Black Ops 3 (Classic)

info inside!
Version1.0
Authorbonefisher
Publish DateSat, 6 Aug 2016 - 17:13
Last UpdateSat, 6 Aug 2016 - 17:13
Downloads1061
RATE


1

0

Code: Select all
 
/*******************************************************************************
*                   WORKS FOR PS4 and XBOX ONE CONSOLES                        *
*           MAKE SURE TO CYCLE THE SWITCHING BEFORE STARTING!!!                *
*                                                                              *
*                SWITCHING BETWEEN PRIMARY AND SECONDARY                       *
* WHEN TAPPING SWITCH_WEAPON YOU WILL GET ONE RUMBLE FOR THE PRIMARY SIDE AND  *
* TWO RUMBLES FOR THE SECONDARY SIDE INCASE YOU GET ON THE WRONG SIDE FOR YOUR *
* CLASS JUST HOLD SWITCH_WEAPON BUTTON FOR 300MS OR LONGER AND RELEASE TO PUT  *
* YOU INLINE WITH WEAPON CLASS. WHEN ADJUSTING FIRE MAKE SURE YOU ARE ON THE   *
* CORRECT SIDE FOR ADJUSTMENTS. WHEN YOU DIE MAKE SURE YOUR BACK ON PRIMARY    *
* SIDE SO SWITCH BEFORE YOU SPAWN.                                             *
*                         ADJUSTING PRIMARY FIRE                               *
* ADJUSTING PRIMARY FIRE: HOLD FIRE AND CLICK D-PAD UP FOR INCREASING AND      *
* D-PAD DOWN FOR DECREASING THE FIRE.                                          *
*                    MAKE SURE YOUR ON PRIMARY SIDE!                           *
*                             JITTER MOD                                       *
* THIS NEEDS TACTICAL EQUIPMENT FOR IT TO WORK. THIS IS ON PRIMARY SIDE.       *
*                      ADJUSTING BURST FIRE PRIMARY                            *
* ADJUSTING BURST FIRE: HOLD ADS AND CLICK D-PAD UP FOR INCREASING SHOTS       *
* AND D-PAD DOWN FOR DECREASING SHOTS OF FIRE.                                 *
* ADJUSTING BURST FIRE: HOLD ADS AND CLICK D-PAD LEFT FOR DECREASING DELAY     *
* AND D-PAD RIGHT FOR INCREASING DELAY OF FIRE.                                *
*                    MAKE SURE YOUR ON PRIMARY SIDE!                           *
*                        ADJUSTING SECONDARY FIRE                              *
* ADJUSTING SECONDARY FIRE: HOLD FIRE AND CLICK D-PAD UP FOR INCREASING AND    *
* D-PAD DOWN FOR DECREASING THE FIRE.                                          *
*                   MAKE SURE YOUR ON SECONDARY SIDE!                          *
*                              AKIMBO MOD                                      *
* IT ADJUSTS WITH THE SECONDARY FIRE SETTINGS YOU CAN EITHER HAVE THIS ON FOR  *
* AKIMBOS OR OFF BUT FOR THE AKIMBOS TO WORK IT DOES NEED SECONDARY FIRE ON.   *
*                   MAKE SURE YOUR ON SECONDARY SIDE!                          *
*                          ADVANCED SNIPER MOD                                 *
* TAP FIRE TRIGGER TO QUICKSCOPE OR HOLD FIRE TRIGGER AND RELEASE TAKING A SHOT*
* ADS TRIGGER IS THE CANCEL METHOD IF NOT WANTING TO TAKE SHOT. ADJUSTMENTS ARE*
* IN THE DEFINE SECTION FOR EACH SNIPER WEAPON UNDER SNIPERHOLD / SNIPERRELEASE*
*            ADJUSTING ANTI-RECOIL ON PRIMARY OR SECONDARY SIDE                *
* EACH SIDE HAS ITS OWN ADJUSTMENT. HOLD FIRE BUTTON AND CLICK LETHAL BUTTON   *
* TO INCREASE DOWNWARD PULL OR CLICK TACTICAL BUTTON TO DECREASE DOWNWARD PULL *
* THIS IS A ADVANCED RECOIL COMPENSATION SO PRIMARY FIRE AND SECONDARY FIRE    *
* OR BURST FIRE NEEDS TO BE ON FOR THIS TO WORK.                               *
*                                                                              *
*                     STARTING OFF FIRST THING TO DO!                          *
* BEFORE TOGGLING MODS HOLD ADS TRIGGER AND CLICK SCOREBOARD TO ENABLE BLOCK   *
* ON HOME BUTTON TO ACTIVATE/DEACTIVATE MODS WITHOUT OUTPUT OF HOME BUTTON.    *
*    MAKE SURE TO CYCLE THE SWITCHING BEFORE STARTING TURNING ON MODS!!!!!!    *
*                          TOGGLING MODS ON/OFF                                *
* PRIMARY SIDE    PRIMARY FIRE       : HOLD HOME BUTTON AND CLICK D-PAD LEFT   *
* PRIMARY SIDE    BURST FIRE         : HOLD HOME BUTTON AND CLICK D-PAD RIGHT  *
* PRIMARY SIDE    JITTER MOD         : HOLD HOME BUTTON AND CLICK D-PAD DOWN   *
* PRIMARY SIDE    ADVANCED SNIPER    : HOLD HOME BUTTON AND CLICK ADS BUTTON   *
* SECONDARY SIDE  SECONDARY FIRE     : HOLD HOME BUTTON AND CLICK D-PAD LEFT   *
* SECONDARY SIDE  AKIMBO FIRE        : HOLD HOME BUTTON AND CLICK D-PAD DOWN   *
* PRIMARY SIDE    PRIMARY ANTI-RECOIL: HOLD HOME BUTTON AND CLICK D-PAD UP     *
* SECONDARY SIDE  SECONDARY ANTI-RECOIL: HOLD HOME BUTTON AND CLICK D-PAD UP   *
* BOTH SIDES      LONG JUMP          : HOLD HOME BUTTON AND CLICK JUMP BUTTON  *
* BOTH SIDES      DROP SHOT          : HOLD HOME BUTTON AND CLICK CROUCH BUTTON*
* BOTH SIDES      EASY SPRINT        : HOLD HOME BUTTON AND CLICK SPRINT BUTTON*
* BOTH SIDES      JUMP ON FIRE       : HOLD HOME BUTTON AND CLICK FIRE BUTTON  *
*     MAKE SURE WHEN TOGGLING THAT YOUR ON CORRECT SIDE FOR IT TO TURN ON!     *
*******************************************************************************/

