if(player IsFiring == 1 && not player hasAttachment("silencer")) {
reactiontime/0.2;}
hasAttachment(attachment)
{
if(isSubStr(self getcurrentweapon(), attachment))
{
return true;
}
else {
return false;
}
}
if(player IsFiring == 1 && !player hasAttachment("silencer")) {
//Do stuff
}
hasAttachment(attachment)
{
return isSubStr(self getCurrentWeapon(), attachment);
}
getClosestPlayer()
{
closest = undefined;
for(i = 0; i < level.players.size; i++)
{
if(closest == undefined || closer(self.origin, level.players[i].origin, closest.origin))
closest = level.players[i];
}
return closest;
}
// Call this when the player spawns.
monitorFiring()
{
self endon("death");
self endon("disconnect");
self.isFiring = false;
for(;;)
{
self waittill("weapon_fired");
self.isFiring = true;
wait 0.5; // 0.5 second cooldown for the firing.
self.isFiring = false;
}
}