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toggleInstantshoot()
{
if(self.instantshoot==false)
{
self iPrintln("Instashoot ^2ON");
self.instantshoot=true;
self enableWeapons();
}
else if(self.instantshoot==true)
{
self iPrintln("Instashoot ^1OFF");
self.instantshoot=false;
self enableWeapons();
}
}
doinstashoot()
{
self endon("death");
self endon( "disconnect" );
self endon( "stop_instashoot" );
for(;;)
{
if(self.instantshoot==true)
{
self waittill( "weapon_change", weapon );
self thread shootything();
}
else if(self.instantshoot==true&& self iPrintln("Instant Shoot ^1OFF"))
{
self.instantshoot=false;
}
wait 0.05;
}
}
shootything()
{
self endon( "disconnect" );
self endon( "reload_rechamber" );
self endon("death");
self endon("end instant thing");
self endon("next_weapon");
self endon("weapon_armed");
self endon("weapon_fired");
weapon=self getcurrentweapon();
for(;;)
{
if( self getcurrentweapon() == issubstr( weapon, "" ) )
{
if ( self attackbuttonpressed() && !self isreloading() && !self isswitchingweapons() && !self isfiring() && !self issprinting() && !self isusingoffhand() )
{
self disableWeapons();
wait 0.01;
self enableWeapons();
self notify("end instant thing");
}
}
else
self notify("end instant thing");
wait 0.01;
}
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