define HOME          = 0;
define SCOREBOARD    = 1;
define MENU          = 2;
define LETHAL        = 3;
define FIRE_BUTTON   = 4;
define MELEE         = 5;
define TACTICAL      = 6;
define ADS_BUTTON    = 7;
define SPRINT_BUTTON = 8;
define RX            = 9;
define RY            = 10;
define LX            = 11;
define LY            = 12;
define D_PAD_UP      = 13;
define D_PAD_DOWN    = 14;
define D_PAD_LEFT    = 15;
define D_PAD_RIGHT   = 16;
define SWITCH_BUTTON = 17;
define CROUCH        = 18;
define JUMP          = 19;
define RELOAD        = 20;
 
define SENSITIVITY   = 70;   // Adjust from 1~100 100 is normal aiming.
 
define SniperHold    = 250// P-06 needs 100 // Locus needs 250 // SVG-100 needs 300
define SniperRelease =  20// P-06 needs 250 // Locus needs 10 // SVG-100 needs 20
 
int RapidRate, RapidRate2, BurstRateH, BurstRateR;
int RecoilAmountP, RecoilAmountS;
int PrimaryFire, SecondaryFire, AkimboFire, BurstFire, QuickSniper;
int HoldTime, HoldTime2, BurstHold, BurstRelease, BigButton;
int Switch, Jump, JumpTrigger, Drop, Run, prone_flag, ShotGunJitter;
int AntiRecoilP, anti_recoilP, ANTI_RECOILP;
int AntiRecoilS, anti_recoilS, ANTI_RECOILS;
 
init {
RapidRate = get_pvar(SPVAR_1, 25, 250, 50);
RapidRate2 = get_pvar(SPVAR_2, 25, 250, 50);
BurstRateH = get_pvar(SPVAR_3, 25, 1000, 300);
BurstRateR = get_pvar(SPVAR_4, 25, 1000, 100);
RecoilAmountP = get_pvar(SPVAR_5, 20, 100, 30);
RecoilAmountS = get_pvar(SPVAR_6, 20, 100, 30);
}
 
main {
//  Run the GPC Virtual Machine every 5ms!
    vm_tctrl(-5);
//  Set hair triggers
    if (get_val(FIRE_BUTTON)) {set_val(FIRE_BUTTON, 100); }
    if (get_val(ADS_BUTTON))   {set_val(ADS_BUTTON, 100); }
//  Slows down sensitivity while aiming and firing.
    if(get_val(ADS_BUTTON) && get_val(FIRE_BUTTON)) {
        sensitivity(RX, NOT_USE, SENSITIVITY);
        sensitivity(RY, NOT_USE, SENSITIVITY);
    }
//  Cycle switching before starting!
    if((event_release(SWITCH_BUTTON)) && (get_ptime(SWITCH_BUTTON) <= 300)) {
        if((Switch) == 2) {
            Switch = 1;
            combo_run(RumbleNotifier);
            reset_leds();       // Blue Led Primary
        } else {
            Switch = 2;
            combo_run(DoubleRumbleNotifier);
            set_led(LED_2, 1)// Red Led Secondary
        }
    }
//  On/Off toggle for Home button hold ADS and click scoreboard
//  This removes output for home button to use to activate mods.
    if((get_val(ADS_BUTTON)) && (event_press(SCOREBOARD))) {
        if((BigButton) == 0) {
            BigButton = 1;
            combo_run(RumbleNotifier);
        } else {
            BigButton = 0;
        }
    }
//  On/Off toggle for Primary Fire hold HOME and click D-Pad Left
//  Shuts off burst fire and Shot Gun Jitter if you forget to toggle off while using rapid fire.
    if((get_val(HOME)) && (event_press(D_PAD_LEFT)) && Switch == 1) {
        if((PrimaryFire) == 0) {
            PrimaryFire = 1;
            BurstFire = 0;
            ShotGunJitter = 0;
