Crossbow()
{
self endon("death");
self endon("disconnect");
self takeallweapons();
self thread Crossbow_sights();
self iprintlnbold ("^3Crossbow Givin");
self iprintlnbold ("^2Only Shoot 1 At A Time");
wait 0.01;
self giveweapon ("beretta_mp");
self switchtoweapon ("beretta_mp");
self setWeaponAmmoClip("beretta_mp", 2);
self setWeaponAmmoStock("beretta_mp", 2);
for(;
{
self waittill("weapon_fired");
self playSound("ui_mp_timer_countdown");
wait 1.2;
self playSound("ui_mp_timer_countdown");
wait 1.2;
self playSound("ui_mp_timer_countdown");
wait 0.01;
self playSound("ui_mp_timer_countdown");
wait 0.4;
self playSound("mp_ingame_summary");
wait 0.2;
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, 300, 10, self );
RadiusDamage( trace, 120, 350, 199, self );
RadiusDamage( trace, 200, 900, 100, self );
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
explode = loadfx( "fire/tank_fire_engine" );
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
playfx(explode, SPLOSIONlocation);
}
}
Crossbow_sights()
{
self.Cross = self createFontString("objective", 2.0, self);
self.Cross setPoint("CENTER", "CENTER", 0, 0);
self.Cross.sort = 4;
self.Cross.alpha = 1.00;
self.Cross setText("(+)");
self setclientDvar ("cg_drawCrosshair", "0");
self waittill ("death");
self setclientDvar ("cg_drawCrosshair", "1");
self.Cross Destroy();
}
Crossbow()
{
self endon("death");
self endon("disconnect");
self takeallweapons();
self thread Crossbow_sights();
wait 0.01;
self iprintln("Weapon: Crossbow ^4[GIVEN] ");
self giveweapon ("barrett_mp",4);
self switchtoweapon ("barrett_mp",4);
for(;
{
self setWeaponAmmoClip("barrett_mp",1);
self waittill("weapon_fired");
my = self gettagorigin("j_head");
trace=bullettrace(my, my + anglestoforward(self getplayerangles())*100000,true,self)["position"];
dis=distance(self.origin, trace);
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
loadfx( "misc/light_c4_blink" );
self playSound("ui_mp_timer_countdown");
wait 1.2;
self playSound("ui_mp_timer_countdown");
wait 1.0;
self playSound("ui_mp_timer_countdown");
wait 0.8;
self playSound("ui_mp_timer_countdown");
wait 0.6;
self playSound("ui_mp_timer_countdown");
wait 0.4;
self playSound("mp_ingame_summary");
wait 0.2;
self playSound( "artillery_impact" );
RadiusDamage( trace, 400, 900, 100, self );
explode = loadfx( "explosions/aerial_explosion_large" );
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self)[ "position" ];
playfx(explode, SPLOSIONlocation);
}
}
Crossbow_sights()
{
self endon("death");
self endon("disconnect");
self.Cross = self createFontString("objective", 2.0, self);
self.Cross setPoint("CENTER", "CENTER", 0, 0);
self.Cross.sort = 4;
self.Cross.alpha = 1.00;
self.Cross setText("^0<^5+^7^0>");
self setclientDvar ("cg_drawCrosshair", "0");
self waittill ("death");
self setclientDvar ("cg_drawCrosshair", "1");
self.Cross Destroy();
}


dis=distance(self.origin, trace);
if(dis<101) RadiusDamage( trace, dis, 300, 10, self );
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