FloodGUN()
{
self endon("death");
self endon("disconnect");
self iPrintln("^2Flood Gun for UnderPass");
self iPrintln("^0Made by HepticOnline");
level._effect["rain_noise_splashes"] = loadfx( "weather/rain_noise_splashes" );
level._effect["rain_splash_lite_64x64"] = loadfx( "weather/rain_splash_lite_64x64" );
level._effect["rain_splash_lite_128x128"] = loadfx( "weather/rain_splash_lite_128x128" );
level._effect["river_splash_small"] = loadfx( "water/river_splash_small" );
level._effect["drips_fast"] = loadfx( "misc/drips_fast" );
self giveWeapon("beretta_silencer_mp",6);
self switchtoweapon("beretta_silencer_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "beretta_silencer_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["rain_noise_splashes"],trace);
playfx(level._effect["rain_splash_lite_64x64"],trace);
playfx(level._effect["rain_splash_lite_128x128"],trace);
playfx(level._effect["river_splash_small"],trace);
playfx(level._effect["drips_fast"],trace);
}
wait 0.1;
}
}



in there lol
in there lol
Thanks for the Pickup
:lol:
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