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May 28th, 2017
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  1. void() Wiz_FastFire =
  2. {
  3.     local vector        vec;
  4.     local vector        dst;
  5.  
  6.     if (self.owner.health > 0)
  7.     {
  8.         //self.owner.effects = self.owner.effects | #EF_MUZZLEFLASH;
  9.         MuzzleFlash(self.owner);
  10.  
  11.         makevectors (self.enemy.angles);   
  12.         dst = self.enemy.origin - 13*self.movedir;
  13.    
  14.    
  15.     // omc_monsterthief this is where the thief gets attacked
  16.     //if (self.enemy.job & (#JOB_THIEF && #JOB_ACTIVE))
  17.     if (self.enemy.job & #JOB_THIEF && self.enemy.job & #JOB_ACTIVE)
  18.     {
  19. #ifdef OMC_DEBUG   
  20.     bprint(#PRINT_MEDIUM," We're in Wiz_Fastfire!\n");
  21. #endif 
  22.         vec = SloppyAim(self, self.enemy);
  23.         }
  24.            
  25.        
  26.        
  27.        
  28.         vec = normalize(dst - self.origin);
  29.         sound (self, #CHAN_WEAPON, "wizard/wattack.wav", 1, #ATTN_NORM);
  30.         launch_spike (self.origin, vec);
  31.         newmis.velocity = vec*(600 + 600 * random() ); //- Was 600
  32.         newmis.owner = self.owner;
  33.         newmis.classname = "wizspike";
  34.         setmodel (newmis, "progs/w_spike.mdl");
  35.         setsize (newmis, #VEC_ORIGIN, #VEC_ORIGIN);    
  36.     }
  37.  
  38.     remove (self);
  39. };
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