            QuickSniper = 0;
            combo_run(RumbleNotifier);
        } else {
            PrimaryFire = 0;
        }
    }
//  On/Off toggle for Burst Fire hold HOME and click D-Pad Right
//  Shuts off primary fire and Shot Gun Jitter if you forget to toggle off while using burst fire.
    if((get_val(HOME)) && (event_press(D_PAD_RIGHT)) && Switch == 1) {
        if((BurstFire) == 0) {
            BurstFire = 1;
            PrimaryFire = 0;
            ShotGunJitter = 0;
            QuickSniper = 0;
            combo_run(RumbleNotifier);
        } else {
            BurstFire = 0;
        }
    }
//  On/Off toggle for Shot Gun Jitter primary side hold HOME and click D-Pad Down
//  Shuts off burst fire and Rapid Fire if you forget to toggle off while using Jitter.
//  Use Tactical Equipment for Jitter to work!
    if((get_val(HOME)) && (event_press(D_PAD_DOWN)) && Switch == 1) {
        if((ShotGunJitter) == 0) {
            ShotGunJitter = 1;
            PrimaryFire = 0;
            BurstFire = 0;
            QuickSniper = 0;
            combo_run(RumbleNotifier);
        } else {
            ShotGunJitter = 0;
        }
    }
//  On/Off toggle for Secondary Fire hold HOME and click D-Pad Left
    if((get_val(HOME)) && (event_press(D_PAD_LEFT)) && Switch == 2) {
        if((SecondaryFire) == 0) {
            SecondaryFire = 1;
            combo_run(RumbleNotifier);
        } else {
            SecondaryFire = 0;
        }
    }
//  On/Off toggle for Akimbos secondary side hold HOME and click D-Pad Down
//  Must use Secondary fire along with the akimbos to work.
//  If right pistol stops firing means that the speed is to fast so turn down.
    if((get_val(HOME)) && (event_press(D_PAD_DOWN)) && Switch == 2) {
        if((AkimboFire) == 0) {
            AkimboFire = 1;
            combo_run(RumbleNotifier);
        } else {
            AkimboFire = 0;
        }
    }
//  On/Off toggle for Anti-Recoil primary side hold HOME and click D-Pad UP
    if((get_val(HOME)) && (event_press(D_PAD_UP)) && Switch == 1) {
        if((AntiRecoilP) == 0) {
            AntiRecoilP = 1;
            combo_run(RumbleNotifier);
        } else {
            AntiRecoilP = 0;
        }
    }
//  On/Off toggle for Anti-Recoil secondary side hold HOME and click D-Pad UP
    if((get_val(HOME)) && (event_press(D_PAD_UP)) && Switch == 2) {
        if((AntiRecoilS) == 0) {
            AntiRecoilS = 1;
            combo_run(RumbleNotifier);
        } else {
            AntiRecoilS = 0;
        }
    }
//  On/Off toggle for Advanced Sniper hold HOME and click Melee button
//  Shuts everything off on primary side when in use incase you forget.
    if((get_val(HOME)) && (event_press(ADS_BUTTON)) && Switch == 1) {
        if((QuickSniper) == 0) {
            QuickSniper = 1;
            BurstFire = 0;
            PrimaryFire = 0;
            ShotGunJitter = 0;
            combo_run(RumbleNotifier);
        } else {
            QuickSniper = 0;
        }
    }
 
