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- //z is any effect
- //self thread Wrath("effect");
- hurtzoms()
- {
- self endon("OSO");
- zombies = GetAiSpeciesArray( "axis", "all" );
- while(1)
- {
- for (i=0;i<zombies.size;i++)
- {
- if( distance( zombies[i].origin, self.strike ) < 1000 )
- {
- zombies[i] dodamage(zombies[i].health + 666, zombies[i].origin);
- wait .1;
- }
- }
- }
- }
- vector_scal(vec, scale)
- {
- return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
- }
- Wrath(z)
- {
- self endon("OSO");
- players=get_players();
- for(;;)
- {
- if(self MeleeButtonPressed())
- {
- forward = self getTagOrigin("j_head");
- end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
- Location = BulletTrace( forward, end, 0, self )[ "position" ];
- self.wrath = Location;
- Earthquake( 0.6, 9, self.wrath, 1000 );
- self thread hurtzoms();
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- self setClientDvar( "timescale", "0.9" );
- wait 0.1;
- self setClientDvar( "timescale", "0.8" );
- wait 0.1;
- self setClientDvar( "timescale", "0.7" );
- wait 0.1;
- self setClientDvar( "timescale", "0.6" );
- wait 0.2;
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["lightning_dog_spawn"], self.wrath);
- playfx(level._effect["rise_burst"], self.wrath);
- playfx(level._effect["rise_billow"], self.wrath);
- playfx(level._effect["rise_dust"], self.wrath);
- playfx( level._effect["mine_explosion"], self.wrath);
- playfx(level._effect["fx_mortarExp_dirt"], self.wrath);
- self setClientDvar( "timescale", "0.5" );
- wait 0.4;
- self setClientDvar( "timescale", "0.4" );
- wait 0.5;
- self setClientDvar( "timescale", "0.3" );
- wait 0.7;
- self setClientDvar( "timescale", "0.2" );
- wait 0.8;
- self setClientDvar( "timescale", "1" );
- Earthquake( 2, 2, self.wrath, 2500 );
- playfx(loadfx(z), self.wrath);
- playfx(loadfx(z), self.wrath+(0,0,80));
- playfx(loadfx(z), self.wrath+(0,0,160));
- playfx( level._effect["mine_explosion"], self.wrath);
- playfx(level._effect["fx_mortarExp_dirt"], self.wrath);
- Earthquake( 1.8, 1, self.wrath, 2500 );
- playfx(loadfx(z), self.wrath+(0,0,240));
- playfx(level._effect["rise_burst"], self.wrath);
- playfx(level._effect["rise_billow"], self.wrath);
- playfx(level._effect["rise_dust"], self.wrath);
- playfx( level._effect["mine_explosion"], self.wrath);
- Earthquake( 2, 2, self.wrath, 2500 );
- playfx(loadfx(z), self.wrath+(0,0,320));
- playfx(level._effect["mine_explosion"], self.wrath);
- playfx(level._effect["fx_mortarExp_dirt"], self.wrath);
- Earthquake( 1.8, 5, self.wrath, 2500 );
- playfx(loadfx(z), self.wrath+(0,0,400));
- playfx(loadfx(z), self.wrath+(0,0,480));
- playfx(loadfx(z), self.wrath+(0,0,560));
- playfx(loadfx(z), self.wrath+(0,0,640));
- playfx(level._effect["rise_burst"], self.wrath);
- playfx(level._effect["rise_billow"], self.wrath);
- playfx(level._effect["rise_dust"], self.wrath);
- playfx( level._effect["mine_explosion"], self.wrath);
- Earthquake( 2, 2, self.wrath, 2500 );
- playfx(loadfx(z), self.wrath+(0,0,720));
- playfx(loadfx(z), self.wrath+(0,0,800));
- playfx(loadfx(z), self.wrath+(0,0,880));
- playfx(loadfx(z), self.wrath+(0,0,960));
- playfx( level._effect["mine_explosion"], self.wrath);
