
Note that the shotgun works differently because of multiple bullets.The Combat Arms Wiki does not support the violation of Nexon's Terms of Service or anything that is construed by Nexon as such. Sendshoot(from, newto) // send our shot over to the serverThat's it for the guns, now do the same for the knife(knife::attack).

Gunwait = info.attackdelay // apply the gun wait time Raydamage(from, newto, owner) // apply the damageĪttackfx(from, newto, 0) // apply the effects Newto = players->o // the new hit location is our enemys locationĪttackphysics(from, newto) // send the attack physics If(from.distxy(players->o)o) // if it is save our new distance as best distance If(!isteam(player1->team, players->team) & players != player1 & players->state = CS_ALIVE) // and the team isnt the same, its not pointing to our own player and the enemy is alive If(players=NULL) continue //if the pointer is not NULL Vec newto // where our new hit location is }Now scroll all the way down untill you find 'gl_drawhud', which is where you're going to do the actual targetting.Īt the end of gl_drawhud(just before the glMatrixMode(GL_MODELVIEW)) put this code:Ĭode: float tdist=9999999.9 //max distance we want Lasttarget=ttarget // assign the current target as last targetīestdist=0.0f //reset the best distance so we wont fuck up next time we call the target function Ttarget=i // set him as our temporary targetīestdist=tDist // set the last distance as the best distance If(IsVisible(player1->o, players->o) & tDist
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