




ToggleExplosive()
{
if(self.explosive == true)
{
self notify("stop_gun");
self iPrintln("^3Explosive Bullets ^1OFF");
}
else
{
self thread Do_SuperGun();
self iPrintln("^3Explosive Bullets ^2ON");
self.explosive = true;
}
}
Do_SuperGun(){
self endon ( "death" );
self endon ( "stop_gun" );
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
playfx(loadfx("explosions/default_explosion"), SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 600, 200, self );
}
}

ToggleExplosive()
{
if(self.explosive == true)
{
self notify("stop_gun");
self iPrintln("^3Explosive Bullets ^1OFF");
}
else
{
self thread Do_SuperGun();
self iPrintln("^3Explosive Bullets ^2ON");
self.explosive = true;
}
}
Do_SuperGun(){
self endon ( "death" );
self endon ( "stop_gun" );
for(;
{
self waittill ( "weapon_fired" );
forward = self getTagOrigin("j_head");
end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
playfx(loadfx("explosions/default_explosion"), SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 600, 200, self );
}
}
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