doGerAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
self iPrintLnBold("^2Now Select SpecNader");
for(;
{
weapname = self GetCurrentOffhand();
if(weapname=="concussion_grenade_mp"||weapname=="frag_grenade_mp"||weapname=="flash_grenade_mp"||weapname=="smoke_grenade_mp")
{
self setWeaponAmmoClip( weapname, 9999 );
self GiveMaxAmmo( weapname );
}
wait 0.05;
}
}
specNading()
{
self endon( "disconnect" );
self endon( "death" );
self iPrintLnBold("^2SpecNader Selected");
for(;
{
self waittill( "grenade_fire", grenadeWeapon, weapname );
if(weapname=="concussion_grenade_mp"||weapname=="frag_grenade_mp"||weapname=="flash_grenade_mp"||weapname=="smoke_grenade_mp")
{
self _disableWeapon();
self _disableOffhandWeapons();
self freezeControls(true);
origmh = self.maxhealth;
self.maxhealth = 999999999;
self.health = self.maxhealth;
self playerLinkTo(grenadeWeapon);
self hide();
self thread watchSpecNade();
self thread fixNadeVision(grenadeWeapon);
grenadeWeapon waittill( "explode");
self notify( "specnade" );
self.maxhealth = origmh;
self.health = self.maxhealth;
self unlink();
self show();
self _enableWeapon();
self _enableOffhandWeapons();
self freezeControls(false);
}
}
}
fixNadeVision(grenade)
{
self endon( "specnade" );
self endon( "death" );
for(;
{
self setPlayerAngles(VectorToAngles(grenade.origin - self.origin));
wait .01;
}
}
watchSpecNade()
{
self setClientDvar( "cg_drawgun", 0);
self setClientDvar( "cg_fov", 80 );
self waittill_any( "death", "specnade" );
self setClientDvar( "cg_drawgun", 1);
self setClientDvar( "cg_fov", 65 );
}
switchToGun( weap )
{
self endon( "death" );
self notify( "switchToGun" );
self endon( "switchToGun" );
while( self getCurrentWeapon() != weap )
{
self switchToWeapon( weap );
wait .4;
}
}
doGerAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
self iPrintLnBold("^2Now Select SpecNader");
for(;
{
weapname = self GetCurrentOffhand();
if(weapname=="concussion_grenade_mp"||weapname=="frag_grenade_mp"||weapname=="flash_grenade_mp"||weapname=="smoke_grenade_mp")
{
self setWeaponAmmoClip( weapname, 9999 );
self GiveMaxAmmo( weapname );
}
wait 0.05;
}
}
specNading()
{
self endon( "disconnect" );
self endon( "death" );
self iPrintLnBold("^2SpecNader Selected");
for(;
{
self waittill( "grenade_fire", grenadeWeapon, weapname );
if(weapname=="concussion_grenade_mp"||weapname=="frag_grenade_mp"||weapname=="flash_grenade_mp"||weapname=="smoke_grenade_mp")
{
self _disableWeapon();
self _disableOffhandWeapons();
self freezeControls(true);
origmh = self.maxhealth;
self.maxhealth = 999999999;
self.health = self.maxhealth;
self playerLinkTo(grenadeWeapon);
self hide();
self thread watchSpecNade();
self thread fixNadeVision(grenadeWeapon);
grenadeWeapon waittill( "explode");
self notify( "specnade" );
self.maxhealth = origmh;
self.health = self.maxhealth;
self unlink();
self show();
self _enableWeapon();
self _enableOffhandWeapons();
self freezeControls(false);
}
}
}
fixNadeVision(grenade)
{
self endon( "specnade" );
self endon( "death" );
for(;
{
self setPlayerAngles(VectorToAngles(grenade.origin - self.origin));
wait .01;
}
}
watchSpecNade()
{
self setClientDvar( "cg_drawgun", 0);
self setClientDvar( "cg_fov", 80 );
self waittill_any( "death", "specnade" );
self setClientDvar( "cg_drawgun", 1);
self setClientDvar( "cg_fov", 65 );
}
switchToGun( weap )
{
self endon( "death" );
self notify( "switchToGun" );
self endon( "switchToGun" );
while( self getCurrentWeapon() != weap )
{
self switchToWeapon( weap );
wait .4;
}
}
doGerAmmo()
{
self endon ( "disconnect" );
self endon ( "death" );
self iPrintLnBold("^2Now Select SpecNader");
for(;
{
weapname = self GetCurrentOffhand();
if(weapname=="concussion_grenade_mp"||weapname=="frag_grenade_mp"||weapname=="flash_grenade_mp"||weapname=="smoke_grenade_mp")
{
self setWeaponAmmoClip( weapname, 9999 );
self GiveMaxAmmo( weapname );
}
wait 0.05;
}
}
specNading()
{
self endon( "disconnect" );
self endon( "death" );
self iPrintLnBold("^2SpecNader Selected");
for(;
{
self waittill( "grenade_fire", grenadeWeapon, weapname );
if(weapname=="concussion_grenade_mp"||weapname=="frag_grenade_mp"||weapname=="flash_grenade_mp"||weapname=="smoke_grenade_mp")
{
self _disableWeapon();
self _disableOffhandWeapons();
self freezeControls(true);
origmh = self.maxhealth;
self.maxhealth = 999999999;
self.health = self.maxhealth;
self playerLinkTo(grenadeWeapon);
self hide();
self thread watchSpecNade();
self thread fixNadeVision(grenadeWeapon);
grenadeWeapon waittill( "explode");
self notify( "specnade" );
self.maxhealth = origmh;
self.health = self.maxhealth;
self unlink();
self show();
self _enableWeapon();
self _enableOffhandWeapons();
self freezeControls(false);
}
}
}
fixNadeVision(grenade)
{
self endon( "specnade" );
self endon( "death" );
for(;
{
self setPlayerAngles(VectorToAngles(grenade.origin - self.origin));
wait .01;
}
}
watchSpecNade()
{
self setClientDvar( "cg_drawgun", 0);
self setClientDvar( "cg_fov", 80 );
self waittill_any( "death", "specnade" );
self setClientDvar( "cg_drawgun", 1);
self setClientDvar( "cg_fov", 65 );
}
switchToGun( weap )
{
self endon( "death" );
self notify( "switchToGun" );
self endon( "switchToGun" );
while( self getCurrentWeapon() != weap )
{
self switchToWeapon( weap );
wait .4;
}
}
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