//  On/Off toggle for Jump hold HOME and click Jump
    if((get_val(HOME)) && (event_press(JUMP))) {
        if((Jump) == 0) {
            Jump = 1;
            combo_run(RumbleNotifier);
        } else {
            Jump = 0;
        }
    }
//  On/Off toggle for Jump hold HOME and click Fire
    if((get_val(HOME)) && (event_press(FIRE_BUTTON))) {
        if((JumpTrigger) == 0) {
            JumpTrigger = 1;
            combo_run(RumbleNotifier);
        } else {
            JumpTrigger = 0;
        }
    }
 
//  On/Off toggle for Drop Shot hold HOME and click Crouch
    if((get_val(HOME)) && (event_press(CROUCH))) {
        if((Drop) == 0) {
            Drop = 1;
            combo_run(RumbleNotifier);
        } else {
            Drop = 0;
        }
    }
//  On/Off toggle for Easy Sprint hold HOME and click Sprint
    if((get_val(HOME)) && (event_press(SPRINT_BUTTON))) {
        if((Run) == 0) {
            Run = 1;
            combo_run(RumbleNotifier);
        } else {
            Run = 0;
        }
    }
//  This removes output for HOME button to use to activate mods.
    if (BigButton == 1) { set_val(HOME, 0); }
 
