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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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