// GPC Online Library
// BASED OFF Kniightmare's Simply Devastating 2!
//PRESS RIGHT ON THE D PAD TO ACTIVATE "DROP SHOT" AND AGAIN TO TURN OFF
//PRESS DOWN ON THE D PAD TO ACTIVATE "RAPID FIRE" AND AGAIN TO TURN OFF
//PRESS UP ON THE D PAD TO ACTIVATE "ADS & SHOOT" AND AGAIN TO TURN OFF
//PRESS LEFT ON THE D PAD TO ACTIVATE "JITTER" AND AGAIN TO TURN OFF
define SUPERMAN = XB1_A;
define TOGGLE_ADS = XB1_LT; //R1 & L1 CAN BE CHANGED TO R2 AND L2 RIGHT HERE JUST CHANGE THE 1 TO A 2 AND BOOM GOOD TO GO
define SHOOT_BUTTON = XB1_RT; //R1 & L1 CAN BE CHANGED TO R2 AND L2 RIGHT HERE JUST CHANGE THE 1 TO A 2 AND BOOM GOOD TO GO
define LX_AXIS = XB1_LX;
define LY_AXIS = XB1_LY;
define INSTA_FIRE = 95; // The % at which it boosts your pressed R1 or Fireing Button. ~use a remap or swap~
define INSTA_AIM = 95; // The % at which it boosts your pressed L1 or Scope in Button. ~to change your~
define DROPSHOT_QUICKNESS = 95; // The % at which it boosts your pressed R3(dropshot sensitivity)
define LOOKAROUND_SPEED = 15; // The % at which it boosts your "looking around" whilst Aiming". ~firebutton & aimbutton~
define DODGEIT_BUTTON = XB1_LS;
define RATE_OF_FIRE = 22.8; // Range: 1 to 25 RPS (Round/s)
define DISABLE_WITH_SCOPE =TRUE;
define ANTI_RECOIL = 20; //change this value to compensate to the vertical recoil
define ANTI_RECOIL_LEFT = 3; //change this value to compensate to the left
define ANTI_RECOIL_RIGHT = 3;
define ONLY_WITH_SCOPE =TRUE;
int rapidFireButton =XB1_RT;
int rapid_onoff = FALSE;
int color_onoff = FALSE;
int color_onoff2 = FALSE;
int DropShotON = FALSE;
int SuperManON = FALSE;
int KniightMareJitterON = FALSE;
int hold_time, rest_time;
int anti_recoil;
int anti_recoil_left;
int anti_recoil_right;
init {
hold_time = 500 / RATE_OF_FIRE;
rest_time = hold_time - 20;
if(rest_time < 0) rest_time = 0;
}
main {
if(get_val(XB1_RS)){ //gets the value of R3 when pressed.
sensitivity(XB1_RS, NOT_USE, 100 + DROPSHOT_QUICKNESS); } //***PLEASE NOTE!!*** DROPSHOT led only lights up/blinks when rapid fire is "ON" WILL FIX***
if(event_press(XB1_DOWN)) { // TURN ON Rapid Fire,
rapid_onoff = !rapid_onoff;
if(rapid_onoff) set_led(LED_4, 2);
else set_led(LED_4, 0);
}
if(event_press(XB1_RIGHT)) { //TURNS ON Drop shot,
DropShotON = !DropShotON;
if(DropShotON) set_led(LED_3, 2);
else set_led(LED_3, 0);
}
if(event_press(XB1_UP)) { //TURNS ON SuperMan,
SuperManON = !SuperManON;
if(SuperManON) set_led(LED_2, 3);
else set_led(LED_2, 0);
}
if(event_press(XB1_LEFT)) { //TURNS ON KniightMare Jitter,
KniightMareJitterON = !KniightMareJitterON;
if(SuperManON) set_led(LED_2, 3);
else set_led(LED_2, 0);
}
if(event_press(XB1_RT) && DropShotON){combo_run(DROPSHOT);}
if(!DISABLE_WITH_SCOPE || get_val(TOGGLE_ADS)) {combo_stop(DROPSHOT);}
if(get_val(XB1_RT) && rapid_onoff) {combo_run(RapidFire); }
else if(combo_running(RapidFire)) {combo_stop(RapidFire); }
if(get_val(XB1_RT) && SuperManON) {combo_run(SuperManJump); }
else if(combo_running(SuperManJump)) {combo_stop(SuperManJump); }
if(get_val(XB1_RT) && KniightMareJitterON) {combo_run(KniightMareJitter); }
else if(combo_running(KniightMareJitter)) {combo_stop(KniightMareJitter); }
if(get_val(XB1_LT)){ //gets the value of L1 when pressed.
sensitivity(XB1_RX, NOT_USE, 100 + LOOKAROUND_SPEED); //only whilst L1 is pressed makes you look around faster.
sensitivity(XB1_RY, NOT_USE, 100 + LOOKAROUND_SPEED); //only whilst L1 is pressed makes you look around faster.
//AKA faster aimming! =].
if(get_val(XB1_LT)){ //gets the value of L1 when pressed.
sensitivity(XB1_LT, 10, 100 + INSTA_AIM);} //makes L1 100%pressed even if button is only lightly pressed.
if(get_val(XB1_RT)){ //gets the value of R1 when pressed.
sensitivity(XB1_RT, 10, 100 + INSTA_FIRE);} //makes R1 100%pressed even if button is only lightly pressed
if(!ONLY_WITH_SCOPE || get_val(TOGGLE_ADS)) {combo_run(AntiRecoil);}}
}
// Combo
combo RapidFire {
set_val(XB1_RT, 100);
wait(hold_time);
set_val(XB1_RT, 0);
wait(rest_time);
set_val(XB1_RT, 0);
}
combo led{
}
combo led2{
}
combo DROPSHOT {
set_val(XB1_LX, 0);
set_val(XB1_LY, 0);
wait(15);
set_val(XB1_LX, 0);
set_val(XB1_LY, 0);
set_val(XB1_RS, 100);
wait(1200);
}
combo SuperManJump {
set_val(XB1_LT, 100);
wait(1800);
}
combo KniightMareJitter {
set_val(XB1_X, 100);
set_val(XB1_Y, 100);
set_val(XB1_Y, 100);
wait(hold_time);
set_val(XB1_X, 0);
set_val(XB1_Y, 0);
set_val(XB1_Y, 0);
wait(rest_time);
set_val(XB1_X, 0);
set_val(XB1_Y, 0);
}
combo AntiRecoil {
if(get_val(SHOOT_BUTTON)) {
anti_recoil = get_val(10) + ANTI_RECOIL;
if(anti_recoil > 100) anti_recoil = 100;
set_val(10, anti_recoil);
anti_recoil_left = get_val(9) -ANTI_RECOIL_LEFT;
if(anti_recoil_left > 100) anti_recoil_left = 100;
set_val(9, anti_recoil_left);
anti_recoil_right = get_val(9) +ANTI_RECOIL_RIGHT;
if(anti_recoil_right > 100) anti_recoil_right = 100;
set_val(9, anti_recoil_right);}
}