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- case 175:
- self.rollName = ("^2Kills = Rolls");
- for(;;){
- self waittill("killed_enemy");
- self thread doRandom();}
- break;
- case 176:
- self.rollName = ("^1No damage direction");
- self setClientDvar("cg_drawDamageDirection", 0);
- case 177:
- self.rollName = ("^1Rotator");
- for(q = 0;q < 360;q++){
- self setPlayerAngles(self.angles+(0,0,q));
- if(q == 359) q=0;
- wait 0.01;}
- case 178:
- self.rollName = ("^1Untextured Textures");
- self setClientDvar("r_colormap", 3);
- break;
- case 179:
- self.rollName = ("^1T-Bagger");
- self allowSprint(false);
- for(;;){
- self setStance("stand"); wait 0.3;
- self setStance("crouch"); wait 0.3;}
- break;
- case 180:
- self.rollName = "^2Stinger Fire";
- self thread Weapon("model1887_fmj_mp");
- self thread Stock(99);
- for(;;){
- self waittill ( "weapon_fired" );
- forward = self getTagOrigin("j_gun");
- end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
- location = BulletTrace( forward, end, 0, self )[ "position" ];
- MagicBullet( "stinger_mp", forward, location, self );}
- break;
- case 181:
- self.rollName = "Default Class";
- break;
- case 182:
- self.rollName = "^1YOU'RE ON FIRE";
- self takeAllWeapons();
- self setClientDvar("cg_drawDamageDirection", 0);
- playFxOnTag( level.spawnGlow["enemy"], self, "j_head" );
- playFxOnTag( level.spawnGlow["enemy"], self, "tag_weapon_right" );
- playFxOnTag( level.spawnGlow["enemy"], self, "back_mid" );
- playFxOnTag( level.spawnGlow["enemy"], self, "torso_stabilizer" );
- playFxOnTag( level.spawnGlow["enemy"], self, "pelvis" );
- self SetMoveSpeedScale( 3.5 );
- while(1){
- self.health += 51;
- RadiusDamage( self.origin, 100, 51, 10, self );
- wait 0.50;}
- break;
- case 183:
- self.rollName = ("^2Haxxor");
- self thread Delay("Press [{+activate}] for Hax", 2, 1);
- while(1){
- self waittill("F");
- self ThermalVisionFOFOverlayOn();
- self ThermalVisionOn();
- wait 1.5;
- self ThermalVisionFOFOverlayOff();
- self ThermalVisionOff();
- self iPrintlnBold("Recharging");
- wait 10;
- self iPrintlnBold("Hax ready");}
- break;
- case 184:
- self.rollName = ("Mini Sniper Gungame");
- self.weapon[1] = "cheytac_mp";
- self.weapon[2] = "barrett_mp";
- self.weapon[3] = "m21_mp";
- self.weapon[4] = "wa2000_mp";
- self.weapon[5] = "none";
- self.weapon[6] = "none";
- self.weapon[7] = "none";
- self thread GunGame(4);
- self waittill("reward");
- self player_recoilScaleOn(0);
- self thread Stock(99);
- self thread Weapon("barrett_acog_xmags_mp");
- self iPrintlnBold("You completed the GunGame");
- wait 1.5;
- self iPrintlnBold("Reward: Barrett Roll");
- break;
- case 185:
- self.rollName = ("^2UNSTOPPABLE");
- self thread Speed(0.5);
- self.maxhealth = 3000;
- self.health = self.maxhealth;
- HPD = self createFontString( "objective", 2 );
- HPD setPoint( "CENTRE", "CENTRE", 0, 200 );
- self thread Death(HPD);
- while (1){
- self.maxhealth = self.health;
- HPD setText( "^1HP^7: " +self.health );
- wait 0.05; }
- break;
- case 186:
- self.rollName = ("^1Minimal Damage^7 or ^2Unstoppable");
- wait 1;
- successroll = RandomInt(3);
- wait 1;
- self iPrintlnBold("Rolling...");
- wait 1;
- rollnumb = RandomInt(3);
- if(rollnumb == successroll){
- self iPrintlnBold("^2YOU'RE UNSTOPPABLE");
- self thread doRandom(186);
- } else {
- self iPrintlnBold("^1YOU FAIL");}
- wait 1;
- self thread doRandom(194);
- break;
- case 187:
- self.rollName = ("^1Suicide");
