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- Gun
- = script.Parent;
- barrel
- = script.Parent:FindFirstChild("Barrel");
- player
- = game.Players.LocalPlayer;--Dostep do gracza
- accuracy
- = script.Parent:FindFirstChild("Accuracy");
- power
- = script.Parent:FindFirstChild("Power");
- ammo
- = script.Parent:FindFirstChild("Ammo");
- stock
- = script.Parent:FindFirstChild("StockAmmo");
- reloading
- = false--czy bron jest w tym momencie przeladowywana
- function reload()
- reloading
- if stock.Value >= 7 - ammo.Value then--jezeli w pociskow zapasie jest wiecej lub tyle samo ile brakuje do pelnego magazynka
- stock.Value
- = stock.Value - (7 - ammo.Value);--od zapasow odejmowana jest liczba potrzebnych do zapelnienia magazynku pociskow
- ammo.Value
- = 7;--magazynek jest uzupelniany do pelna
- else--jezeli liczba pociskow w zapasie nie wystarcza do calkowitego zapelnienia
- ammo.Value
- = stock.Value + ammo.Value;--dodana do magazynku zostaje reszta pociskow w zapasie
- stock.Value
- = 0;--oproznienie zapasow
- reloading
- = false;
- end
- = true;
- wait(2.5);
- end
- function shoot(cfhit)
- if not reloading and ammo.Value > 0 then--jezeli magazynek nie jest pusty, a bron nie jest przeladowywana,
- ammo.Value
- = ammo.Value - 1;
- local bullet
- = Instance.new("Part", game.Workspace);--tworzymy pocisk
- local bulletShape
- = Instance.new("SpecialMesh", bullet);--i ksztalt pocisku
- bullet.BrickColor
- = BrickColor.new("Really black");--nadajemy mu kolor
- bullet.FormFactor
- = Enum.FormFactor.Custom;--i zmienamy budowe tak, bo mozna go bylo maksymalnie zmniejszyc
- bullet.Size
- = Vector3.new(0.2, 0.2, 0.2);--i zmniejszamy go
- bullet.Material
- = Enum.Material.Metal;--nadajemy mu metalowy material
- bulletShape.MeshType
- = Enum.MeshType.Sphere;--ksztalt kuli
- bulletShape.Scale
- = Vector3.new(0.7, 0.7, 0.7);--i jeszcze raz go zmniejszamy
- bullet.Position
- = barrel.Position;
- bullet.CFrame
- = CFrame.new(bullet.CFrame.p, cfhit.p);
- local dispX
- = math.random(-accuracy.Value, accuracy.Value);
- local dispY
- = math.random(-accuracy.Value, accuracy.Value);
- local dispZ
- = math.random(-accuracy.Value, accuracy.Value);
- local force
- = Instance.new("BodyForce", bullet);
- force.force
- = bullet.CFrame.lookVector
- * 20
- * power.Value;
- force.force
- = Vector3.new(force.force.x + dispX, force.force.y + dispY, force.force.z + dispZ);
- bullet.Touched:connect(function(brick)
- end)
- if brick.Name
- == "Torso" then
- human.Health
- = human.Health - 35
- * power.Value;
- elseif brick.Name
- == "Head" then
- human.Health
- = human.Health - 60
- * power.Value;
- elseif brick.Name
- == "Left Arm" or brick.Name
- == "Right Arm" then
- human.Health
- = human.Health - 20
- * power.Value;
- elseif brick.Name
- == "Left Leg" or brick.Name
- == "Right Leg" then
- human.Health
- = human.Health - 10
- * power.Value;
- end
- gun.Equipped:connect(function(mouse)
- end)
- mouse.KeyDown:connect(function(key)
- if key
- == "r" then
- reload();
- end
- end)
- mouse.Button1Down:connect(function()
- shoot(mouse.Hit);
- end)
- end
- end
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