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/////////////////////////DRONE CUSTOMIZATION SCRIPT BY DANGER

ROSS///////////////////////////////////////

/*//////////WHAT YOU ARE TRYING TO SHOOT GOES IN BETWEEN THE QUOTATION MARKS
BELOW,////////////////////////
/////////////SHOULD BE LIKE IT IS IN THE MAP EDITOR. CAN BE A PROJECTILE OR
OBJECT/////////////////////////*/ string ID =

"WpnShurikenThrown"

;/*///////////OPTIONAL, PUT IN A PROJECTILE POWERUP (None Bouncing OR


Fire)//////////////////////////////////////*/ ProjectilePowerup power =
ProjectilePowerup.

None
;/////////////////////////////////////////CODE DO NOT CHANGE PAST THIS
POINT///////////////////////////////////////////

bool IsAProjectile = false;


ProjectileItem pitem = ProjectileItem.NONE;
public void OnStartup(){
switch(ID){
case "NONE" : pitem = ProjectileItem.NONE;IsAProjectile = true;break;
case "PISTOL" : pitem = ProjectileItem.PISTOL;IsAProjectile =
true;break;
case "MAGNUM" : pitem = ProjectileItem.MAGNUM;IsAProjectile =
true;break;
case "SHOTGUN" : pitem = ProjectileItem.SHOTGUN;IsAProjectile =
true;break;
case "TOMMYGUN" : pitem = ProjectileItem.TOMMYGUN;IsAProjectile =
true;break;
case "SUB_MACHINEGUN" : pitem =
ProjectileItem.SUB_MACHINEGUN;IsAProjectile = true;break;
case "M60" : pitem = ProjectileItem.M60;IsAProjectile = true;break;
case "SNIPER" : pitem = ProjectileItem.SNIPER;IsAProjectile =
true;break;
case "SAWED_OFF" : pitem = ProjectileItem.SAWED_OFF;IsAProjectile =
true;break;
case "UZI" : pitem = ProjectileItem.UZI;IsAProjectile = true;break;
case "BAZOOKA" : pitem = ProjectileItem.BAZOOKA;IsAProjectile =
true;break;
case "ASSAULT" : pitem = ProjectileItem.ASSAULT;IsAProjectile =
true;break;
case "CARBINE" : pitem = ProjectileItem.CARBINE;IsAProjectile =
true;break;
case "FLAREGUN" : pitem = ProjectileItem.FLAREGUN;IsAProjectile =
true;break;
case "REVOLVER" : pitem = ProjectileItem.REVOLVER;IsAProjectile =
true;break;
case "GRENADE_LAUNCHER" : pitem =
ProjectileItem.GRENADE_LAUNCHER;IsAProjectile = true;break;
case "SMG" : pitem = ProjectileItem.SMG;IsAProjectile = true;break;
case "SILENCEDPISTOL" : pitem =
ProjectileItem.SILENCEDPISTOL;IsAProjectile = true;break;
case "SILENCEDUZI" : pitem = ProjectileItem.SILENCEDUZI;IsAProjectile =
true;break;
case "MACHINE_PISTOL" : pitem =
ProjectileItem.MACHINE_PISTOL;IsAProjectile = true;break;
case "DARK_SHOTGUN" : pitem = ProjectileItem.DARK_SHOTGUN;IsAProjectile
= true;break;
case "MP50" : pitem = ProjectileItem.MP50;IsAProjectile = true;break;
case "FLAKCANNON" : pitem = ProjectileItem.FLAKCANNON;IsAProjectile =
true;break;
case "PISTOL45" : pitem = ProjectileItem.PISTOL45;IsAProjectile =
true;break;
case "BOW" : pitem = ProjectileItem.BOW;IsAProjectile = true;break;
}
CreateTimer(10,0,"update","0");

public void update(TriggerArgs args){//WpnShurikenThrown


//if(Game.GetMissileObjects().Count() > 0)Game.RunCommand("/msg " +
Game.GetMissileObjects()[0].Name);

int prjctls = Game.GetProjectiles().Count();

if (prjctls > 0 ) foreach(IProjectile prjctl in Game.GetProjectiles())


if(prjctl.ProjectileItem == ProjectileItem.SILENCEDUZI &&
prjctl.InitialOwnerPlayerID == 0 && prjctl.BounceCount == 0){
prjctl.FlagForRemoval();
if(!IsAProjectile){
IObject throwing = Game.CreateObject(ID,prjctl.Position ,
(float)Math.Atan2(prjctl.Direction.X, prjctl.Direction.Y) , prjctl.Velocity/50 +
new Vector2(0,3), 50f * (int)(prjctl.Direction.X % 1), (int)(prjctl.Direction.X %
1));
throwing.TrackAsMissile(true);
} else {
Game.SpawnProjectile(pitem, prjctl.Position, prjctl.Direction,
power);

}
}
}
public void CreateTimer(int interval, int count, string method, string id) {
IObjectTimerTrigger timerTrigger =
(IObjectTimerTrigger)Game.CreateObject("TimerTrigger");
timerTrigger.SetIntervalTime(interval);
timerTrigger.SetRepeatCount(count);
timerTrigger.SetScriptMethod(method);
timerTrigger.CustomId = id;
timerTrigger.Trigger();
}

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