ac_catchSize(byte, display); //catches clip size/ammo clip size and displays
ac_clipSize(rL); //clip size based on reload
ac_reLoad(); //reload
ac_catchAmmo(x999); // was originally 28
ac_display();
public void playerCurrency() {
createNewArray(byte, size, lent);
player.catchAcception;
player.addCurrency;
player.reductCurrency;
player.valueCurrency;
player.tradeCurrency;
if (player.riskCurrency) {
handler.playerAcception();
handler.playerRisk();
player.risk();
riskBy(*6, 3);
break;
createAcception();
createVoid(RL, X5(byRisk);
}
}
}

public int explosive() {
ac_playerAnim(16, 53, 1) { //player animation for explosions?
explosion(x, 1); //wtf is this? O_O
reductPlayer(health, byVault); //reduction of health by default value?
timer(5);
if(timer == false) {
return;
}
}
public int explosiveBullets() { //Int
create_[COLOR=red]newAc[/COLOR](eBullets); //creates a new ac array standing for eBullet
ac_[COLOR=red]eBullets[/COLOR](draw, playerAnim(16, [COLOR=red]34[/COLOR], [COLOR=red]2[/COLOR]) { //draws the player animation
loop([COLOR=red]2[/COLOR]); //simple loop
process_Timer(by[COLOR=red]Loop[/COLOR]); //a process timer reading the loop?
ac_clipSize([COLOR=red]*[/COLOR]); //* stands for infinite thanks magik
ac_reLoad([COLOR=red]false[/COLOR]); //no reloading
ac_Damage(999); //bullet damage is 999
explosion(x, [COLOR=red]4[/COLOR]); //explosion animation - 4
reductPlayer(health, byVault); //reducts the players health by the default value
}
}
}
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