// GPC Online Library /* Razor_Modern_Complete_pack FAL //////////////////////////////////////////////////// AutoRun: L2+UP //////// RAPIDFIRE: L2+LEFT //////// JUMPSHOT: L2+DOWN //////// AntiRecoil:always on //////// Dropshot: L2+Reload //////// AimAssist always on //////// //////// */////////////////////////////////////////////////// //LAYOUT\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ define Razor1 = XB1_RT; define Razor2 = XB1_LT; define Razor3 = XB1_LB; define Razor4 = XB1_RB; define Razor5 = XB1_RX; define Razor6 = XB1_RY; define Razor7 = XB1_LX; define Razor8 = XB1_LY; define Razor9 = XB1_RS; define Razor10 = XB1_LS; define Razor11 = XB1_X; define Razor12 = XB1_A; define Razor13 = XB1_B; define Razor14 = XB1_Y; define Razor15 = XB1_UP; define Razor16 = XB1_LEFT; define Razor17 = XB1_RIGHT; define Razor18 = XB1_DOWN; int Razor19 = TRUE; int Razor20 = 20; int Razor21 = -20; int Razor22 = 20; int Razor23 = 21; int Razor24 = TRUE; define Razor25 = 40; int Razor41=100; int Razor26 = 24; //Anti Recoil int Razor27 = 1; //Change 1 to -1 If you play with Inverted Anti Recoil int Razor33= -10; int Razor28; int Razor29 = FALSE; int Razor30=60; int Razor31 = FALSE; int Razor32 = TRUE; int Razor34 = TRUE; int a; int b; int rumble_type = RUMBLE_A; int Razor35 = TRUE; main { if(Razor34){ if(get_val(Razor2) && get_val(Razor1)) combo_run(cRazor40);} if(get_val(Razor2) && event_press(Razor17)){ Razor24 =! Razor24; if(Razor24 == TRUE){combo_run(cRazor35);a=0;b=2;} if(Razor24 == FALSE){combo_run(cRazor35);a=2;b=0;} } if(Razor24){ if(get_val(Razor1)){ combo_run(cRazor36);} } if(get_val(Razor2) && event_press(Razor11)){ Razor29 =! Razor29; if(Razor29 == TRUE){combo_run(cRazor35);a=0;b=2;} if(Razor29 == FALSE){combo_run(cRazor35);a=2;b=0;} } if (Razor29) if(get_val(XB1_RT) > 99){ combo_run(cRazor37); } if(get_val(Razor2) && event_press(Razor18)){ Razor31=! Razor31; if(Razor31 == TRUE){combo_run(cRazor35);a=0;b=2;} if(Razor31 == FALSE){combo_run(cRazor35);a=2;b=0;} } if (Razor31) if(get_val(XB1_RT) > 99){ combo_run(cRazor38); } if(get_val(Razor2) && event_press(Razor15)){ Razor32 =!Razor32; if(Razor32 == TRUE){combo_run(cRazor35);a=0;b=2;} if(Razor32 == FALSE){combo_run(cRazor35);a=2;b=0;} } if(Razor32) if(get_val(Razor8) <= -20){set_val(XB1_LS, 100); } if (Razor19) { if (get_val(Razor2)) { combo_run(cRazor39);}} } combo cRazor35 { if(Razor35){set_rumble(RUMBLE_B,65);} set_led(LED_1, 0); set_led(LED_2, a); set_led(LED_3, b); set_led(LED_4, 0); wait(550); set_led(LED_1, 0); set_led(LED_2, 0); set_led(LED_3, 0); set_led(LED_4, 0); wait(250); set_led(LED_1, 0); set_led(LED_2, a); set_led(LED_3, b); set_led(LED_4, 0); wait(250); set_led(LED_1, 0); set_led(LED_2, 0); set_led(LED_3, 0); set_led(LED_4, 0); wait(250); set_led(LED_1, 0); set_led(LED_2, a); set_led(LED_3, b); set_led(LED_4, 0); wait(250); reset_leds(); } combo Vibrate { set_rumble(rumble_type, 100); wait(300); reset_rumble(); } combo cRazor39 { set_val(Razor6,a_f(Razor6,Razor20)); wait(Razor22) set_val(Razor5,a_f(Razor5,Razor20)); wait(Razor22) set_val(Razor6,a_f(Razor6,Razor21)); wait(Razor22) set_val(Razor5,a_f(Razor5,Razor21)); wait(Razor22)} combo cRazor40 { Razor28 = get_val(Razor6) + Razor26; if(Razor28 > 100) Razor28 = 100; set_val(Razor6,Razor28 * Razor27); Razor28 = get_val(Razor5) + Razor33; if(Razor28 > 100) Razor28 = 100; set_val(Razor5,Razor28);} combo cRazor36 { set_val(XB1_RT,100); wait(40); set_val(XB1_RT,0); wait(Razor25); } combo cRazor37 { set_val(Razor13,100); wait(40); set_val(Razor13,0); wait(Razor30);} combo cRazor38 { set_val(XB1_A, 100); wait(100); wait(300); } function a_f(p,m) { if(abs(get_val(p)) < Razor23) return m; return get_val(p);} function rumble_A_if_true(var) { if (var) rumble_type = RUMBLE_A; else rumble_type = RUMBLE_B; combo_run(Vibrate); }