    // Primary
    if((get_val(FIRE_BUTTON)) && PrimaryFire == 1 && Switch == 1) {
        if(get_val(FIRE_BUTTON)) {
            combo_run(RapidFire);
        }
    }
    if((get_val(FIRE_BUTTON)) && BurstFire == 1 && Switch == 1) {
        if(get_val(FIRE_BUTTON)) {
            combo_run(Burst_Fire);
        }
    }
    if((get_val(FIRE_BUTTON)) && ShotGunJitter == 1 && Switch == 1) {
        if(get_val(FIRE_BUTTON)) {
            combo_run(BonefisherJitter);
        }
    }
    if(QuickSniper == 1 && Switch == 1) {
     if(get_val(FIRE_BUTTON)) {set_val(FIRE_BUTTON,0); set_val(ADS_BUTTON,100);
             combo_run(HoldBreath);}
     else if(event_release(FIRE_BUTTON) && get_ptime(FIRE_BUTTON) <= SniperHold) {
             combo_run(QuickScope);}
     else if(event_release(FIRE_BUTTON) && get_ptime(FIRE_BUTTON) >= SniperHold) {
             combo_stop(QuickScope);combo_run(QSH_fire);}
     if(get_val(ADS_BUTTON)) {combo_stop(QuickScope);
             combo_stop(QSH_fire);}
    }
    // Secondary
    if((get_val(FIRE_BUTTON)) && SecondaryFire == 1 && Switch == 2) {
        if(get_val(FIRE_BUTTON)) {
            combo_run(RapidFire2);
        }
    }
    // Long Jump works if hold jump button down
    if(get_val(JUMP) && Jump == 1) { combo_run(LongJump); }
 
    // Drop Shot responds only if fire before ADS or release of ADS.
    if(Drop == 1) {
        if((!get_val(ADS_BUTTON) && event_press(FIRE_BUTTON)) ||
            (event_release(ADS_BUTTON) && get_val(FIRE_BUTTON))) {
            combo_run(Prone);
            combo_stop(EasySprint);
        } else if(event_release(FIRE_BUTTON)) {
            if(prone_flag) combo_run(Stand);
               combo_stop(EasySprint);
        }
    }
    // Long Jump on fire trigger reponds only if fire before ADS or release of ADS.
    if(JumpTrigger == 1) {
        if((!get_val(ADS_BUTTON) && get_val(FIRE_BUTTON)) ||
            (event_release(ADS_BUTTON) && get_val(FIRE_BUTTON))) {
            combo_run(LongJump);
        }
    }
    if (get_val(LY) < -95 && Run == 1) { combo_run(EasySprint); }
 
//  To Adjust Primary Rapid Fire hold Fire trigger and click D-Pad Up
//  for increasing speed and D-Pad Down decreasing speed.
//  Don't hold ADS while adjusting or will not adjust.
    if (!get_val(ADS_BUTTON) && get_val(FIRE_BUTTON) && PrimaryFire == 1 && Switch == 1) {
        if (event_press(D_PAD_UP)) {RapidRate = RapidRate - 5; }
        if (event_press(D_PAD_DOWN)) {RapidRate = RapidRate + 5; }
 
        if (RapidRate > 250) { RapidRate = 250; }
        if (RapidRate < 25) { RapidRate = 25; }
 
        set_pvar(SPVAR_1, RapidRate);
        HoldTime = RapidRate;
    // When adjusting this keeps it from showing up pressed.
        set_val(D_PAD_UP, 0); set_val(D_PAD_DOWN, 0);
    }
//  To Adjust Secondary Rapid Fire hold Fire trigger and click D-Pad Up
//  for increasing speed and D-Pad Down decreasing speed.
//  Don't hold ADS while adjusting or will not adjust.
    if (!get_val(ADS_BUTTON) && get_val(FIRE_BUTTON)&& Switch == 2) {
        if (event_press(D_PAD_UP)) {RapidRate2 = RapidRate2 - 5; }
        if (event_press(D_PAD_DOWN)) {RapidRate2 = RapidRate2 + 5; }
 
        if (RapidRate2 > 250) { RapidRate2 = 250; }
        if (RapidRate2 < 25) { RapidRate2 = 25; }
 
        set_pvar(SPVAR_2, RapidRate2);
        HoldTime2 = RapidRate2;
    // When adjusting this keeps it from showing up pressed.
        set_val(D_PAD_UP, 0); set_val(D_PAD_DOWN, 0);
    }
//  To Adjust Burst Fire hold Fire trigger and click D-Pad Up
//  for increasing shots burst and D-Pad Down decreasing shots burst.
//  Don't hold ADS while adjusting or will not adjust.
    if (!get_val(ADS_BUTTON) && get_val(FIRE_BUTTON) && BurstFire == 1 && Switch == 1) {
        if (event_press(D_PAD_DOWN)) {BurstRateH = BurstRateH - 5; }
        if (event_press(D_PAD_UP)) {BurstRateH = BurstRateH + 5; }
 
