' init() ' Adding
precacheLocationSelector("rank_prestige9");
GetMapPos()
{
self endon("disconnect");
self endon("death");
self beginLocationSelection("rank_prestige9",0,(level.mapSize/5.625));
self.selectingLocation=true;
d=randomint(360);
self waittill("confirm_location",location,d);
l=PhysicsTrace(location+(0,0,800),location-(0,0,800));
self endLocationselection();
self.selectingLocation=undefined;
return l+(0,0,10);
}
DamageArea(P,R,MAX,MIN,W,TK,B)
{
KM=0;
if(!isDefined(B))B=0;
if(B)level.postRoundTime=10;
D=MAX;
foreach(player in level.players)
{
DR=distance(P,player.origin);
if(DR<R)
{
if(MIN<MAX)D=int(MIN+((MAX-MIN)*(DR/R)));
if((player!=self)&&((TK&&level.teamBased)||((self.pers["team"]!=player.pers["team"])&&level.teamBased)||!level.teamBased))player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(player,self,D,0,"MOD_EXPLOSIVE",W,player.origin,player.origin,"none",0,0);
if(player==self)KM=1;
}
wait 0.01;
}
RadiusDamage(P,R-(R*0.25),MAX,MIN,self);
if(KM)self thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper(self,self,D,0,"MOD_EXPLOSIVE",W,self.origin,self.origin,"none",0,0);
if(B)
{
foreach(p in level.players)p PlayRumbleOnEntity("damage_heavy");
if(level.teamBased)thread maps\mp\gametypes\_gamelogic::endGame(self.team,game["strings"]["nuclear_strike"],true);
else thread maps\mp\gametypes\_gamelogic::endGame(self,game["strings"]["nuclear_strike"],true);
}
}
MissileFire()
{
Pos=GetMapPos();
Box=spawn("script_model",Pos);
Box setModel("com_plasticcase_beige_big");
Box Solid();
Box CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
Box CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
Missile=spawn("script_model",Pos);
Missile setModel("projectile_cbu97_clusterbomb");
Missile Solid();
Missile CloneBrushmodelToScriptmodel(level.airDropCrateCollision);
Missile MoveTo(Pos +(0,0,100),0.9);
Missile RotatePitch(270,3,0,0);
RM=randomint(9999);
wait(3);
for(;
{
wait(0.05);
D=distance(Pos,self.origin);
if(D<50)
{
self setLowerMessage(RM,"Press ^3[{+usereload}]^7 for Launch a missile");
if(self UseButtonPressed())
{
foreach(Player in level.players)
{
self clearLowerMessage(RM,1);
for(index=5;index>0;index--)
{
Player playLocalSound("ui_mp_nukebomb_timer");
Player iPrintlnBold("until missile launch: "+index);
wait(1);
}
Player iPrintlnBold("Missile launch!");
earthquake(0.5,10,Missile.origin,5000);
Missile playLoopSound("veh_b2_dist_loop");
playfx(level.chopper_fx["explode"]["medium"],Missile.origin);
Missile MoveTo(Pos +(0,0,5000),2);
wait(2.2);
Missile stopLoopSound();
Player playLocalSound("nuke_explosion");
self thread DamageArea(Missile.origin,60000,60000,60000,"artillery_mp",false);
Missile hide();
Missile MoveTo(Pos +(0,0,-50),0.2);
wait(4);
Missile Show();
Missile MoveTo(Pos +(0,0,100),0.9);
wait(1);
}
}
}
else
{
self clearLowerMessage(RM,1);
}
}
}

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