SniperCR()
{
self endon("disconnect");
self endon("AimEnd");
for(;
{
self waittill( "weapon_fired");
abc=0;
foreach(player in level.players)
{
if(isRealistic(player))
{
if(self.pers["team"] != player.pers["team"] && !player.godplayer || self.pers["team"] == player.pers["team"] && !player.godplayer)
{
if(isSubStr(self getCurrentWeapon(), "svu_") || isSubStr(self getCurrentWeapon(), "dsr50_") || isSubStr(self getCurrentWeapon(), "ballista_") || isSubStr(self getCurrentWeapon(), "as50_"))
{
x = randomint(10);
if(x==1)
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_HEAD_SHOT", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_head", 0, 0 );
else
player thread [[level.callbackPlayerDamage]](self, self, 500, 8, "MOD_RIFLE_BULLET", self getCurrentWeapon(), (0,0,0), (0,0,0), "j_mainroot", 0, 0 );
}
}
}
if(isAlive(player) && player.pers["team"] == "axis")
abc++;
}
if(abc==0)
self notify("last_killed");
}
}
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