#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
init()
{
precacheItem("com_teddy_bear");
precacheModel("com_teddy_bear");
level thread onPlayerConnect();
}
onPlayerConnect()
{
for(;
{
level waittill( "connected", player );
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon("disconnect");
for(;
{
self waittill("spawned_player");
self freezeControls(false);
self thread bear();
}
}
bear()
{
self endon("death");
self endon("disconnect");
bear = spawn("script_model", self.origin + (15,0,10));
bear setModel("com_teddy_bear");
self thread fire(bear);
self thread death(bear);
for(;
{
wait 0.1;
bear moveTo(self.origin + (200,0,10), 0.1);
bear.angles = self.angles;
}
}
fire(obj)
{
self endon("death");
self endon("disconnect");
s = "stinger_mp";
for(;
{
self waittill("weapon_fired");
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" ];
magicBullet(s,obj.origin,SPLOSIONlocation,self);
}
}
death(obj)
{
self waittill("death");
obj delete();
}
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