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Oct 22nd, 2019
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  1. /*
  2. * Infinity Loader :: Created By AgreedBog381 && SyGnUs Legends
  3. *
  4. * Project : Annex
  5. * Author : Lrukzy
  6. * Game : MW2
  7. * Description : Starts Multiplayer code execution!
  8. * Date : 10/22/2019 7:49:06 PM
  9. *
  10. */
  11.  
  12. //All MP files are supported, if something doesnt work, let us know!
  13. #include common_scripts\utility;
  14. #include maps\mp\_utility;
  15. #include maps\mp\gametypes\_hud_util;
  16.  
  17. //Preprocessor Global Chaining
  18. #define WELCOME_MSG = BASE_MSG + GREEN + PROJECT_TITLE;
  19.  
  20. //Preprocessor Globals
  21. #define GREEN = "^2";
  22. #define BASE_MSG = "Infinity Loader | Project: ";
  23. #define PROJECT_TITLE = "Annex";
  24.  
  25. init()
  26. {
  27. level thread onPlayerConnect();
  28. }
  29.  
  30. onPlayerConnect()
  31. {
  32. for(;;)
  33. {
  34. level waittill("connected", player);
  35. player thread onPlayerSpawned();
  36. }
  37. }
  38.  
  39. onPlayerSpawned()
  40. {
  41. self endon("disconnect");
  42. level endon("game_ended");
  43. for(;;)
  44. {
  45. self waittill("spawned_player");
  46. if(isDefined(self.playerSpawned))
  47. continue;
  48. self.playerSpawned = true;
  49.  
  50. self freezeControls(false);
  51.  
  52. // Will appear each time when the player spawns, that's just an example.
  53. self IPrintLn("WELCOME_MSG");
  54.  
  55.  
  56. //Your code goes here...Good Luck!
  57. self thread doWaterGun();
  58. }
  59. }
  60. doWaterGun()
  61. {
  62. if(self actionslotthreebuttonpressed())
  63. {
  64. WaterGun();
  65. }
  66.  
  67. }
  68. WaterGun()
  69. {
  70. self endon("death");
  71. self endon("disconnect");
  72. self giveWeapon("glock_silencer_mp", 0, true);
  73. self switchtoweapon("glock_silencer_mp");
  74. for(;;)
  75. {
  76. self waittill("weapon_fired");
  77. if(self getcurrentweapon() == "glock_silencer_mp")
  78. {
  79. self player_recoilScaleOn(0);
  80. vec=anglestoforward(self getPlayerAngles());
  81. end =(vec[0] * 200000,vec[1] * 200000,vec[2] * 200000);
  82. SPLOSIONlocation=BulletTrace(self gettagorigin("tag_eye"),self gettagorigin("tag_eye")+ end,0,self)["position"];
  83. level._effect["Boomerz"]=loadfx("explosions/grenadeExp_water");
  84. playfx(level._effect["Boomerz"],SPLOSIONlocation);
  85. RadiusDamage(SPLOSIONlocation,0,0,0,self);
  86. earthquake(0.3,1,SPLOSIONlocation,1000);
  87. }
  88. wait 0.1;
  89. }
  90. }
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