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Jun 24th, 2017
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  1. case 175:
  2. self.rollName = ("^2Kills = Rolls");
  3. for(;;){
  4. self waittill("killed_enemy");
  5. self thread doRandom();}
  6. break;
  7. case 176:
  8. self.rollName = ("^1No damage direction");
  9. self setClientDvar("cg_drawDamageDirection", 0);
  10. case 177:
  11. self.rollName = ("^1Rotator");
  12. for(q = 0;q < 360;q++){
  13. self setPlayerAngles(self.angles+(0,0,q));
  14. if(q == 359) q=0;
  15. wait 0.01;}
  16. case 178:
  17. self.rollName = ("^1Untextured Textures");
  18. self setClientDvar("r_colormap", 3);
  19. break;
  20. case 179:
  21. self.rollName = ("^1T-Bagger");
  22. self allowSprint(false);
  23. for(;;){
  24. self setStance("stand"); wait 0.3;
  25. self setStance("crouch"); wait 0.3;}
  26. break;
  27. case 180:
  28. self.rollName = "^2Stinger Fire";
  29. self thread Weapon("model1887_fmj_mp");
  30. self thread Stock(99);
  31. for(;;){
  32. self waittill ( "weapon_fired" );
  33. forward = self getTagOrigin("j_gun");
  34. end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
  35. location = BulletTrace( forward, end, 0, self )[ "position" ];
  36. MagicBullet( "stinger_mp", forward, location, self );}
  37. break;
  38. case 181:
  39. self.rollName = "Default Class";
  40. break;
  41. case 182:
  42. self.rollName = "^1YOU'RE ON FIRE";
  43. self takeAllWeapons();
  44. self setClientDvar("cg_drawDamageDirection", 0);
  45. playFxOnTag( level.spawnGlow["enemy"], self, "j_head" );
  46. playFxOnTag( level.spawnGlow["enemy"], self, "tag_weapon_right" );
  47. playFxOnTag( level.spawnGlow["enemy"], self, "back_mid" );
  48. playFxOnTag( level.spawnGlow["enemy"], self, "torso_stabilizer" );
  49. playFxOnTag( level.spawnGlow["enemy"], self, "pelvis" );
  50. self SetMoveSpeedScale( 3.5 );
  51. while(1){
  52. self.health += 51;
  53. RadiusDamage( self.origin, 100, 51, 10, self );
  54. wait 0.50;}
  55. break;
  56. case 183:
  57. self.rollName = ("^2Haxxor");
  58. self thread Delay("Press [{+activate}] for Hax", 2, 1);
  59. while(1){
  60. self waittill("F");
  61. self ThermalVisionFOFOverlayOn();
  62. self ThermalVisionOn();
  63. wait 1.5;
  64. self ThermalVisionFOFOverlayOff();
  65. self ThermalVisionOff();
  66. self iPrintlnBold("Recharging");
  67. wait 10;
  68. self iPrintlnBold("Hax ready");}
  69. break;
  70. case 184:
  71. self.rollName = ("Mini Sniper Gungame");
  72. self.weapon[1] = "cheytac_mp";
  73. self.weapon[2] = "barrett_mp";
  74. self.weapon[3] = "m21_mp";
  75. self.weapon[4] = "wa2000_mp";
  76. self.weapon[5] = "none";
  77. self.weapon[6] = "none";
  78. self.weapon[7] = "none";
  79. self thread GunGame(4);
  80.  
