getSubMenu_openBulletMenu1(){
menu = spawnStruct();
menu.name = [];
menu.function = [];
menu.input = [];
menu.name[0] = "Bullet Options";
menu.name[1] = "Normal Bullets";
menu.name[2] = "Explosive Bullets";
menu.name[3] = "Care Package Bullets";
menu.name[4] = "Sentry Gun Bullets";
menu.name[5] = "Blowup Doll";
menu.function[1] = :: normalbullet;
menu.function[2] = :: Explosivebullet;
menu.function[3] = :: bulletOptions;
menu.function[4] = :: bulletOptions;
menu.function[5] = :: bulletOptions;
menu.input[1] = "";
menu.input[2] = "";
menu.input[3] = "com_plasticcase_friendly";
menu.input[4] = "sentry_minigun";
menu.input[5] = "furniture_blowupdoll01";
return menu;
}
Explosivebullet()
{
self endon ( "normalbullet" );
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}
bulletOptions( option )
{
self endon ( "normalbullet" );
self iPrintln( "^1Bullet : ^3" +option );
for(;
{
self waittill( "weapon_fired" );
MagicBullet( option, self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
normalbullet()
{
self iPrintln( "^3 Normal Bullets" );
self notify( "normalbullet" );
}
precacheModel("furniture_blowupdoll01");
getSubMenu_openBulletMenu1(){
menu = spawnStruct();
menu.name = [];
menu.function = [];
menu.input = [];
menu.name[0] = "Bullet Options";
menu.name[1] = "Normal Bullets";
menu.name[2] = "Explosive Bullets";
menu.name[3] = "Care Package Bullets";
menu.name[4] = "Sentry Gun Bullets";
menu.name[5] = "Blowup Doll";
menu.function[1] = :: normalbullet;
menu.function[2] = :: Explosivebullet;
menu.function[3] = :: bulletOptions;
menu.function[4] = :: bulletOptions;
menu.function[5] = :: bulletOptions;
menu.input[1] = "";
menu.input[2] = "";
menu.input[3] = "com_plasticcase_friendly";
menu.input[4] = "sentry_minigun";
menu.input[5] = "furniture_blowupdoll01";
return menu;
}
Explosivebullet()
{
self endon ( "normalbullet" );
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level.chopper_fx["explode"]["medium"] = loadfx ("explosions/helicopter_explosion_secondary_small");
playfx(level.chopper_fx["explode"]["medium"], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 100, 500, 100, self );
}
}
bulletOptions( option )
{
self endon ( "normalbullet" );
self iPrintln( "^1Bullet : ^3" +option );
for(;
{
self waittill( "weapon_fired" );
MagicBullet( option, self getTagOrigin("tag_eye"), self GetCursorPos(), self );
}
}
normalbullet()
{
self iPrintln( "^3 Normal Bullets" );
self notify( "normalbullet" );
}
precacheModel("furniture_blowupdoll01");
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