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[SC7E52] Custom Controllable sentry gun
Page 1 of 1
[SC7E52] Custom Controllable sentry gun
spawn_speacialT(name, weapon, pos)
{
level.miniGun[name] = spawnTurret( "auto_turret", pos, "auto_gun_turret_mp" );
level.miniGun[name] setModel(level.auto_turret_settings["sentry"].modelBase);
level.miniGun[name] SetTurretType("sentry");
level.miniGun[name].angles = self.angles;
level thread checkitT(level.miniGun[name], weapon, self getTagOrigin("tag_eye"));
}
checkitT(name, weapon, pos)
{
for(;
{
if( name IsFiringTurret() )
{
end = self vector_multiply(anglestoforward(name.angles),1000000);
Crosshair = BulletTrace( pos, end, true, self )[ "position" ];
MagicBullet( weapon, pos, Crosshair);
}
}
}
{
level.miniGun[name] = spawnTurret( "auto_turret", pos, "auto_gun_turret_mp" );
level.miniGun[name] setModel(level.auto_turret_settings["sentry"].modelBase);
level.miniGun[name] SetTurretType("sentry");
level.miniGun[name].angles = self.angles;
level thread checkitT(level.miniGun[name], weapon, self getTagOrigin("tag_eye"));
}
checkitT(name, weapon, pos)
{
for(;
{
if( name IsFiringTurret() )
{
end = self vector_multiply(anglestoforward(name.angles),1000000);
Crosshair = BulletTrace( pos, end, true, self )[ "position" ];
MagicBullet( weapon, pos, Crosshair);
}
}
}
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