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Death Machine (Update)

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Sep 23rd, 2010
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  1. deathMachine()
  2. {
  3. self endon("disconnect");
  4. self endon("death");
  5.  
  6. while(1)
  7. {
  8. if(self AttackButtonPressed())
  9. {
  10. tagorigin = self getTagOrigin("j_shouldertwist_le");
  11.  
  12. firing = GetCursorPos();
  13. x = randomIntRange(-50, 50);
  14. y = randomIntRange(-50, 50);
  15. z = randomIntRange(-50, 50);
  16.  
  17. MagicBullet( "ac130_25mm_mp", tagorigin, firing+(x, y, z), self );
  18. self setWeaponAmmoClip( "defaultweapon_mp", 0, "left" );
  19. self setWeaponAmmoClip( "defaultweapon_mp", 0, "right" );
  20. }
  21. wait 0.07;
  22. }
  23. }
  24.  
  25. GetCursorPos()
  26. {
  27. forward = self getTagOrigin("tag_eye");
  28. end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000);
  29. location = BulletTrace( forward, end, 0, self)[ "position" ];
  30. return location;
  31. }
  32.  
  33. vector_scal(vec, scale)
  34. {
  35. vec = (vec[0] * scale, vec[1] * scale, vec[2] * scale);
  36. return vec;
  37. }
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