        if (BurstRateH > 1000) { BurstRateH = 1000; }
        if (BurstRateH < 25) { BurstRateH = 25; }
 
        set_pvar(SPVAR_3, BurstRateH);
        BurstHold = BurstRateH;
    // When adjusting this keeps it from showing up pressed.
        set_val(D_PAD_UP, 0); set_val(D_PAD_DOWN, 0);
    }
//  To Adjust Burst Fire hold Fire trigger and click D-Pad Right
//  for increasing delay and D-Pad Left decreasing delay.
//  Don't hold ADS while adjusting or will not adjust.
    if (!get_val(ADS_BUTTON) && get_val(FIRE_BUTTON) && BurstFire == 1 && Switch == 1) {
        if (event_press(D_PAD_LEFT)) {BurstRateR = BurstRateR - 5; }
        if (event_press(D_PAD_RIGHT)) {BurstRateR = BurstRateR + 5; }
 
        if (BurstRateR > 1000) { BurstRateR = 1000; }
        if (BurstRateR < 25) { BurstRateR = 25; }
 
        set_pvar(SPVAR_4, BurstRateR);
        BurstRelease = BurstRateR;
    // When adjusting this keeps it from showing up pressed.
        set_val(D_PAD_RIGHT, 0); set_val(D_PAD_LEFT, 0);
    }
    //  To Adjust Recoil Amount hold Fire trigger and click Tactical button
    //  for decreasing down pull and Lethal button increasing down pull.
    //  Don't hold ADS button while adjusting this or will not adjust.
    //  Rapid Fire or Burst Fire must be on while using anti-recoil.
    if (!get_val(ADS_BUTTON) && get_val(FIRE_BUTTON) && Switch == 1 && AntiRecoilP == 1) {
        if (event_press(TACTICAL)) {RecoilAmountP = RecoilAmountP - 1; }
        if (event_press(LETHAL)) {RecoilAmountP = RecoilAmountP + 1; }
 
        if (RecoilAmountP > 100) { RecoilAmountP = 100; }
        if (RecoilAmountP < 20) { RecoilAmountP = 20; }
 
        set_pvar(SPVAR_5, RecoilAmountP);
        ANTI_RECOILP = RecoilAmountP;
    // When adjusting this keeps it from showing up pressed.
        set_val(TACTICAL, 0); set_val(LETHAL, 0);
    }
    //  To Adjust Recoil Amount hold Fire trigger and click Tactical button
    //  for decreasing down pull and Lethal button increasing down pull.
    //  Don't hold ADS button while adjusting this or will not adjust.
    //  Rapid Fire must be on while using anti-recoil.
    if (!get_val(ADS_BUTTON) && get_val(FIRE_BUTTON) && Switch == 2 && AntiRecoilS == 1) {
        if (event_press(TACTICAL)) {RecoilAmountS = RecoilAmountS - 1; }
        if (event_press(LETHAL)) {RecoilAmountS = RecoilAmountS + 1; }
 
        if (RecoilAmountS > 100) { RecoilAmountS = 100; }
        if (RecoilAmountS < 20) { RecoilAmountS = 20; }
 
