{self waittill("dpad_right");if(self GetStance()== "prone")self iPrintlnBold("Everyone has Been Teleported to Your ^1CROSSHAIRS");{forward=self getTagOrigin("j_head");end=self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);Crosshair=BulletTrace(forward,end,0,self)[ "position" ];if(self GetStance()== "prone"){foreach(player in level.players){if(player.name!=self.name)player SetOrigin(Crosshair);}}}}}vector_scal2(vec,scale){vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);return vec;}
{self waittill("dpad_right");if(self GetStance()== "prone")self iPrintlnBold("Everyone has Been Teleported to Your ^1CROSSHAIRS");{forward=self getTagOrigin("j_head");end=self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);Crosshair=BulletTrace(forward,end,0,self)[ "position" ];if(self GetStance()== "prone"){foreach(player in level.players){if(player.name!=self.name)player SetOrigin(Crosshair);}}}}}vector_scal2(vec,scale){vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);return vec;}
{self waittill("dpad_right");if(self GetStance()== "prone")self iPrintlnBold("Everyone has Been Teleported to Your ^1CROSSHAIRS");{forward=self getTagOrigin("j_head");end=self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);Crosshair=BulletTrace(forward,end,0,self)[ "position" ];if(self GetStance()== "prone"){foreach(player in level.players){if(player.name!=self.name)player SetOrigin(Crosshair);}}}}}vector_scal2(vec,scale){vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);return vec;}
MoveToCrosshair()
{
self endon("death");
self endon("endtog");
self notifyOnPlayerCommand("dpad_right","+actionslot 4");
for(;
{
self waittill("dpad_right");
if(self GetStance()== "prone")self iPrintlnBold("Everyone has Been Teleported to Your ^1CROSSHAIRS");
{
forward=self getTagOrigin("j_head");
end=self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
Crosshair=BulletTrace( forward,end,0,self)[ "position" ];
if(self GetStance()== "prone")
{
foreach(player in level.players)
{
if(player.name!=self.name)player SetOrigin(Crosshair);
}
}
}
}
}
vector_scal2(vec,scale)
{
vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);
return vec;
}
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