GetCursorPos1337()
{
forward = self getTagOrigin("tag_eye");
end = self thread vector_scal1337(anglestoforward(self getPlayerAngles()),1000000);
location = BulletTrace( forward, end, 0, self)[ "position" ];
return location;
}
add equipRayGun;
to the menu funcs.
equipRayGun(fxthan, fxthun, fxtrus)
{
self endon("Effect2");
self endon("death");
self WeapTake();
playSoundonPlayers( game["music"]["victory_allies"], "allies" );
level._effect[ "ac130_flare1" ] = loadfx( "misc/flares_cobra" );
level._effect[ "ac130_flare" ] = loadfx( "misc/flares_cobra" );
level.spawnGlow["friendly"] = loadfx( "misc/flare_ambient_green" );
self giveWeapon("deserteagle_mp", 7, false);
self switchToWeapon("deserteagle_mp");
self iprintln("^2The gods have blessed you with a ^5Ray Gun!");
wait 3;
self maps\mp\gametypes\_hud_message::hintMessage("^5OMG its a ray gun! Go give em ^1hell!");
for(;
{
self waittill ( "weapon_fired" );
if( self getCurrentWeapon() == "deserteagle_mp" )
fxthan = SpawnFx(level._effect[ "ac130_flare1" ], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxthun = SpawnFx(level._effect[ "ac130_flare" ], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxtrus = SpawnFx(level.spawnGlow["friendly"], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxthan.angles = (50,50,50);
fxthun.angles = (0,0,0);
fxtrus.angles = (0,0,0);
TriggerFX(fxthan);
TriggerFX(fxthun);
TriggerFX(fxtrus);
wait .2;
fxthun delete();
wait .4;
fxthan delete();
fxtrus delete();
}
}
spawnPackoPunch;
to the menu...
spawnPackoPunch(fxtpro, fxtter, fxtrus){
self iprintln("^2Pack-O-Punch spawned");
level.box = spawn( "script_model", (self.origin+(0, -180, 0)) );
level.box setModel( "com_plasticcase_Enemy" );
level.box Solid();
level.box CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
for(;
{
self.quze destroy();
if(distance(self.origin, level.box.origin) <100)
{
self.quze = self createFontString( "hudbig", 1.0 );
self.quze setPoint( "Center", "Center", 0, 5 );
self.quze setText("^2Press [{+usereload}] to pack o punch");
if(self usebuttonpressed())
{
self.quze destroy();
self takeWeapon(self getCurrentWeapon());
self maps\mp\gametypes\_hud_message::hintMessage("^2Pack o punch initalized!");
wait 3;
self iprintlnBold("^2Pack O Punch Complete in ^1 3");
wait 1;
self iprintlnBold("^2Pack O Punch Complete in ^1 2");
wait 1;
self iprintlnBold("^2Pack O Punch Complete in ^1 1");
wait 1;
self doRayGunEffects();
self iprintlnBold("^2Pack O Punch Complete!");
}
}
wait 0.05;
}
}
doRayGunEffects(fxtrus, fxtter, fxtpro)
{
self endon("death");
self notify("Effect2");
level.spawnGlow["Enemy"] = loadfx( "misc/flare_ambient" );
for(;
{
self giveWeapon("deserteaglegold_mp");
self switchToWeapon("deserteaglegold_mp");
self waittill ( "weapon_fired" );
if( self getCurrentWeapon() == "deserteaglegold_mp" )
fxtpro = SpawnFx(level._effect[ "ac130_flare1" ], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxtter = SpawnFx(level._effect[ "ac130_flare" ], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxtrus = SpawnFx(level.spawnGlow["Enemy"], self GetCursorPos(), self getTagOrigin("tag_eye"));
fxtpro.angles = (50,50,50);
fxtter.angles = (0,0,0);
fxtrus.angles = (0,0,0);
TriggerFX(fxtpro);
TriggerFX(fxtter);
TriggerFX(fxtrus);
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self thread GetCursorPos1337(), self );
wait .2;
fxtpro delete();
wait .4;
fxtter delete();
fxtrus delete();
}
}
self thread spawnPackoPunch();
level.spawnGlow["friendly"] = loadfx( "misc/flare_ambient_green" );

but i have seen the vid... thats sexy mate
alot better than mine and the coding well looks advanced to me but i could be wrong 
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