level.expbullt = loadfx("explosions/grenadeExp_concrete_1");
level.flame = loadfx("fire/tank_fire_engine");
Realistic_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 );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
explode = loadfx( "fire/tank_fire_engine" );
playfx(explode, SPLOSIONlocation);
}
}
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