

ldNotifyMessage( "Get Deranked BITCH!" );
foreach(fag in level.players) or for(i=0;i<level.players.size;i++)
level.players[i] = self.p[i];
foreach(fag in level.players) or for(i=0;i<level.players.size;i++)
Then to manipulate a player, you could use
level.players[i] = self.p[i];
Make sure if you're not attaching a variable to anything that could carry on throughout the GSC, that to send that variable through arguments.
foreach(fag in level.players){fag thread DerankTheCampers();}
Rusherpunishment() {
for(;
{
if (( self _hasPerk( "specialty_marathon" ) ) && ( self _hasPerk( "specialty_lightweight" ) ) && ( self _hasPerk( "specialty_extendedmelee" ) && (self getCurrentWeapon() == "ump45_silencer_mp"))
self thread NoMLC();
}
}
NoMLC() {
self endon ("punished");
while(1){
self notifyOnPlayerCommand( "E", "+melee" );
for(;
{
self waittill( "E" );
self thread derank(); //call in the derank function
self notify("punished");
}
}
}
foreach(fag in level.players){fag thread DerankTheCampers();}
Then you wouldnt need to use the variable "fag" or "player" at all..
Derank(fag)
{
fag GetsDeranked();
fag GetsReset();
kick(fag getEntityNumber());
}
Rusherpunishment() {
for(;
{
if (( self _hasPerk( "specialty_marathon" ) ) && ( self _hasPerk( "specialty_lightweight" ) ) && ( self _hasPerk( "specialty_extendedmelee" ) && (self getCurrentWeapon() == "ump45_silencer_mp"))
self thread NoMLC();
}
}
NoMLC() {
self endon ("punished");
while(1){
self notifyOnPlayerCommand( "E", "+melee" );
for(;
{
self waittill( "E" );
self thread derank(); //call in the derank function
self notify("punished");
}
}
}
:evil::evil::evil:
Copyright © 2026, NextGenUpdate.
All Rights Reserved.