Ramp()
{
vec = anglestoforward(self getPlayerAngles());
SPLOSIONlocation = BulletTrace( self gettagorigin("tag_eye"), self gettagorigin("tag_eye")+(vec[0] * 1, vec[1] * 1, vec[2] * 1), 0, self)[ "position" ];
currentWeapon = self getCurrentWeapon();
initorigin = self.origin+(0,0,20);
obj1 = spawn("script_model", initorigin);
obj1 setModel( "com_plasticcase_friendly" );
obj1 Solid();
obj1 CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
obj1.angles = blabla
obj2 = spawn("script_model", self.origin+(-19,0,50));
obj2 setModel( "com_plasticcase_friendly" );
obj2 Solid();
obj2 CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
obj2.angles = blabla
obj3 = spawn("script_model", self.origin+(-38,0,80));
obj3 setModel( "com_plasticcase_friendly" );
obj3 Solid();
obj3 CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
obj3.angles = blabla
obj4 = spawn("script_model", self.origin+(-57,0,110));
obj4 setModel( "com_plasticcase_friendly" );
obj4 Solid();
obj4 CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
obj4.angles = blabla
self thread LungeToAnotherRamp();
}
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