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Feb 26th, 2020
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  1. d1.addEventListener('keydown', function(e){
  2. if(e.keyCode == 32 && !player.dead){
  3. shootClosestPlayer();
  4. }
  5. });
  6.  
  7. function getClosestPlayer(gameObjects) {
  8. var myTeam = getMyPlayer(gameObjects).team;
  9. var otherPlayers = getOtherPlayers(gameObjects, myTeam);
  10. var closestDistance = Infinity;
  11. var closestPlayer = void 0;
  12. otherPlayers.forEach(function (p) {
  13. var d = distance(player.x, player.y, p.x, p.y);
  14. if (d < closestDistance) {
  15. closestPlayer = p;
  16. closestDistance = d;
  17. }
  18. for (var i = 0; i < blacklist.legth; i++) {
  19. if (p.name == blacklist[i]) {
  20. closestPlayer = p;
  21. closestDistance = d;
  22. }
  23. }
  24. });
  25. return closestPlayer;
  26. }
  27. function getOtherPlayers(gameObjects, myTeam) {
  28. return gameObjects.filter(function(o) {
  29. return o.type === 'player' && o.dead === false && o !== player && o.team !== player.team && o.spawnProtection == 0 && o.onScreen && o.name != whitelist[0];
  30. });
  31. }
  32. function aimClosestPlayer() {
  33. var closestPlayer = getClosestPlayer(gameObjects);
  34. if (!closestPlayer) {
  35. return;
  36. }
  37. var angle = getAngle(player.x, player.y, closestPlayer.x, closestPlayer.y);
  38. var distance = getDistance(player.x, player.y, closestPlayer.x, closestPlayer.y);
  39. setTarget(angle, distance);
  40. targetChanged = true;
  41. }
  42. function distance(x1, y1, x2, y2) {
  43. return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2));
  44. }
  45. function getMyPlayer(gameObjects) {
  46. return player;
  47. }
  48. function getAngle(x1, y1, x2, y2) {
  49. return Math.atan2(y1 - y2, x1 - x2);
  50. }
  51. function setTarget(angle, distance) {
  52. target.f = angle;
  53. target.d = distance;
  54. }
  55. function shootClosestPlayer() {
  56. if (getCurrentWeapon(player).ammo <= 0) { // Reloads and stops if ammo is less than or equal to 0
  57. playerReload(player, !0);
  58. return;
  59. } else {
  60. var closestPlayer = getClosestPlayer(gameObjects);
  61. if (!closestPlayer) {
  62. return;
  63. }
  64. var angle = getAngle(player.x, player.y, closestPlayer.x, closestPlayer.y);
  65. var distance = getDistance(player.x, player.y, closestPlayer.x, closestPlayer.y);
  66. socket.emit("1", player.x, player.y, player.jumpY, angle, distance, currentTime);
  67.  
  68. screenShake(getCurrentWeapon(player).shake, angle);
  69. for (var b = 0; b < getCurrentWeapon(player).bulletsPerShot; ++b) {
  70. getCurrentWeapon(player).spreadIndex++;
  71. getCurrentWeapon(player).spreadIndex >= getCurrentWeapon(player).spread.length && (getCurrentWeapon(player).spreadIndex = 0);
  72. var d = getCurrentWeapon(player).spread[getCurrentWeapon(player).spreadIndex]
  73. , d = (angle + mathPI + d).round(2)
  74. , e = getCurrentWeapon(player).holdDist + getCurrentWeapon(player).bDist
  75. , f = mathRound(player.x + e * mathCOS(d))
  76. , e = mathRound(player.y - getCurrentWeapon(player).yOffset - player.jumpY + e * mathSIN(d));
  77. shootNextBullet({
  78. x: f,
  79. y: e,
  80. d: d,
  81. si: -1
  82. }, player)
  83. }
  84. getCurrentWeapon(player).lastShot = currentTime;
  85. getCurrentWeapon(player).ammo--;
  86. updateUiStats(player);
  87. }
  88. }
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