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Feb 23rd, 2020
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  1.  
  2.  
  3. Slide( )
  4. {
  5. slidePosition = self.origin + (0, 0, 15);
  6. slideAngles = self getPlayerAngles();
  7.  
  8. level endon( "game_ended" );
  9.  
  10. level.slide[level.numberOfSlides] = spawn("script_model", slidePosition);
  11.  
  12. level.slide[level.numberOfSlides].angles = (0,slideAngles[1]-90,60);
  13.  
  14. level.slide[level.numberOfSlides] setModel("t6_wpn_supply_drop_trap");
  15.  
  16. level.numberOfSlides++;
  17.  
  18. for(;;)
  19.  
  20. {
  21.  
  22. foreach(player in level.players)
  23.  
  24. {
  25.  
  26. if( player isInPos(slidePosition) && player meleeButtonPressed() && player isMeleeing() && length( vecXY(player getPlayerAngles() - slideAngles) ) < 15 )
  27.  
  28. {
  29.  
  30. player setOrigin( player getOrigin() + (0, 0, 10) );
  31.  
  32. playngles2 = anglesToForward(player getPlayerAngles());
  33.  
  34. x=0;
  35.  
  36. player setVelocity( player getVelocity() + (playngles2[0]*1000, playngles2[1]*1000, 0) );
  37.  
  38. while(x<15)
  39.  
  40. {
  41.  
  42. player setVelocity( self getVelocity() + (0, 0, 999) );
  43.  
  44. x++;
  45.  
  46. wait .01;
  47.  
  48. }
  49.  
  50. wait 1;
  51.  
  52. }
  53.  
  54. }
  55.  
  56. wait .01;
  57.  
  58. }
  59.  
  60. }
  61.  
  62. vecXY( vec )
  63.  
  64. {
  65.  
  66. return (vec[0], vec[1], 0);
  67.  
  68. }
  69.  
  70. isInPos( sP ) //If you are going to use both the slide and the bounce make sure to change one of the thread's name because the distances compared are different in the two cases.
  71.  
  72. {
  73.  
  74. if(distance( self.origin, sP ) < 100)
  75.  
  76. return true;
  77.  
  78. return false;
  79.  
  80. }
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