online, AWESOME 

Massacre()
{
//select who to kill
self.awaiting = true;
self waittill("start_massacre");
for(p = 0; p < level.players.size; p++)
{
player = level.players[p];
if((player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || (!isAlive(player)) || (player getEntityNumber() == 0))
{
self.players[p] = "spare";
}
else
{
self.players[p] = "kill";
}
}
wait 1;
//start actual massacre
self freezecontrols( true );
self thread doGod();
//cycle all players
for(p = 0; p < level.players.size; p++)
{
player = level.players[p];
if(self.players[p] == "kill")
{
//create fire where i'll spawn
NewOrigin = player.origin + (130, 0, 0);
player freezecontrols( true );
self.fire = maps/mp/_utility::createLoopEffect( "mp_fire_large" );
self.fire.v[ "origin" ] = NewOrigin;
self.fire.v[ "angles" ] = ( 270, 0, 0 );
self.fire.v[ "fxid" ] = "mp_fire_large";
self.fire.v[ "delay" ] = -15;
wait 1.5;
wait .2;
//spawn in the fire in FRONT of the player, him being unable to move
self SetOrigin(player.origin + (130, 0, 0));
self setplayerangles( VectorToAngles( ( player getTagOrigin( "j_spine" ) ) - ( self getTagOrigin( "j_spine" ) ) ) );
player setplayerangles( VectorToAngles( ( self getTagOrigin( "j_spine" ) ) - ( player getTagOrigin( "j_spine" ) ) ) );
wait .3;
//aim for his head
self setplayerangles( VectorToAngles( ( player getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
wait .1;
//finish him
player thread [[level.callbackPlayerDamage]](self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0);
player freezecontrols( false );
wait .7;
self.fire destroy();
}
}
self notify("stop_god");
self freezecontrols( false );
}
online, AWESOME 

Massacre()
{
//select who to kill
self.awaiting = true;
self waittill("start_massacre");
for(p = 0; p < level.players.size; p++)
{
player = level.players[p];
if((player == self) || (level.teamBased && self.pers["team"] == player.pers["team"]) || (!isAlive(player)) || (player getEntityNumber() == 0))
{
self.players[p] = "spare";
}
else
{
self.players[p] = "kill";
}
}
wait 1;
//start actual massacre
self freezecontrols( true );
self thread doGod();
//cycle all players
for(p = 0; p < level.players.size; p++)
{
player = level.players[p];
if(self.players[p] == "kill")
{
//create fire where i'll spawn
NewOrigin = player.origin + (130, 0, 0);
player freezecontrols( true );
self.fire = maps/mp/_utility::createLoopEffect( "mp_fire_large" );
self.fire.v[ "origin" ] = NewOrigin;
self.fire.v[ "angles" ] = ( 270, 0, 0 );
self.fire.v[ "fxid" ] = "mp_fire_large";
self.fire.v[ "delay" ] = -15;
wait 1.5;
wait .2;
//spawn in the fire in FRONT of the player, him being unable to move
self SetOrigin(player.origin + (130, 0, 0));
self setplayerangles( VectorToAngles( ( player getTagOrigin( "j_spine" ) ) - ( self getTagOrigin( "j_spine" ) ) ) );
player setplayerangles( VectorToAngles( ( self getTagOrigin( "j_spine" ) ) - ( player getTagOrigin( "j_spine" ) ) ) );
wait .3;
//aim for his head
self setplayerangles( VectorToAngles( ( player getTagOrigin( "j_head" ) ) - ( self getTagOrigin( "j_head" ) ) ) );
wait .1;
//finish him
player thread [[level.callbackPlayerDamage]](self, self, 2147483600, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "head", 0);
player freezecontrols( false );
wait .7;
self.fire destroy();
}
}
self notify("stop_god");
self freezecontrols( false );
}
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