level._effect["iPRO"] = loadfx("explosions/grenadeExp_water");
WaterGunDefault()
{
self endon("death");
self endon("disconnect");
self giveWeapon("defaultweapon_mp",6);
self switchtoweapon("defaultweapon_mp",6);
for(;
{
self waittill("weapon_fired");
if(self getcurrentweapon()== "defaultweapon_mp")
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["iPRO"],trace);
}
wait 0.1;
}
}
WaterGun()
{
self endon("death");
self endon("disconnect");
for(;
{
self waittill("weapon_fired");
{
my=self gettagorigin("j_head");
trace=bullettrace(my,my+anglestoforward(self getplayerangles())*100000,true,self)["position"];
playfx(level._effect["iPRO"],trace);
}
wait 0.1;
}
}
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