giveArtillery()
{
self endon("disconnect");
self thread exit();
self thread maps\mp\gametypes\_hud_message::hintMessage("Artillery Support Available");
self notifyOnPlayerCommand( "4", "+actionslot 4" );
self waittill("4");
self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) );
self.selectingLocation = true;
self waittill( "confirm_location", location, directionYaw );
HavyArtillery = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
self endLocationSelection();
self.selectingLocation = undefined;
self thread maps\mp\gametypes\_hud_message::hintMessage("Location set");
//HavyArtillery = self thread GetCursorPos();
//wait 5;
self playsound( "explo_mine" );
self thread maps\mp\gametypes\_hud_message::hintMessage("FIRE!");
self playsound( "explo_mine" );
wait 5;
x= 0;
y = 0;
for(i = 0;i < 10; i++){
HavyArtillery2 = HavyArtillery+(0, 0, 8000);
MagicBullet( "ac130_40mm_mp", HavyArtillery2, HavyArtillery2-(x, y, 8000), self );
if(i < 2)
wait 4;
if(i < 4 && i > 2)
wait 2;
if (i>4 && i < 
wait 1;
if (i > 
wait 0.5;
x = RandomInt(500);
y = RandomInt(200);
z = RandomInt(1);
if (z == 1){
x = x * -1;
z = z * -1;
}
}
}
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