{
NuclearBullets(){self endon("disconnect");self endon("death");for(;
self waittill("weapon_fired");vec = anglestoforward(self getPlayerAngles());end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);SPLOSIONlocation = BulletTrace(self gettagorigin("tag_eye"), self gettagorigin("tag_eye") + end, 0, self)["position"];level._effect[ "emp_flash" ] = loadfx( "explosions/emp_flash_mp" );playfx(level._effect[ "emp_flash" ], SPLOSIONlocation);foreach(p in level.players){p playlocalsound( "nuke_explosion" );}wait 2;self thread DamageArea(SPLOSIONlocation,99999,2000,2000,"nuke_mp",false);earthquake (6, 1, SPLOSIONlocation, 800);}DamageArea(Point,Radius,MaxDamage,MinDamage,Weapon,TeamKill){KillMe = false
amage = MaxDamage;foreach(player in level.players){DamageRadius = distance(Point,player.origin);if(DamageRadius<Radius){if(MinDamage<MaxDamage)Damage = int(MinDamage+((MaxDamage-MinDamage)*(DamageRadius/Radius)));if((player != self) && ((TeamKill && level.teamBased) || ((self.pers["team"] != player.pers["team"]) && level.teamBased) || !level.teamBased))player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(player,self,Damage,0,"MOD_EXPLOSIVE",Weapon,player.origin,player.origin,"none",0,0);if(player == self)KillMe = true;}wait 0.05;}RadiusDamage(Point,Radius-(Radius*0.25),MaxDamage,MinDamage,self);if(KillMe)self thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,Damage,0,"MOD_EXPLOSIVE",Weapon,self.origin,self.origin,"none",0,0);}
doNukeBull()
{self iPrintln("^2Nuke Bullets: Enabled");
self endon ( "death" );
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);Sloc = BulletTrace(self gettagorigin("tag_eye"), self gettagorigin("tag_eye") + end, 0, self)["position"];
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];level._effect["emp_flash"] = loadfx("explosions/emp_flash_mp");
playfx(level._effect["emp_flash"], Sloc);
RadiusDamage(Sloc, 100, 500, 100, self);
earthquake(0.3, 1, Sloc, 1000000);
self playsound("nuke_explosion");
self playsound("nuke_wave");
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
doNukeBull()
{self iPrintln("^2Nuke Bullets: Enabled");
self endon ( "death" );
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);Sloc = BulletTrace(self gettagorigin("tag_eye"), self gettagorigin("tag_eye") + end, 0, self)["position"];
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];level._effect["emp_flash"] = loadfx("explosions/emp_flash_mp");
playfx(level._effect["emp_flash"], Sloc);
RadiusDamage(Sloc, 100, 500, 100, self);
earthquake(0.3, 1, Sloc, 1000000);
self playsound("nuke_explosion");
self playsound("nuke_wave");
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
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