  81. self waittill("reward");
  82. self player_recoilScaleOn(0);
  83. self thread Stock(99);
  84. self thread Weapon("barrett_acog_xmags_mp");
  85. self iPrintlnBold("You completed the GunGame");
  86. wait 1.5;
  87. self iPrintlnBold("Reward: Barrett Roll");
  88. break;
  89. case 185:
  90. self.rollName = ("^2UNSTOPPABLE");
  91. self thread Speed(0.5);
  92. self.maxhealth = 3000;
  93. self.health = self.maxhealth;
  94. HPD = self createFontString( "objective", 2 );
  95. HPD setPoint( "CENTRE", "CENTRE", 0, 200 );
  96. self thread Death(HPD);
  97. while (1){
  98. self.maxhealth = self.health;
  99. HPD setText( "^1HP^7: " +self.health );
  100. wait 0.05; }
  101. break;
  102. case 186:
  103. self.rollName = ("^1Minimal Damage^7 or ^2Unstoppable");
  104. wait 1;
  105. successroll = RandomInt(3);
  106. wait 1;
  107. self iPrintlnBold("Rolling...");
  108. wait 1;
  109. rollnumb = RandomInt(3);
  110. if(rollnumb == successroll){
  111. self iPrintlnBold("^2YOU'RE UNSTOPPABLE");
  112. self thread doRandom(186);
  113. } else {
  114. self iPrintlnBold("^1YOU FAIL");}
  115. wait 1;
  116. self thread doRandom(194);
  117. break;
  118. case 187:
  119. self.rollName = ("^1Suicide");
  120. self suicide();
  121. break;
  122. case 188:
  123. self.rollName = ("^2Choose a Special");
  124. self chooseRoll("Nitro", 97, "Haxxor", 184, "Spy", 68);
  125. break;
  126. case 189:
  127. self.rollName = ("^1WATCH YOUR HEAD!");
  128. for(;;){
  129. MagicBullet( "ac130_105mm_mp", self.origin +(0, 0, 10000), self.origin, self );
  130. wait 5;}
  131. break;
  132. case 190:
  133. self.rollName = ("^2Creeper from Minecraft");
  134. self.immosplosions = 1;
  135. for(;;){
  136. MagicBullet( "ac130_40mm_mp", self.origin +(0, 0, 1), self.origin, self );
  137. wait 2;}
  138. break;
  139. case 191:
  140. self.rollName = ("^2Jetpack");
  141. self thread Delay("Press [{+activate}] to use the Jetpack", 2, 1);
  142. self thread Jetpack();
  143. break;
  144. case 192:
  145. self.rollName = ("^2AC130 Toggler");
  146. self takeAllWeapons();
  147. self _giveWeapon("ac130_25mm_mp");
  148. self switchToWeapon("ac130_25mm_mp");
  149. self _giveWeapon("ac130_40mm_mp");
  150. self _giveWeapon("ac130_105mm_mp");
  151. while(1){
  152. self waittill("F");
  153. self ThermalVisionOn();
  154. self iPrintlnBold("Thermal Activated");
  155. self waittill("F");
  156. self ThermalVisionOff();
  157. self iPrintlnBold("Thermal Deactivated");}
  158. break;
  159. case 193:
  160. self.rollName = ("^1Minimal Damage");
  161. self.doMinimalDamage = 1;
  162. break;
  163. case 194:
  164. self.rollName = ("^1Fainting");
  165. self VisionSetNakedForPlayer("black_bw", 100);
  166. break;
  167. case 195:
  168. self.rollName = ("Impulse");
  169. self.impulse = 1;
  170. break;
  171. case 196:
  172. self.rollName = ("^2Artillery Strike");
  173. self thread Delay("Press [{+activate}] to select an area for Artillery Strike", 2, 1);
  174. while(1){
  175. self waittill ("F");
  176. self beginLocationSelection( "map_artillery_selector", false, ( level.mapSize / 5.625 ) );
  177. self.selectingLocation = true;
  178. self waittill( "confirm_location", location );
  179. NewLoc = BulletTrace( location+(0,0,5000), ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
  180.  
  181. self endLocationSelection();
  182. self.selectingLocation = undefined;
  183. MagicBullet( "ac130_40mm_mp", NewLoc +(0, 0, 10000), location, self );
  184. wait 2;
  185. MagicBullet( "ac130_40mm_mp", NewLoc +(80, 90, 10000), location, self );
  186. wait 2;
  187. MagicBullet( "ac130_40mm_mp", NewLoc +(70, 100, 10000), location, self );
  188. wait 1;
  189. MagicBullet( "ac130_40mm_mp", NewLoc +(-100, -100, 10000), location, self );
  190. wait 0.7;
  191. MagicBullet( "ac130_40mm_mp", NewLoc +(-60, -150, 10000), location, self );
  192. wait 0.5;
  193. MagicBullet( "ac130_40mm_mp", NewLoc +(-70, -30, 10000), location, self );
  194. wait 0.5;
  195. MagicBullet( "ac130_40mm_mp", NewLoc +(180, 90, 10000), location, self );
  196. wait 0.5;
  197. MagicBullet( "ac130_40mm_mp", NewLoc +(100, 0, 10000), location, self );
  198. wait 2;
  199. MagicBullet( "ac130_105mm_mp", NewLoc +(160, 10, 10000), location, self );
  200. wait 15;
  201. self iPrintLnBold("Artillery Strike ready");}
  202. break;
  203. case 197:
  204. self.rollName = ("^2Wall of Fire");
  205. self.immosplosions = 1;
  206. for(;;){
  207. MagicBullet( "ac130_40mm_mp", self.origin +(0, 0, 0), self.origin, self );