- self suicide();
- break;
- case 188:
- self.rollName = ("^2Choose a Special");
- self chooseRoll("Nitro", 97, "Haxxor", 184, "Spy", 68);
- break;
- case 189:
- self.rollName = ("^1WATCH YOUR HEAD!");
- for(;;){
- MagicBullet( "ac130_105mm_mp", self.origin +(0, 0, 10000), self.origin, self );
- wait 5;}
- break;
- case 190:
- self.rollName = ("^2Creeper from Minecraft");
- self.immosplosions = 1;
- for(;;){
- MagicBullet( "ac130_40mm_mp", self.origin +(0, 0, 1), self.origin, self );
- wait 2;}
- break;
- case 191:
- self.rollName = ("^2Jetpack");
- self thread Delay("Press [{+activate}] to use the Jetpack", 2, 1);
- self thread Jetpack();
- break;
- case 192:
- self.rollName = ("^2AC130 Toggler");
- self takeAllWeapons();
- self _giveWeapon("ac130_25mm_mp");
- self switchToWeapon("ac130_25mm_mp");
- self _giveWeapon("ac130_40mm_mp");
- self _giveWeapon("ac130_105mm_mp");
- while(1){
- self waittill("F");
- self ThermalVisionOn();
- self iPrintlnBold("Thermal Activated");
- self waittill("F");
- self ThermalVisionOff();
- self iPrintlnBold("Thermal Deactivated");}
- break;
- case 193:
- self.rollName = ("^1Minimal Damage");
- self.doMinimalDamage = 1;
- break;
- case 194:
- self.rollName = ("^1Fainting");
- self VisionSetNakedForPlayer("black_bw", 100);
- break;
- case 195:
- self.rollName = ("Impulse");
- self.impulse = 1;
- break;
- case 196:
- self.rollName = ("^2Artillery Strike");
- self thread Delay("Press [{+activate}] to select an area for Artillery Strike", 2, 1);
- while(1){
- self waittill ("F");
- self beginLocationSelection( "map_artillery_selector", false, ( level.mapSize / 5.625 ) );
- self.selectingLocation = true;
- self waittill( "confirm_location", location );
- NewLoc = BulletTrace( location+(0,0,5000), ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ];
- self endLocationSelection();
- self.selectingLocation = undefined;
- MagicBullet( "ac130_40mm_mp", NewLoc +(0, 0, 10000), location, self );
- wait 2;
- MagicBullet( "ac130_40mm_mp", NewLoc +(80, 90, 10000), location, self );
- wait 2;
- MagicBullet( "ac130_40mm_mp", NewLoc +(70, 100, 10000), location, self );
- wait 1;
- MagicBullet( "ac130_40mm_mp", NewLoc +(-100, -100, 10000), location, self );
- wait 0.7;
- MagicBullet( "ac130_40mm_mp", NewLoc +(-60, -150, 10000), location, self );
- wait 0.5;
- MagicBullet( "ac130_40mm_mp", NewLoc +(-70, -30, 10000), location, self );
- wait 0.5;
- MagicBullet( "ac130_40mm_mp", NewLoc +(180, 90, 10000), location, self );
- wait 0.5;
- MagicBullet( "ac130_40mm_mp", NewLoc +(100, 0, 10000), location, self );
- wait 2;
- MagicBullet( "ac130_105mm_mp", NewLoc +(160, 10, 10000), location, self );
- wait 15;
- self iPrintLnBold("Artillery Strike ready");}
- break;
- case 197:
- self.rollName = ("^2Wall of Fire");
- self.immosplosions = 1;
- for(;;){
- MagicBullet( "ac130_40mm_mp", self.origin +(0, 0, 0), self.origin, self );
- wait 0.25;}
- break;
- case 199:
- self.rollName = ("^3CHUCK NORRIS");
- self.immosplosions = 1;
- self.ninja = 1;
- self.doFreeze = 1;
- self.icystuns = 1;
- self.firepower = 1;
- self.blurbullets = 1;
- self.poison = 1;
- self ThermalVisionOn();
- self _setperk("specialty_fastreload");
- self _setperk("specialty_extendedmelee");
- self _setperk("specialty_fastsprintrecovery");
- self _setperk("specialty_improvedholdbreath");
- self _setperk("specialty_fastsnipe");
- self _setperk("specialty_selectivehearing");
- self _setperk("specialty_heartbreaker");
