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Apr 24th, 2018
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  1. launch_nuke()
  2. {
  3. //level.player playsound( "scn_icbm_missile_launch" );
  4. //icbm_missile01 thread play_loop_sound_on_entity( "scn_icbm_missile2_loop" );
  5.  
  6.  
  7. icbm_missile01 = getent( "icbm_missile01", "targetname" );
  8. missile01_start = getent( "missile01_start", "targetname" );
  9. missile01_end = getent( "missile01_end", "targetname" );
  10.  
  11. //PlayFX( getfx("icbm_launch") , icbm_missile01.origin );
  12.  
  13. //Earthquake( <scale>, <duration>, <source>, <radius> )
  14. earthquake( 0.3, 12, icbm_missile01.origin, 8000 );
  15.  
  16. level.player PlayRumbleLoopOnEntity( "tank_rumble" );
  17. level.player delaycall( 8.0, ::stopRumble, "tank_rumble" );
  18.  
  19. icbm_missile01 playsound( "scn_con_icbm_ignition" );
  20.  
  21. icbm_missile01 linkto( missile01_start );
  22. //point, time, accel time, decel time
  23. missile01_start moveto( missile01_end.origin, 50, 10, 0 );
  24. // icbm_missile thread maps\_utility::playSoundOnTag( "parachute_land_player" );
  25. playfxontag( level._effect[ "smoke_geotrail_icbm" ], icbm_missile01, "TAG_NOZZLE" );
  26. exploder( "icbm_launch" );
  27. //playfxontag( level._effect[ "smoke_geotrail_icbm" ], icbm_missile01, "tag_origin" );
  28.  
  29. wait 1;
  30.  
  31. if( distance( level.player.origin, missile01_start.origin ) < 600 )
  32. level.player dodamage( ( level.player.health + 1000 ), missile01_start.origin );
  33.  
  34. icbm_missile01 playloopsound( "scn_con_icbm_rocket_loop" );
  35.  
  36. missile01_start waittill( "movedone" );
  37. icbm_missile01 delete();
  38. }
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