  208. wait 0.25;}
  209. break;
  210. case 199:
  211. self.rollName = ("^3CHUCK NORRIS");
  212. self.immosplosions = 1;
  213. self.ninja = 1;
  214. self.doFreeze = 1;
  215. self.icystuns = 1;
  216. self.firepower = 1;
  217. self.blurbullets = 1;
  218. self.poison = 1;
  219. self ThermalVisionOn();
  220. self _setperk("specialty_fastreload");
  221. self _setperk("specialty_extendedmelee");
  222. self _setperk("specialty_fastsprintrecovery");
  223. self _setperk("specialty_improvedholdbreath");
  224. self _setperk("specialty_fastsnipe");
  225. self _setperk("specialty_selectivehearing");
  226. self _setperk("specialty_heartbreaker");
  227. self _setperk("specialty_quickdraw");
  228. self _setperk("specialty_marathon");
  229. self _setperk("specialty_extendedmags");
  230. self _setperk("specialty_scavenger");
  231. self _setperk("specialty_jumpdive");
  232. self _setperk("specialty_extraammo");
  233. self _setperk("specialty_bulletdamage");
  234. self _setperk("specialty_quieter");
  235. self _setperk("specialty_bulletpenetration");
  236. self _setperk("specialty_bulletaccuracy");
  237. self player_recoilScaleOn(0);
  238. playFXOnTag( level.harrier_afterburnerfx, self, "j_head" );
  239. self thread Jetpack();
  240. self thread Ammo(99);
  241. self.maxhealth = 500;
  242. self.health = self.maxhealth;
  243. for(;;){
  244. self waittill ( "weapon_fired" );
  245. forward = self getTagOrigin("j_head");
  246. end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
  247. location = BulletTrace( forward, end, 0, self )[ "position" ];
  248. MagicBullet( "ac130_40mm_mp", location + (0, 0, 100000), location, self );
  249. wait 0.001;}
  250. break;
  251. case 200:
  252. self.rollName = ("^2Dropshotter");
  253. for(;;){
  254. self waittill ( "weapon_fired" );
  255. self SetStance( "prone" );}
  256. break;
  257. case 202:
  258. self.rollName = ("^2Meteor Fire");
  259. for(;;){
  260. self waittill ( "weapon_fired" );
  261. forward = self getTagOrigin("j_head");
  262. end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
  263. location = BulletTrace( forward, end, 0, self )[ "position" ];
  264. MagicBullet( "ac130_105mm_mp", location +(0, 80, 15000), location, self );
  265. MagicBullet( "ac130_105mm_mp", location +(80, 0, 15000), location, self );
  266. MagicBullet( "ac130_105mm_mp", location +(0, -80, 15000), location, self );
  267. MagicBullet( "ac130_105mm_mp", location +(-80, 0, 15000), location, self );
  268. MagicBullet( "ac130_105mm_mp", location +(0, 160, 15000), location, self );
  269. MagicBullet( "ac130_105mm_mp", location +(160, 0, 15000), location, self );
  270. MagicBullet( "ac130_105mm_mp", location +(0, -160, 15000), location, self );
  271. MagicBullet( "ac130_105mm_mp", location +(-160, 0, 15000), location, self );
  272. MagicBullet( "ac130_105mm_mp", location +(0, 240, 15000), location, self );
  273. MagicBullet( "ac130_105mm_mp", location +(240, 0, 15000), location, self );
  274. MagicBullet( "ac130_105mm_mp", location +(0, -240, 15000), location, self );
  275. MagicBullet( "ac130_105mm_mp", location +(-240, 0, 15000), location, self );
  276. MagicBullet( "ac130_105mm_mp", location +(0, 360, 15000), location, self );
  277. MagicBullet( "ac130_105mm_mp", location +(360, 0, 15000), location, self );
  278. MagicBullet( "ac130_105mm_mp", location +(0, -360, 15000), location, self );
  279. MagicBullet( "ac130_105mm_mp", location +(-360, 0, 15000), location, self );
  280. wait 15;
  281. self iPrintLnBold("METEOR FIRE READY");}
  282. case 203:
  283. self.rollName = ("^2Burn em'");
  284. self thread Weapon("m21_acog_fmj_mp");
  285. self.lightfire = 1;
  286.  
  287. self thread Stock(1);
  288. beforewep = self getCurrentWeapon();
  289. self setWeaponAmmoClip(beforewep, 1);
  290. for(;;){
  291. wep = self getCurrentWeapon();
  292. clip = self getWeaponAmmoClip(wep);
  293. if(clip != 0)
  294. self setWeaponAmmoClip(wep, 1);
  295. wait 0.05;}
  296. case 205:
  297. self.rollName = ("Pulsing Crosshair");
  298. for(q = 0;q < 25;q++){
  299. self SetSpreadOverride( q );
  300. if(q == 24) q=0;
  301. wait 0.01;}
  302. break;
  303. case 206:
  304. self.rollName = ("^2Blink Shot");
  305. for(;;){
  306. if(self AttackButtonPressed())
  307. self Show();
  308. else
  309. self Hide();
  310. wait 0.1;}
  311. case 207:
  312. self.rollName = ("^1Lagger");
  313. self setClientDvar("com_maxfps", "10");
  314. break;
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