Cheesecaked

Darkrp base thingy

Sep 28th, 2020
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  1. @name Darkrp Base
  2. @persist Door1X Door2X Door3X
  3. @persist [Shoot1Use Shoot2Use Shoot3Use]:entity
  4. @inputs [Door1 Door2 Door3 Shoot1 Shoot2 Shoot3]:entity
  5. @outputs Door1Fade Door2Fade Door3Fade Shoot1Fade Shoot2Fade Shoot3Fade
  6.  
  7.  
  8. if(first()|dupefinished()){
  9. runOnTick(1)
  10.  
  11. Door1X = 0 Door1Fade = 0
  12. Door2X = 0 Door2Fade = 0
  13. Door3X = 0 Door3Fade = 0
  14.  
  15. Shoot1Use = noentity() Shoot1Fade = 0
  16. Shoot2Use = noentity() Shoot2Fade = 0
  17. Shoot3Use = noentity() Shoot3Fade = 0
  18. }
  19. else{
  20. if(Door1:isValid()){
  21. if(Door1X > 0){
  22. Door1X -= 1
  23. }
  24.  
  25. if(Door1Fade == 0){
  26. for(P = 1,players():count()){
  27. if(players()[P,entity]:aimEntity() == Door1 & players()[P,entity]:shootPos():distance(Door1:boxCenterW()) <= 100){
  28. if(changed(players()[P,entity]:keyUse()) & players()[P,entity]:keyUse()){
  29. Door1:soundPlay(1,1,"weapon.StepLeft")
  30. }
  31. if(players()[P,entity]:keyUse()){
  32. if(players()[P,entity] == owner()){
  33. Door1Fade = 1
  34. Door1X = 250
  35. }
  36. else{
  37. Door1X += 2
  38. }
  39. }
  40. }
  41. }
  42.  
  43. if(Door1X >= 500){
  44. Door1Fade = 1
  45. Door1X = 250
  46. }
  47. }
  48. else{
  49. if(Door1X == 0){
  50. Door1Fade = 0
  51. }
  52. }
  53. }
  54.  
  55. if(Door2:isValid()){
  56. if(Door2X > 0){
  57. Door2X -= 1
  58. }
  59.  
  60. if(Door2Fade == 0){
  61. for(P = 1,players():count()){
  62. if(players()[P,entity]:aimEntity() == Door2 & players()[P,entity]:shootPos():distance(Door2:boxCenterW()) <= 100){
  63. if(changed(players()[P,entity]:keyUse()) & players()[P,entity]:keyUse()){
  64. Door2:soundPlay(1,1,"weapon.StepLeft")
  65. }
  66. if(players()[P,entity]:keyUse()){
  67. if(players()[P,entity] == owner()){
  68. Door2Fade = 1
  69. Door2X = 250
  70. }
  71. else{
  72. Door2X += 2
  73. }
  74. }
  75. }
  76. }
  77.  
  78. if(Door2X >= 500){
  79. Door2Fade = 1
  80. Door2X = 250
  81. }
  82. }
  83. else{
  84. if(Door2X == 0){
  85. Door2Fade = 0
  86. }
  87. }
  88. }
  89.  
  90. if(Door3:isValid()){
  91. if(Door3X > 0){
  92. Door3X -= 1
  93. }
  94.  
  95. if(Door3Fade == 0){
  96. for(P = 1,players():count()){
  97. if(players()[P,entity]:aimEntity() == Door3 & players()[P,entity]:shootPos():distance(Door3:boxCenterW()) <= 100){
  98. if(changed(players()[P,entity]:keyUse()) & players()[P,entity]:keyUse()){
  99. Door3:soundPlay(1,1,"weapon.StepLeft")
  100. }
  101. if(players()[P,entity]:keyUse()){
  102. if(players()[P,entity] == owner()){
  103. Door3Fade = 1
  104. Door3X = 250
  105. }
  106. else{
  107. Door3X += 2
  108. }
  109. }
  110. }
  111. }
  112.  
  113. if(Door3X >= 500){
  114. Door3Fade = 1
  115. Door3X = 250
  116. }
  117. }
  118. else{
  119. if(Door3X == 0){
  120. Door3Fade = 0
  121. }
  122. }
  123. }
  124.  
  125. if(Shoot1:isValid()){
  126. if(Shoot1Use:isValid()){
  127. if(Shoot1Use:keyUse()){
  128. Shoot1Fade = 1
  129. }
  130. else{
  131. Shoot1Use = noentity()
  132. }
  133. }
  134. else{
  135. Shoot1Fade = 0
  136. for(P = 1,players():count()){
  137. if(players()[P,entity]:aimEntity() == Shoot1 & players()[P,entity]:shootPos():distance(Shoot1:boxCenterW()) <= 100){
  138. if(changed(players()[P,entity]:keyUse()) & players()[P,entity]:keyUse()){
  139. Shoot1Use = players()[P,entity]
  140. }
  141. break
  142. }
  143. }
  144. }
  145. }
  146.  
  147. if(Shoot2:isValid()){
  148. if(Shoot2Use:isValid()){
  149. if(Shoot2Use:keyUse()){
  150. Shoot2Fade = 1
  151. }
  152. else{
  153. Shoot2Use = noentity()
  154. }
  155. }
  156. else{
  157. Shoot2Fade = 0
  158. for(P = 1,players():count()){
  159. if(players()[P,entity]:aimEntity() == Shoot2 & players()[P,entity]:shootPos():distance(Shoot2:boxCenterW()) <= 100){
  160. if(changed(players()[P,entity]:keyUse()) & players()[P,entity]:keyUse()){
  161. Shoot2Use = players()[P,entity]
  162. }
  163. break
  164. }
  165. }
  166. }
  167. }
  168.  
  169. if(Shoot3:isValid()){
  170. if(Shoot3Use:isValid()){
  171. if(Shoot3Use:keyUse()){
  172. Shoot3Fade = 1
  173. }
  174. else{
  175. Shoot3Use = noentity()
  176. }
  177. }
  178. else{
  179. Shoot3Fade = 0
  180. for(P = 1,players():count()){
  181. if(players()[P,entity]:aimEntity() == Shoot3 & players()[P,entity]:shootPos():distance(Shoot3:boxCenterW()) <= 100){
  182. if(changed(players()[P,entity]:keyUse()) & players()[P,entity]:keyUse()){
  183. Shoot3Use = players()[P,entity]
  184. }
  185. break
  186. }
  187. }
  188. }
  189. }
  190. }
  191.  
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