BloodGun()
{
self iPrintln("^1Blood Gun : xGscModz");
self iPrintln("^2Look Out! ^0AIDS!");
self giveWeapon("mp5k_silencer_mp",1,false);
self switchToWeapon("mp5k_silencer_mp");
level._effect["blood"]=loadfx("impacts/flesh_hit_body_fatal_exit");
for(;
{
self waittill("weapon_fired");
if(self getCurrentWeapon() == "mp5k_silencer_mp")
{
vec2=anglestoforward(self getPlayerAngles());
e1nd =(vec2[0] * 200000,vec2[1] * 200000,vec2[2] * 200000);
SPLOSIONlocation1=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ e1nd,0,self)["position"];
playfx(level._effect["blood"],SPLOSIONlocation1+(0,0,);
playfx(level._effect["blood"],SPLOSIONlocation1+(0,2,12));
playfx(level._effect["blood"],SPLOSIONlocation1+(0,-2,4));
RadiusDamage(SPLOSIONlocation1,130,130,130,self);
}
wait 0.001;
}
}
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