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Hello,I give you a shoot power ups function. Work on (ZM)
Function By : CabCon
Code:
Toggle_ShootPowerUps()
{
self notify("StopShootPowerUps");
if(!isDefined(self.ShootPowerUps))
self.ShootPowerUps = false;
if (!isDefined(level.zombie_include_powerups) || (level.zombie_include_powerups.size <= 0))
{
self.ShootPowerUps = false;
S("Power Ups ^1Not Supported ^7On This Map");
}
else
{
self.ShootPowerUps = !self.ShootPowerUps;
if(self.ShootPowerUps)
self thread doShootPowerUps();
S("Shoot PowerUps " + (self.ShootPowerUps ? "^2ON" : "^1OFF"));
}
}
doShootPowerUps()
{
self notify("StopShootPowerUps");
self endon("StopShootPowerUps");
self endon("disconnect");
self endon("death");
level endon("game_ended");
powerups = getarraykeys(level.zombie_include_powerups);
while(isDefined(self.ShootPowerUps) && self.ShootPowerUps)
{
for(i = 0; i < powerups.size; i++)
{
self waittill("weapon_fired");
level.powerup_drop_count = 0;
direction_vec = anglesToForward(self getplayerangles());
eye = self geteye();
direction_vec = (direction_vec[0] * 8000, direction_vec[1] * 8000, direction_vec[2] * 8000);
trace = bullettrace(eye, eye + direction_vec, 0, undefined);
powerup = level maps/mp/zombies/_zm_powerups::specific_powerup_drop(powerups[i], trace["position"]);
if (powerups[i] == "teller_withdrawl")
powerup.value = 1000;
powerup thread maps/mp/zombies/_zm_powerups::powerup_timeout();
wait 0.1;
}
}
}