- playfx(level._effect["fx_mortarExp_dirt"], self.wrath);
- Earthquake( 1.8, 2, self.wrath, 2500 );
- playfx(loadfx(z), self.wrath+(0,0,1040));
- self thread hurtzomsall();
- wait 2.5;
- playfx(loadfx(z), self.wrath);
- playfx(loadfx(z), self.wrath+(0,0,80));
- playfx(loadfx(z), self.wrath+(0,0,160));
- playfx(level._effect["rise_burst"], self.wrath);
- playfx(level._effect["rise_billow"], self.wrath);
- playfx(level._effect["rise_dust"], self.wrath);
- playfx( level._effect["mine_explosion"], self.wrath);
- Earthquake( 2, 2, self.wrath, 2500 );
- playfx(loadfx(z), self.wrath+(0,0,240));
- playfx(loadfx(z), self.wrath+(0,0,320));
- playfx(loadfx(z), self.wrath+(0,0,400));
- playfx(loadfx(z), self.wrath+(0,0,480));
- playfx( level._effect["mine_explosion"], self.wrath);
- playfx(level._effect["fx_mortarExp_dirt"], self.wrath);
- Earthquake( 1.8, 2, self.wrath, 2500 );
- playfx(loadfx(z), self.wrath+(0,0,560));
- playfx(loadfx(z), self.wrath+(0,0,640));
- playfx(loadfx(z), self.wrath+(0,0,720));
- playfx(loadfx(z), self.wrath+(0,0,800));
- playfx(level._effect["rise_burst"], self.wrath);
- playfx(level._effect["rise_billow"], self.wrath);
- playfx(level._effect["rise_dust"], self.wrath);
- playfx( level._effect["mine_explosion"], self.wrath);
- Earthquake( 2, 2, self.wrath, 2500 );
- playfx(loadfx(z), self.wrath+(0,0,880));
- playfx(loadfx(z), self.wrath+(0,0,960));
- playfx(loadfx(z), self.wrath+(0,0,1040));
- self thread hurtzomsall();
- wait 2.5;
- playfx(loadfx(z), self.wrath);
- playfx(loadfx(z), self.wrath+(0,0,80));
- playfx(loadfx(z), self.wrath+(0,0,160));
- playfx(loadfx(z), self.wrath+(0,0,240));
- playfx(level._effect["rise_burst"], self.wrath);
- playfx(level._effect["rise_billow"], self.wrath);
- playfx(level._effect["rise_dust"], self.wrath);
- playfx( level._effect["mine_explosion"], self.wrath);
- Earthquake( 2, 2, self.wrath, 2500 );
- playfx(loadfx(z), self.wrath+(0,0,320));
- playfx(loadfx(z), self.wrath+(0,0,400));
- playfx(loadfx(z), self.wrath+(0,0,480));
- playfx( level._effect["mine_explosion"], self.wrath);
- playfx(level._effect["fx_mortarExp_dirt"], self.wrath);
- Earthquake( 1.8, 2, self.wrath, 2500 );
- playfx(loadfx(z), self.wrath+(0,0,560));
- playfx(loadfx(z), self.wrath+(0,0,640));
- playfx(loadfx(z), self.wrath+(0,0,720));
- playfx(level._effect["rise_burst"], self.wrath);
- playfx(level._effect["rise_billow"], self.wrath);
- playfx(level._effect["rise_dust"], self.wrath);
- playfx( level._effect["mine_explosion"], self.wrath);
- Earthquake( 2, 2, self.wrath, 2500 );
- playfx(loadfx(z), self.wrath+(0,0,800));
- playfx(loadfx(z), self.wrath+(0,0,880));
- playfx( level._effect["mine_explosion"], self.wrath);
- playfx(level._effect["fx_mortarExp_dirt"], self.wrath);
- Earthquake( 1.8, 2, self.wrath, 2500 );
- playfx(loadfx(z), self.wrath+(0,0,960));
- playfx(loadfx(z), self.wrath+(0,0,1040));
- wait 2.5;
- self notify("OSO");
- }
- wait .5;
- }
- }
- hurtzomsall()
- {
- self endon("OSO");
- zombies = GetAiSpeciesArray( "axis", "all" );
- while(1)
- {
- for (i=0;i<zombies.size;i++)
- {
- zombies[i] dodamage(zombies[i].health + 999999999, zombies[i].origin);
- wait .1;
- }
- }
- }
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