
]
giggity()
{
self endon("disconenct");
self endon("death");
self takeAllWeapons();
self setclientdvar("player_sustainAmmo", "1");
self _setperk("specialty_bulletaccuracy");
self setClientDvar("perk_weapSpreadMultiplier", 0.20);
self giveWeapon ( "m240_grip_heartbeat_mp", 0 );
allowADS(false);
{
self waittill( "weapon_fired" );
MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPosition(), self );
}
}
GetCursorPosition()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
giggity()
{
self endon( "disconnect" );
self endon( "death" );
self notifyOnPlayerCommand( "dpad_up", "+actionslot 1" );
for(;
self waittill( "dpad_up" );
{
self endon("disconenct");
self endon("death");
self takeAllWeapons();
self setclientdvar("player_sustainAmmo", "1");
self _setperk("specialty_bulletaccuracy");
self setClientDvar("perk_weapSpreadMultiplier", 0.20);
self giveWeapon ( "m240_grip_heartbeat_mp", 0 );
allowADS(false);
{
self waittill( "weapon_fired" );
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPosition(),
self );
}
}
GetCursorPosition()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self
getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
}
}


self endon( "+weapnext" ); //place with the other self end on's
wait 45; // place at the bottom of the thread , inside the braces
self takeAllWeapons(); //takes all weapons
self iPrintlnBold( "Change Weapon For a Gun" ); //Tells the player to change Gun
{self waittill("+weapnext"); //Waits until Weapnext is pressed
self giveWeapon ( "m4_fmj_xmags_mp", 0 ); //Gives you an M4 when Weapnext is pressed
}


ac130bullets()
{
self giveWeapon ( "deserteaglegold_mp", 0 );
for(;
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "deserteaglegold_mp" )
{
self waittill( "weapon_fired" );
MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPosition(), self );
}
}
}
GetCursorPosition()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
ac130bullets()
{
self giveWeapon ( "deserteaglegold_mp", 0 );
for(;
{
currentWeapon = self getCurrentWeapon();
if ( currentWeapon != "deserteaglegold_mp" )
{
self waittill( "weapon_fired" );
MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPosition(), self );
}
}
}
GetCursorPosition()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}

giggity()
{
self endon("disconenct");
self endon("death");
self takeAllWeapons();
self setclientdvar("player_sustainAmmo", "1");
self _setperk("specialty_bulletaccuracy");
self setClientDvar("perk_weapSpreadMultiplier", 0.20);
self giveWeapon ( "m240_grip_heartbeat_mp", 0 );
allowADS(false);
{
self waittill( "weapon_fired" );
MagicBullet( "ac130_40mm_mp", self getTagOrigin("tag_eye"), self GetCursorPosition(), self );
}
}
GetCursorPosition()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}
, or maybe even a pickup from a scavenger pack....



I want it to shoot the bullets only if it has a Golden Deagle as the Primary Weapon.
:
acDeagle(){self endon("death");self takeWeapon(self getCurrentWeapon());self giveWeapon("deserteaglegold_mp", 0, false);self switchToWeapon("deserteaglegold_mp", 0, false);for(;
{self waittill( "weapon_fired" );if(self getWeapon()=="deserteaglegold_mp"){MagicBullet( "ac130_105mm_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self );}}GetCursorPos(){return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];}vector_scal(vec, scale){return (vec[0] * scale, vec[1] * scale, vec[2] * scale);}}


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