level._effect[ "emp_flash" ] = loadfx( "explosions/emp_flash_mp" ); playfx(level._effect[ "emp_flash" ], SPLOSIONlocation); RadiusDamage( SPLOSIONlocation, 0, 0, 0, self ); earthquake (0.3, 1, SPLOSIONlocation, 1000000); self playsound( "nuke_explosion" ); self playsound( "nuke_wave" );
empEffects()
{
foreach( player in level.players )
{
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );
empDistance = 20000;
empEnt = Spawn( "script_model", player.origin + ( 0, 0, 8000 ) + Vector_Multiply( playerForward, empDistance ) );
empEnt setModel( "tag_origin" );
empEnt.angles = empEnt.angles + ( 270, 0, 0 );
empEnt thread empEffect( player );
}
}

empEffect( player )
{
player endon( "disconnect" );
wait( 0.5 );
PlayFXOnTagForClients( level._effect[ "emp_flash" ], self, "tag_origin", player );
}
empEffects()
{
foreach( player in level.players )
{
playerForward = anglestoforward( player.angles );
playerForward = ( playerForward[0], playerForward[1], 0 );
playerForward = VectorNormalize( playerForward );
empDistance = 20000;
empEnt = Spawn( "script_model", player.origin + ( 0, 0, 20 ) + Vector_Multiply( playerForward, empDistance ) );
empEnt setModel( "tag_origin" );
empEnt.angles = empEnt.angles + ( 270, 0, 0 );
empEnt thread empEffect( player );
}
}
playLocalSound( "emp_activate" );
thread teamPlayerCardSplash( "used_emp", self );
level._effect[ "emp_flash" ] = loadfx( "explosions/emp_flash_mp" );
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