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init ()
{
// level.awe_bunny = awe\_util::cvardef("awe_bunny", 1, 0,
1, "int");
// level.awe_bunny_sensitivity = awe\_util::cvardef("awe_bunny_sensitivity", 7, 0, 10, "int");
level.awe_bunny = 1;
level.awe_bunny_sensitivity = 8;
level.awe_getStance = awe\_util::GetStance;
}
RunOnSpawn()
{
self thread CheckBunny();
}
CheckBunny() {
self notify("CheckBunny");
self endon("CheckBunny");
level endon("round_ended");
self endon("spawned");
self endon("killed_player");
self endon("disconnect");
lastprone = 2;
lastjump = 3;
jumpcheck = false;
jumpsensitivity = level.awe_bunny_sensitivity;
jumpsensor = 0;
while (isPlayer(self) && isAlive(self) && self.pers["team"] != "spectator")
{
wait 0.05;
stance = [[level.awe_getStance]](false);
jump = [[level.awe_getStance]](true);
doit = false;
switch(level.awe_bunny)
{
case 1:
if(jump == 3 && lastjump != 3) jumpcheck = true;
break;
default: {
if(stance == 2 && lastprone != 2) doit = true;
else if(jump == 3 && lastjump != 3) jumpcheck = true;
}
}
if(jumpcheck)
{
jumpsensor++;
if(jumpsensor > jumpsensitivity)
{
jumpsensor = 0;
doit = true;
}
jumpcheck = false;
}
else jumpsensor = 0;
lastprone = stance;
if(jumpsensor == 0) lastjump = jump;
if(doit) self thread awe\_util::weaponPause(0.4 + randomfloat(0.4));
}
}
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