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- @name Darkrp Base
- @persist Door1X Door2X Door3X
- @persist [Shoot1Use Shoot2Use Shoot3Use]:entity
- @inputs [Door1 Door2 Door3 Shoot1 Shoot2 Shoot3]:entity
- @outputs Door1Fade Door2Fade Door3Fade Shoot1Fade Shoot2Fade Shoot3Fade
- if(first()|dupefinished()){
- runOnTick(1)
- Door1X = 0 Door1Fade = 0
- Door2X = 0 Door2Fade = 0
- Door3X = 0 Door3Fade = 0
- Shoot1Use = noentity() Shoot1Fade = 0
- Shoot2Use = noentity() Shoot2Fade = 0
- Shoot3Use = noentity() Shoot3Fade = 0
- }
- else{
- if(Door1:isValid()){
- if(Door1X > 0){
- Door1X -= 1
- }
- if(Door1Fade == 0){
- for(P = 1,players():count()){
- if(players()[P,entity]:aimEntity() == Door1 & players()[P,entity]:shootPos():distance(Door1:boxCenterW()) <= 100){
- if(changed(players()[P,entity]:keyUse()) & players()[P,entity]:keyUse()){
- Door1:soundPlay(1,1,"weapon.StepLeft")
- }
- if(players()[P,entity]:keyUse()){
- if(players()[P,entity] == owner()){
- Door1Fade = 1
- Door1X = 250
- }
- else{
- Door1X += 2
- }
- }
- }
- }
- if(Door1X >= 500){
- Door1Fade = 1
- Door1X = 250
- }
- }
- else{
- if(Door1X == 0){
- Door1Fade = 0
- }
- }
- }
- if(Door2:isValid()){
- if(Door2X > 0){
- Door2X -= 1
- }
- if(Door2Fade == 0){
- for(P = 1,players():count()){
- if(players()[P,entity]:aimEntity() == Door2 & players()[P,entity]:shootPos():distance(Door2:boxCenterW()) <= 100){
- if(changed(players()[P,entity]:keyUse()) & players()[P,entity]:keyUse()){
- Door2:soundPlay(1,1,"weapon.StepLeft")
- }
- if(players()[P,entity]:keyUse()){
- if(players()[P,entity] == owner()){
- Door2Fade = 1
- Door2X = 250
- }
- else{
- Door2X += 2
- }
- }
- }
- }
- if(Door2X >= 500){
- Door2Fade = 1
- Door2X = 250
- }
- }
- else{
- if(Door2X == 0){
- Door2Fade = 0
- }
- }
- }
- if(Door3:isValid()){
- if(Door3X > 0){
- Door3X -= 1
- }
- if(Door3Fade == 0){
- for(P = 1,players():count()){
- if(players()[P,entity]:aimEntity() == Door3 & players()[P,entity]:shootPos():distance(Door3:boxCenterW()) <= 100){
- if(changed(players()[P,entity]:keyUse()) & players()[P,entity]:keyUse()){
- Door3:soundPlay(1,1,"weapon.StepLeft")
- }
- if(players()[P,entity]:keyUse()){
- if(players()[P,entity] == owner()){
- Door3Fade = 1
- Door3X = 250
- }
- else{
- Door3X += 2
- }
- }
- }
- }
- if(Door3X >= 500){
- Door3Fade = 1
- Door3X = 250
- }
- }
- else{
- if(Door3X == 0){
- Door3Fade = 0
- }
- }
- }
- if(Shoot1:isValid()){
- if(Shoot1Use:isValid()){
- if(Shoot1Use:keyUse()){
- Shoot1Fade = 1
- }
- else{
- Shoot1Use = noentity()
- }
- }
- else{
- Shoot1Fade = 0
- for(P = 1,players():count()){
- if(players()[P,entity]:aimEntity() == Shoot1 & players()[P,entity]:shootPos():distance(Shoot1:boxCenterW()) <= 100){
- if(changed(players()[P,entity]:keyUse()) & players()[P,entity]:keyUse()){
- Shoot1Use = players()[P,entity]
- }
- break
- }
- }
- }
- }
- if(Shoot2:isValid()){
- if(Shoot2Use:isValid()){
- if(Shoot2Use:keyUse()){
- Shoot2Fade = 1
- }
- else{
- Shoot2Use = noentity()
- }
- }
- else{
- Shoot2Fade = 0
- for(P = 1,players():count()){
- if(players()[P,entity]:aimEntity() == Shoot2 & players()[P,entity]:shootPos():distance(Shoot2:boxCenterW()) <= 100){
- if(changed(players()[P,entity]:keyUse()) & players()[P,entity]:keyUse()){
- Shoot2Use = players()[P,entity]
- }
- break
- }
- }
- }
- }
- if(Shoot3:isValid()){
- if(Shoot3Use:isValid()){
- if(Shoot3Use:keyUse()){
- Shoot3Fade = 1
- }
- else{
- Shoot3Use = noentity()
- }
- }
- else{
- Shoot3Fade = 0
- for(P = 1,players():count()){
- if(players()[P,entity]:aimEntity() == Shoot3 & players()[P,entity]:shootPos():distance(Shoot3:boxCenterW()) <= 100){
- if(changed(players()[P,entity]:keyUse()) & players()[P,entity]:keyUse()){
- Shoot3Use = players()[P,entity]
- }
- break
- }
- }
- }
- }
- }
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