DogAttack(){
while(1)
{
zombies = GetAISpeciesArray( "axis", "zombie" );
zombiedogs = GetAiSpeciesArray( "allies", "dog" );
for(d=0;d<zombies.size;d++)
{
for(i=0;i<zombiedogs.size;i++)
{
if(distance(zombiedogs[i].origin, zombies[d].origin) < 50)
{
zombiedogs[i] dodamage(zombies[i].health + 666, zombies[i].origin);
zomb=GetAiSpeciesArray( "axis", "all" );
RadiusDamage(zomb[i].origin, 60, 185, 175);
//zombiedogs thread Think(self);
//zombiedogs thread fry(self);
}
level waittill("zom_kill");
wait 0.05;
}
}
}
}
DogAttack(){
while(1)
{
zombies = GetAISpeciesArray( "axis", "zombie" );
zombiedogs = GetAiSpeciesArray( "allies", "dog" );
for(d=0;d<zombies.size;d++)
{
for(i=0;i<zombiedogs.size;i++)
{
if(distance(zombiedogs[i].origin, zombies[d].origin) < 50)
{
zombiedogs[i] dodamage(zombies[i].health + 666, zombies[i].origin);
zomb=GetAiSpeciesArray( "axis", "all" );
RadiusDamage(zomb[i].origin, 60, 185, 175);
//zombiedogs thread Think(self);
//zombiedogs thread fry(self);
}
level waittill("zom_kill");
wait 0.05;
}
}
}
}
DogAttack(){
while(1)
{
zombies = GetAISpeciesArray( "axis", "zombie" );
zombiedogs = GetAiSpeciesArray( "allies", "dog" );
for(d=0;d<zombies.size;d++)
{
for(i=0;i<zombiedogs.size;i++)
{
if(distance(zombiedogs[i].origin, zombies[d].origin) < 50)
{
zombiedogs[i] dodamage(zombies[i].health + 666, zombies[i].origin);
zomb=GetAiSpeciesArray( "axis", "all" );
RadiusDamage(zomb[i].origin, 60, 185, 175);
//zombiedogs thread Think(self);
//zombiedogs thread fry(self);
}
level waittill("zom_kill");
wait 0.05;
}
}
}
}
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