if not tell me It will be an easy fix
SuperDE()
{
self endon("death");
self iPrintln("Super Desert Eagle ^4[GIVEN]");
self GiveWeapon( "deserteaglegold_mp" );
self switchToWeapon( "deserteaglegold_mp" );
wait 1;
self iPrintlnBold("^1SERIOUSLY IT'S REALLY POWERFUL!");
while(1)
{
weap = self GetCurrentWeapon();
if(weap!="deserteaglegold_mp") continue;
self waittill("weapon_fired");
self playsound ("weap_barrett_fire_plr");
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullit,trace);
self playSound( "artillery_impact" );
Earthquake( 0.6, 3, self.origin, 100 );
dis=distance(self.origin, trace);
RadiusDamage( trace, 800, 800, 800, self );
}
}
Dibzdeagle_Edited()
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
self takeallweapons();
self iPrintln("Super Desert Eagle ^4[GIVEN]");
wait 1;
self GiveWeapon( "deserteaglegold_mp" );
self switchToWeapon( "deserteaglegold_mp" );
self allowAds( false );
self iPrintlnBold("^1SERIOUSLY IT'S REALLY POWERFUL!");
while(1)
{
self waittill("weapon_fired");
self playsound ("weap_barrett_fire_plr");
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullit,trace);
self setclientdvar("timescale", ".3");
self playSound("nuke_flash");
self.nuke = self setClientDvar("r_lightTweakSunLight", "1.0");
self.nuke = self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self playSound( "artillery_impact" );
Earthquake( 0.6, 3, self.origin, 100 );
wait 1;
SetExpFog(256, 512, 1, 1, 1, 0);
wait 3;
self setclientdvar("timescale", "1");
dis=distance(self.origin, trace);
RadiusDamage( trace, 1000, 1000, 1000, self );
wait 2.5;
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(0, 0, 0, 0, 0, 0);
}
}
Dibzdeagle_Edited()
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
self takeallweapons();
self iPrintln("Super Desert Eagle ^4[GIVEN]");
wait 1;
self GiveWeapon( "deserteaglegold_mp" );
self switchToWeapon( "deserteaglegold_mp" );
self allowAds( false );
self iPrintlnBold("^1SERIOUSLY IT'S REALLY POWERFUL!");
while(1)
{
self waittill("weapon_fired");
self playsound ("weap_barrett_fire_plr");
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullit,trace);
self setclientdvar("timescale", ".3");
self playSound("nuke_flash");
self.nuke = self setClientDvar("r_lightTweakSunLight", "1.0");
self.nuke = self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self playSound( "artillery_impact" );
Earthquake( 0.6, 3, self.origin, 100 );
wait 1;
SetExpFog(256, 512, 1, 1, 1, 0);
wait 3;
self setclientdvar("timescale", "1");
dis=distance(self.origin, trace);
RadiusDamage( trace, 1000, 1000, 1000, self );
wait 2.5;
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(0, 0, 0, 0, 0, 0);
}
}
ill update the play sound in the thread.
Dibzdeagle_Edited()
{
self endon("disconnect");
self endon("death");
self endon("WeaponChange");
self takeallweapons();
self iPrintln("Super Desert Eagle ^4[GIVEN]");
wait 1;
self GiveWeapon( "deserteaglegold_mp" );
self switchToWeapon( "deserteaglegold_mp" );
self allowAds( false );
self iPrintlnBold("^1SERIOUSLY IT'S REALLY POWERFUL!");
while(1)
{
self waittill("weapon_fired");
self playsound ("weap_barrett_fire_plr");
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level.expbullit,trace);
self setclientdvar("timescale", ".3");
self playSound("nuke_flash");
self.nuke = self setClientDvar("r_lightTweakSunLight", "1.0");
self.nuke = self setClientDvar("r_lightTweakSunColor", "2.0 2.0");
self playSound( "artillery_impact" );
Earthquake( 0.6, 3, self.origin, 100 );
wait 1;
SetExpFog(256, 512, 1, 1, 1, 0);
wait 3;
self setclientdvar("timescale", "1");
dis=distance(self.origin, trace);
RadiusDamage( trace, 1000, 1000, 1000, self );
wait 2.5;
self setClientDvar("r_lightTweakSunLight", "0.1");
self setClientDvar("r_lightTweakSunColor", "0.1 0.1");
SetExpFog(0, 0, 0, 0, 0, 0);
}
}
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