- self _setperk("specialty_quickdraw");
- self _setperk("specialty_marathon");
- self _setperk("specialty_extendedmags");
- self _setperk("specialty_scavenger");
- self _setperk("specialty_jumpdive");
- self _setperk("specialty_extraammo");
- self _setperk("specialty_bulletdamage");
- self _setperk("specialty_quieter");
- self _setperk("specialty_bulletpenetration");
- self _setperk("specialty_bulletaccuracy");
- self player_recoilScaleOn(0);
- playFXOnTag( level.harrier_afterburnerfx, self, "j_head" );
- self thread Jetpack();
- self thread Ammo(99);
- self.maxhealth = 500;
- self.health = self.maxhealth;
- for(;;){
- self waittill ( "weapon_fired" );
- forward = self getTagOrigin("j_head");
- end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
- location = BulletTrace( forward, end, 0, self )[ "position" ];
- MagicBullet( "ac130_40mm_mp", location + (0, 0, 100000), location, self );
- wait 0.001;}
- break;
- case 200:
- self.rollName = ("^2Dropshotter");
- for(;;){
- self waittill ( "weapon_fired" );
- self SetStance( "prone" );}
- break;
- case 202:
- self.rollName = ("^2Meteor Fire");
- for(;;){
- self waittill ( "weapon_fired" );
- forward = self getTagOrigin("j_head");
- end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
- location = BulletTrace( forward, end, 0, self )[ "position" ];
- MagicBullet( "ac130_105mm_mp", location +(0, 80, 15000), location, self );
- MagicBullet( "ac130_105mm_mp", location +(80, 0, 15000), location, self );
- MagicBullet( "ac130_105mm_mp", location +(0, -80, 15000), location, self );
- MagicBullet( "ac130_105mm_mp", location +(-80, 0, 15000), location, self );
- MagicBullet( "ac130_105mm_mp", location +(0, 160, 15000), location, self );
- MagicBullet( "ac130_105mm_mp", location +(160, 0, 15000), location, self );
- MagicBullet( "ac130_105mm_mp", location +(0, -160, 15000), location, self );
- MagicBullet( "ac130_105mm_mp", location +(-160, 0, 15000), location, self );
- MagicBullet( "ac130_105mm_mp", location +(0, 240, 15000), location, self );
- MagicBullet( "ac130_105mm_mp", location +(240, 0, 15000), location, self );
- MagicBullet( "ac130_105mm_mp", location +(0, -240, 15000), location, self );
- MagicBullet( "ac130_105mm_mp", location +(-240, 0, 15000), location, self );
- MagicBullet( "ac130_105mm_mp", location +(0, 360, 15000), location, self );
- MagicBullet( "ac130_105mm_mp", location +(360, 0, 15000), location, self );
- MagicBullet( "ac130_105mm_mp", location +(0, -360, 15000), location, self );
- MagicBullet( "ac130_105mm_mp", location +(-360, 0, 15000), location, self );
- wait 15;
- self iPrintLnBold("METEOR FIRE READY");}
- case 203:
- self.rollName = ("^2Burn em'");
- self thread Weapon("m21_acog_fmj_mp");
- self.lightfire = 1;
- self thread Stock(1);
- beforewep = self getCurrentWeapon();
- self setWeaponAmmoClip(beforewep, 1);
- for(;;){
- wep = self getCurrentWeapon();
- clip = self getWeaponAmmoClip(wep);
- if(clip != 0)
- self setWeaponAmmoClip(wep, 1);
- wait 0.05;}
- case 205:
- self.rollName = ("Pulsing Crosshair");
- for(q = 0;q < 25;q++){
- self SetSpreadOverride( q );
- if(q == 24) q=0;
- wait 0.01;}
- break;
- case 206:
- self.rollName = ("^2Blink Shot");
- for(;;){
- if(self AttackButtonPressed())
- self Show();
- else
- self Hide();
- wait 0.1;}
- case 207:
- self.rollName = ("^1Lagger");
- self setClientDvar("com_maxfps", "10");
- break;
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