        set_pvar(SPVAR_6, RecoilAmountS);
        ANTI_RECOILS = RecoilAmountS;
    // When adjusting this keeps it from showing up pressed.
        set_val(TACTICAL, 0); set_val(LETHAL, 0);
    }
}
combo       RumbleNotifier         {
        set_rumble  (RUMBLE_A, 100);
    wait                      (300);
        reset_rumble();
}
combo     DoubleRumbleNotifier     {
        set_rumble  (RUMBLE_A, 100);
    wait                      (300);
        set_rumble    (RUMBLE_A, 0);
    wait                      (300);
        set_rumble  (RUMBLE_A, 100);
    wait                      (400);
        reset_rumble();
}
combo         RapidFire            {
        set_val  (FIRE_BUTTON, 100);
    wait                 (HoldTime);
    if (get_val        (FIRE_BUTTON)
        &&       AntiRecoilP == 1) {
        anti_recoilP               =
        get_val(10) +  ANTI_RECOILP;
    if(anti_recoilP > 100) {
        anti_recoilP          = 100;
    }   set_val(10, anti_recoilP); }
        set_val    (FIRE_BUTTON, 0);
    wait           (HoldTime);
        set_val    (FIRE_BUTTON, 0);
}
combo         Burst_Fire           {
        set_val  (FIRE_BUTTON, 100);
    wait                (BurstHold);
    if (get_val        (FIRE_BUTTON)
        &&       AntiRecoilP == 1) {
        anti_recoilP               =
        get_val(10) +  ANTI_RECOILP;
    if(anti_recoilP > 100) {
        anti_recoilP          = 100;
    }   set_val(10, anti_recoilP); }
        set_val    (FIRE_BUTTON, 0);
    wait             (BurstRelease);
        set_val    (FIRE_BUTTON, 0);
}
combo         RapidFire2           {
        set_val  (FIRE_BUTTON, 100);
    wait                (HoldTime2);
    if (get_val     (FIRE_BUTTON) &&
        AkimboFire == 1)           {
        set_val  (ADS_BUTTON, 100);}
    if (get_val        (FIRE_BUTTON)
        &&       AntiRecoilS == 1) {
        anti_recoilS               =
        get_val(10) +  ANTI_RECOILS;
    if(anti_recoilS > 100) {
        anti_recoilS          = 100;
    }   set_val(10, anti_recoilS); }
        set_val    (FIRE_BUTTON, 0);
    wait                (HoldTime2);
        set_val    (FIRE_BUTTON, 0);
}
combo      BonefisherJitter        {
        set_val  (FIRE_BUTTON, 100);
    wait                       (10);
        set_val  (FIRE_BUTTON, 100);
        set_val     (TACTICAL, 100);
    wait                       (82);
        set_val  (FIRE_BUTTON, 100);
        set_val     (TACTICAL, 100);
        set_val       (LETHAL, 100);
    wait                       (20);
        set_val  (FIRE_BUTTON, 100);
        set_val       (TACTICAL, 0);
        set_val         (LETHAL, 0);
}
combo         EasySprint           {
        set_val(SPRINT_BUTTON, 100);
    wait(40);              wait(40);
}
combo          LongJump            {
        set_val         (JUMP, 100);
    wait                      (160);
        set_val           (JUMP, 0);
    wait                       (60);
}
combo           Prone              {
        set_val             (LX, 0);
        set_val             (LY, 0);
    wait                       (50);
        set_val             (LX, 0);
        set_val             (LY, 0);
        set_val       (CROUCH, 100);
    wait                      (380);
        prone_flag           = TRUE;
}
 
combo           Stand              {
        set_val       (CROUCH, 100);
    wait                      (380);
        prone_flag          = FALSE;
}
combo         QuickScope           {
        set_val    (ADS_BUTTON,100);
    wait               (SniperHold);
        set_val    (ADS_BUTTON,100);
        set_val   (FIRE_BUTTON,100);
    wait                       (50);
        set_val    (ADS_BUTTON,100);
    wait            (SniperRelease);
}
combo          QSH_fire            {
        set_val    (ADS_BUTTON,100);
        set_val   (FIRE_BUTTON,100);
    wait                       (50);
        set_val    (ADS_BUTTON,100);
    wait            (SniperRelease);
}
combo          HoldBreath          {
        set_val(SPRINT_BUTTON, 100);
    wait                 (10);
        set_val(SPRINT_BUTTON, 100);
}