foobarbaz
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@@ -22,8 +22,7 @@ loadStreaks()
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// Pre-cache Jetpack FX at level init (loadfx must NOT be called at runtime).
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level._effect["jetpack_smoke"] = loadfx("smoke/smoke_trail_white_heli");
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level._effect["jetpack_flare"] = loadfx("misc/flares_cobra");
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// Small bullet-impact explosion for the Explosive Bullets streak.
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level._effect["bullet_explode"] = loadfx("explosions/grenadeExp_default");
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// level.explosionfx is loaded by _rank.gsc (helicopter_explosion_secondary_small)
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level.streaks3 = [];
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level.streaks6 = [];
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@@ -157,7 +156,7 @@ onKilling()
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{
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self endon("death");
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self endon("disconnect");
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level endon("nuke");
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level endon("game_over");
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spree = 0;
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value = 3;
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counter = 1;
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@@ -277,9 +276,7 @@ Radioactive()
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{
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self endon("disconnect");
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self endon("death");
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level endon("nuke");
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// Cache once \u2014 getDvar() inside the inner foreach would cost ~120 native calls/sec.
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isTeamGame = (getDvar("g_gametype") == "gungame_team");
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level endon("game_over");
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playFxOnTag( level.spawnGlow["enemy"], self, "pelvis" );
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playFxOnTag( level.spawnGlow["friendly"], self, "j_head" );
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while(1)
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@@ -289,8 +286,6 @@ Radioactive()
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{
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if(player == self)
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continue;
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if(isTeamGame && player.team == self.team)
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continue;
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if(Distance(player.origin,self.origin) < 120 && isAlive(player))
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{
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player thread maps\mp\gametypes\_damage::finishPlayerDamageWrapper( self, self, 4, 0, "MOD_EXPLOSIVE", "none", player.origin, player.origin, "none", 0, 0 );
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@@ -323,8 +318,8 @@ Explosive()
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forward = self getTagOrigin("j_head");
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end = self thread vector_scal(anglestoforward(self getPlayerAngles()),1000000);
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Location = BulletTrace( forward, end, 0, self )[ "position" ];
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playFx(level._effect["bullet_explode"], Location);
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RadiusDamage(Location, 50, 30, 20, self );
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playFx(level.explosionfx, Location);
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RadiusDamage(Location, 30, 25, 15, self );
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//self RadiusDamage(Location,250,self.explodmg,self.explomindmg,self,"MOD_Explosive","barrel_mp");
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wait self.explotime;
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}
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@@ -428,7 +423,7 @@ DeleteIMS2(ims)
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// FIX: The original waited on "fuckemp" which was never notified anywhere —
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// this created a permanent zombie thread holding the ims entity reference.
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// Now we wait for nuke (end of match) and clean up the entity then.
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level waittill("nuke");
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level waittill("game_over");
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if(isDefined(ims))
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ims delete();
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}
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@@ -444,7 +439,7 @@ DeleteIt(block, block2, block3, block4)
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}
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DeleteItOnNuke(block, block2, block3, block4)
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{
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level waittill("nuke");
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level waittill("game_over");
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if(isDefined(block)) block delete();
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if(isDefined(block2)) block2 delete();
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if(isDefined(block3)) block3 delete();
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@@ -563,8 +558,7 @@ scanPlayer()
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{
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if(player == self)
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continue;
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if((getDvar("g_gametype") == "gungame_team") && self.team == player.team)
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continue;
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if(Distance(player.origin,self.origin) <= 1000)
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{
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go = true;
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@@ -658,7 +652,7 @@ infoText(item)
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}
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Juggernaut()
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{
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level endon("nuke");
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level endon("game_over");
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self.isJugger = true;
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// FIX: Use the custom health system (actual_maxhealth/actual_health) instead of
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// the raw engine maxhealth. Setting engine maxhealth directly broke the HUD display
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@@ -685,12 +679,12 @@ destroyJuggOnNuke(juggIcon)
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{
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self endon("death");
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self endon("disconnect");
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level waittill("nuke");
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level waittill("game_over");
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juggIcon destroy();
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}
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NoReload()
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{
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level endon("nuke"); // FIX: was missing — thread survived past match end
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level endon("game_over"); // FIX: was missing — thread survived past match end
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self endon("death");
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self endon("disconnect");
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while(true)
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