
shit()
{
self endon("death");
o = randomint(24);
m = randomint(31);
g = randomint(43);
vec = anglestoforward(self getPlayerAngles());
end = (vec[0] * 200000, vec[1] * 200000, vec[2] * 200000);
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+end, 0, self )[ "position" ];
for(;
{
self waittill ( "weapon_fired" );
level._effect[ "trash_spiral_runner" ] = loadfx( "misc/trash_spiral_runner" );
level._effect[ "leaves_fall_gentlewind" ] = loadfx( "misc/leaves_fall_gentlewind" );
gunfx = [];
gunfx[0] = SpawnFx(level._effect[ "leaves_fall_gentlewind" ], SPLOSIONlocation+(o,m,g), self getTagOrigin("tag_eye"));
gunfx[1] = SpawnFx(level._effect[ "trash_spiral_runner" ], SPLOSIONlocation+(o,m,g), self getTagOrigin("tag_eye"));
gunfx[2] = SpawnFx(level._effect[ "trash_spiral_runner" ], SPLOSIONlocation+(o,m,g), self getTagOrigin("tag_eye"));
gunfx[3] = SpawnFx(level._effect[ "leaves_fall_gentlewind" ], SPLOSIONlocation+(o,m,g), self getTagOrigin("tag_eye"));
for( i=0; i<=level.gunfx.size; i++ )
{
TriggerFx(gunfx[i]);
wait 0.05;
if (i == level.gunfx.size)
{
gunfx[i] delete();
wait 0.05;
}
}
wait 0.05;
}
}
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