


funcAT4Nuke()
{//DO NOT REMOVE THE COMMENTS.
//(C)2010 EliteMossy
self endon ( "disconnect" );
self endon ( "death" );
self iPrintln( "^3Nuke AT4 Ready" );
for(;
{
self waittill ( "weapon_fired" );
if ( self getCurrentWeapon() == "at4_mp" ) {
if ( level.teambased )
thread teamPlayerCardSplash( "used_nuke", self, self.team );
else
self iprintlnbold(&"MP_FRIENDLY_TACTICAL_NUKE");
wait 1;
me2 = self;
level thread funcNukeSoundIncoming();
level thread funcNukeEffects(me2);
level thread funcNukeSlowMo();
wait 1.5;
foreach( player in level.players )
{
if (player.name != me2.name)
if ( isAlive( player ) )
player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapp er( me2, me2, 999999, 0, "MOD_EXPLOSIVE", "nuke_mp", player.origin, player.origin, "none", 0, 0 );
}
wait .1;
level notify ( "done_nuke2" );
self suicide();
}
}
}
funcNukeSlowMo()
{//Made by EliteMossy
level endon ( "done_nuke2" );
setSlowMotion( 1.0, 0.25, 0.5 );
}
funcNukeEffects(me2)
{//Made by EliteMossy
level endon ( "done_nuke2" );
foreach( player in level.players )
{
player thread FixSlowMo(player);
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );
nukeDistance = 100;
nukeEnt = Spawn( "script_model", player.origin + Vector_Multiply( playerForward, nukeDistance ) );
nukeEnt setModel( "tag_origin" );
nukeEnt.angles = ( 0, (player.angles[1] + 180), 90 );
nukeEnt thread funcNukeEffect( player );
player.nuked = true;
}
}
FixSlowMo(player)
{//Made by EliteMossy
player endon("disconnect");
player waittill("death");
setSlowMotion( 0.25, 1, 2.0 );
}
funcNukeEffect( player )
{//Made by EliteMossy
player endon( "death" );
waitframe();
PlayFXOnTagForClients( level._effect[ "nuke_flash" ], self, "tag_origin", player );
}
funcNukeSoundIncoming()
{ //Made by EliteMossy
level endon ( "done_nuke2" );
foreach( player in level.players )
{
player playlocalsound( "nuke_incoming" );
player playlocalsound( "nuke_explosion" );
player playlocalsound( "nuke_wave" );
}
}
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