/*
else if ( self _hasPerk( "specialty_c4death" ) )
{
self.lastStandParams = lastStandParams;
self takeAllWeapons();
self giveWeapon( "c4Death_mp", 0, false );
self switchToWeapon( "c4Death_mp" );
self _disableUsability();
self.inC4Death = true;
//self thread dieAfterTime( 7 );
self thread lastStandTimer( 10, false );
self thread detonateOnUse();
//self thread detonateOnDeath();
}
*/
/*
else if ( self _hasPerk( "specialty_c4death" ) )
{
self.lastStandParams = lastStandParams;
self takeAllWeapons();
self giveWeapon( "c4Death_mp", 0, false );
self switchToWeapon( "c4Death_mp" );
self _disableUsability();
self.inC4Death = true;
//self thread dieAfterTime( 7 );
self thread lastStandTimer( 10, false );
self thread detonateOnUse();
//self thread detonateOnDeath();
}
*/
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