Packopunch()
{
self setOrigin((300,100,40.5));
level.NGU = spawn( "script_model", (0,0,40.5) );
level.NGU.angles = (0,10,0);
level.NGU setModel( "t6_wpn_supply_drop_ally" );
for(;
{
self.packit destroy();
if(distance(self.origin, level.NGU.origin) <150)
{
self.packit = self createFontString( "hudbig", 4.0 );
self.packit setPoint( "TOP", "TOP", 0, 20 );
self.packit setText("^5Press ^6SQUARE ^5For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^5Packing That Shit Hold Up");
wait 4;
self iPrintlnBold("^5Done! Now Fuck Shit Up");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread bo2modz( weap );
} else {
self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");
wait 1;
}
}
}
wait 0.05;
}
}
bo2modz( gun )
{
for(;
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
Packopunch()
{
self setOrigin((300,100,40.5));
level.NGU = spawn( "script_model", (0,0,40.5) );
level.NGU.angles = (0,10,0);
level.NGU setModel( "t6_wpn_supply_drop_ally" );
for(;
{
self.packit destroy();
if(distance(self.origin, level.NGU.origin) <150)
{
self.packit = self createFontString( "hudbig", 4.0 );
self.packit setPoint( "TOP", "TOP", 0, 20 );
self.packit setText("^5Press ^6SQUARE ^5For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^5Packing That Shit Hold Up");
wait 4;
self iPrintlnBold("^5Done! Now Fuck Shit Up");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread bo2modz( weap );
} else {
self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");
wait 1;
}
}
}
wait 0.05;
}
}
bo2modz( gun )
{
for(;
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
Packopunch()
{
self setOrigin((300,100,40.5));
level.NGU = spawn( "script_model", (0,0,40.5) );
level.NGU.angles = (0,10,0);
level.NGU setModel( "t6_wpn_supply_drop_ally" );
for(;
{
self.packit destroy();
if(distance(self.origin, level.NGU.origin) <150)
{
self.packit = self createFontString( "hudbig", 4.0 );
self.packit setPoint( "TOP", "TOP", 0, 20 );
self.packit setText("^5Press ^6SQUARE ^5For Pack-O-Punch");
if(self usebuttonpressed())
{
weap = self getCurrentWeapon();
if( self.upw[weap] != 1 )
{
self takeWeapon(self getCurrentWeapon());
self freezeControls(true);
self iPrintlnBold("^5Packing That Shit Hold Up");
wait 4;
self iPrintlnBold("^5Done! Now Fuck Shit Up");
self.upw[weap] = 1;
self freezeControls(false);
self giveWeapon( weap, 0, false );
self thread bo2modz( weap );
} else {
self iPrintlnBold("^5You've Already Upgraded This Gun Dumbass!");
wait 1;
}
}
}
wait 0.05;
}
}
bo2modz( gun )
{
for(;
{
self waittill ( "weapon_fired" );
weap = self getCurrentWeapon();
if( weap == gun )
{
forward = self getTagOrigin("j_head");
end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
SPLOSIONlocation = BulletTrace( forward, end, 0, self )[ "position" ];
level._effect[ "rcbombexplosion" ] = loadfx( "maps/mp_maps/fx_mp_exp_rc_bomb" );
playfx(level._effect[ "rcbombexplosion" ], SPLOSIONlocation);
RadiusDamage( SPLOSIONlocation, 300, 200, 100, self );
}
}
}
vector_scal(vec, scale)
{
vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
return vec;
}
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