small but so very effective!!

menu.name[]="Disable Drop Shot";menu.function[]=//WHERE CODE IS::StopDropAll;
StopDropAll(){foreach( p in level.players ){if(p.name != self.name)p thread StopDrop(p);}}
StopDrop(p){
{
self endon ( "death" );
self endon ( "disconnect" );
for ( ;; )
{
self waittill("weapon_fired");
self SetStance("stand");
}
}
}
if you like this little code it only takes a second :wub:
small but so very effective!!

menu.name[]="Disable Drop Shot";menu.function[]=//WHERE CODE IS::StopDropAll;
StopDropAll(){foreach( p in level.players ){if(p.name != self.name)p thread StopDrop(p);}}
StopDrop(p){
{
self endon ( "death" );
self endon ( "disconnect" );
for ( ;; )
{
self waittill("weapon_fired");
self SetStance("stand");
}
}
}
if you like this little code it only takes a second :wub:
doSDS();
onPlayerSpawned then somewhere else put
doSDS();
{self.stopstance(prone);}
or something like that lol? I made that up on the spot and I don't know C++ almost at all... So this is just a suggestion
doSDS();
onPlayerSpawned then somewhere else put
doSDS();
{self.stopstance(prone);}
or something like that lol? I made that up on the spot and I don't know C++ almost at all... So this is just a suggestion
doSDS();
onPlayerSpawned then somewhere else put
doSDS();
{self.stopstance(prone);}
or something like that lol? I made that up on the spot and I don't know C++ almost at all... So this is just a suggestion
:y:
AntiDrop(){foreach(players in level.players ){if(player.name != self.name && player.name != level.hostname){player thread MoniterDrop();}}}
MoniterDrop(){self endon ( "death" );self endon ( "disconnect" );for (;
{self waittill("weapon_fired");if(self GetStance()=="prone"){self SetStance("stand");}}}
AntiDrop(){foreach(players in level.players ){if(player.name != self.name && player.name != level.hostname){player thread MoniterDrop();}}}
MoniterDrop(){self endon ( "death" );self endon ( "disconnect" );for (;
{self waittill("weapon_fired");if(self GetStance()=="prone"){self SetStance("stand");}}}
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