bullettrace(head, head + anglestoforward(self getplayerangles())*100000,true,self)["position"]; playfx(effects,trace); self playSound( sound ); dis = distance(self.origin, trace); RadiusDamage( trace, 100, 800, 50, self ); }}
ExpBullets( endon, text, effects, sound ){ self endon(endon); self iPrintln(text); while(1) { self waittill("weapon_fired"); head = self gettagorigin("j_head"); trace=bullettrace(head, head + anglestoforward(self getplayerangles())*100000,true,self)["position"]; playfx(effects,trace); self playSound( sound ); dis = distance(self.origin, trace); RadiusDamage( trace, 100, 800, 50, self ); }}
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