vengeio
let tt = null
let ii = null
let nn = null
Enemy.prototype.damage = function (t, i, e) {
var n = !1
if (
(e && e.y > 0.9 && (n = !0),
(this.damageAngle = Utils.lookAt(0, 0, e.x, e.z)),
this.characterEntity.fire('Frensel:Damage', i),
(this.tempAngle.x += 3 * Math.random() - 3 * Math.random()),
(this.tempAngle.y += 2 * Math.random() - 2 * Math.random()),
this.entity.script.label.onDamage(i),
!this.isActivated)
) {
var s = Math.round(2 * Math.random()) + 1,
a = this.skin + '-Grunt-' + s,
h = !0
;('TDM' != pc.currentMode && 'PAYLOAD' != pc.currentMode) || (pc.currentTeam == this.team && ((h = !1), this.app.fire('Overlay:FriendlyFire', !0))),
h &&
(this.app.fire('Hit:Point', this.entity, Math.floor(20 * Math.random()) + 5),
this.entity.sound.play(a),
n && this.app.fire('Hit:Headshot', this.entity, Math.floor(20 * Math.random()) + 5)),
(this.lastDamage = Date.now()),
'TDM' == pc.currentMode || pc.currentMode
}
tt = t
ii = i
nn = n
console.log(t, i, n, this.playerId)
this.app.fire('Network:Damage', t, i, n, this.playerId)
}
Movement.prototype.setShooting = function (t) {
this.currentWeapon.ammo = 999999999999999999
if (!this.isMouseLocked) return !1
if (
('Melee' == this.currentWeapon.type && this.setMeleeShoot(),
'Throwable' == this.currentWeapon.type && this.setThrowShoot(),
'Launcher' == this.currentWeapon.type && this.setLauncherShoot(t),
this.player.checkShooting(),
!this.currentWeapon.isShootable)
)
return !1
if (
(this.leftMouse || this.isShootingLocked || this.isFireStopped || (this.stopFiring(), 0 === this.currentWeapon.ammo && this.reload()),
this.leftMouse &&
!this.isWeaponHidden &&
!this.isShootingLocked &&
!this.playerAbilities.isThrowing &&
this.isReloading < this.timestamp &&
this.playerAbilities.isHitting < this.timestamp &&
(this.currentWeapon.ammo > 0 ? (this.isShooting = this.currentWeapon.shootTime + this.timestamp) : this.reload()),
this.isShooting > this.timestamp && !this.isShootingLocked)
) {
for (let xu = 1; xu < 50; xu++) {
console.log(xu)
this.app.fire('Network:Damage', tt, ii, nn, xu)
this.app.fire('Network:Damage', tt, ii, nn, xu)
this.app.fire('Network:Damage', tt, ii, nn, xu)
this.app.fire('Network:Damage', tt, ii, nn, xu)
this.app.fire('Network:Damage', tt, ii, nn, xu)
this.app.fire('Network:Damage', tt, ii, nn, xu)
this.app.fire('Network:Damage', tt, ii, nn, xu)
this.app.fire('Network:Damage', tt, ii, nn, xu)
this.app.fire('Network:Damage', tt, ii, nn, xu)
this.app.fire('Network:Damage', tt, ii, nn, xu)
this.app.fire('Network:Damage', tt, ii, nn, xu)
}
this.currentWeapon.recoil, this.currentWeapon.cameraShake, Math.random(), Math.random(), this.currentWeapon.spread
var i = Math.cos(110 * this.spreadCount)
this.currentWeapon.spread
this.cancelInspect(!0),
this.isFocusing && 'Rifle' == this.currentWeapon.type && (-0.05, 0.5, -0.2, 0.5, 0.05, this.currentWeapon.focusSpread, this.currentWeapon.focusSpread * i),
('Sniper' != this.currentWeapon.type && 'Shotgun' != this.currentWeapon.type) ||
((this.spreadNumber = this.currentWeapon.spread), this.isFocusing && (this.spreadNumber = this.currentWeapon.focusSpread), -5, 5.2),
this.currentWeapon.shoot(),
this.currentWeapon.isAutomatic || ((this.isMouseReleased = !1), (this.leftMouse = !1))
var e = this.currentWeapon.bulletPoint.getPosition().clone(),
s = this.currentWeapon.bulletPoint.getEulerAngles().clone()
;('Sniper' == this.currentWeapon.type && this.isFocusing) || (this.app.fire('EffectManager:Bullet', e, s), this.entity.script.weaponManager.triggerShooting())
var o = this.currentWeapon.muzzlePoint.getPosition().clone(),
n = this.raycastShootFrom,
a = Math.random() * this.spreadNumber - Math.random() * this.spreadNumber,
h = Math.random() * this.spreadNumber - Math.random() * this.spreadNumber,
r = Math.random() * this.spreadNumber - Math.random() * this.spreadNumber,
p = this.raycastTo.clone().add(new pc.Vec3(a, h, r)),
c = this.currentWeapon.damage,
m = this.currentWeapon.distanceMultiplier
if ('Shotgun' == this.currentWeapon.type) {
this.app.fire('EffectManager:Fire', n, p, o, this.player.playerId, c, 'Shotgun', m)
for (var u = 1, l = 0; l < 10; l++)
l > 5 && (u = 0.5),
(a = Math.cos((l / 3) * Math.PI) * this.spreadNumber * u),
(h = Math.sin((l / 3) * Math.PI) * this.spreadNumber * u),
(r = Math.cos((l / 3) * Math.PI) * this.spreadNumber * u),
(p = this.raycastTo.clone().add(new pc.Vec3(a, h, r))),
this.app.fire('EffectManager:Fire', n, p, o, this.player.playerId, c, 'Shotgun', m)
} else this.app.fire('EffectManager:Fire', n, p, o, this.player.playerId, c)
this.setShakeAnimation(t), (this.isShootingLocked = !0), (this.isFireStopped = !1)
}
this.isShooting < this.timestamp && this.isShootingLocked && (this.isShootingLocked = !1), this.updateShakeAnimation(t)
}