Remington Jitter, for black ops 2.RB rapid fire

this is the new remington and ksg jitter for black ops 2. on xbox 360 with rapid fire on right bumper. this was made by a friend named White And Nerdy. hes a beast at making mods. one of the best.. hit me up if you ever want to play some black ops 2 or mw2 my gamertag = JOE M0Dz
Version1.00
AuthorLGDZ x Moddurs
Publish DateSun, 1 Jun 2014 - 00:36
Last UpdateSun, 1 Jun 2014 - 00:36
Downloads540
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//WHITE 4ND N3RDY\\
//XBOX360 BlackOps11 Hybrid jitter\\
//Notes: Can't use over grounded weapons were X button animation exist. Ex weapon on ground says press X to pick up.\\
//Final Revision 1.1\\
//--------------------------------------------------------------
unmap XB360_RB;   
define JUMP_BTN = 19;
//VARIABLES - int
//--------------------------------------------------------------
int rapid_onoff = TRUE;
int fire_button;
int scope_button;
int hold_time;
int rest_time;
int RATE_OF_FIRE=9.9;   //Range: 1 to 25 RPS (Round/s)
//INITIALIZATION - init
//--------------------------------------------------------------
init {
     if(get_console() == PIO_PS3) {
     fire_button = 3;
     scope_button = 6;}
     else { // Natural Trigger & Bumper
     fire_button = 4;
     scope_button = 7;}
 
 
}
//MAIN BLOCK RUTINES
//--------------------------------------------------------------
main {// Start of MAIN BLOCK
    // If RT is pressed run RT_jitter combo.
    if(get_val(XB360_RT))
        combo_run(RT_jitter); // ... then: run RT_jitter combo.
      // RAPID FIRE
     hold_time = 500 / RATE_OF_FIRE;
     rest_time = hold_time - 20;
     if(rest_time < 0) rest_time = 0;
     // INCREASE RATE OF FIRE press XB1_LT + D-pad UP
     if(get_val(XB1_LT) && event_press(13)) RATE_OF_FIRE = RATE_OF_FIRE+0.2;
     // DECREASE RATE OF FIRE press XB1_LT + D-pad DOWN
     if(get_val(XB1_LT) && event_press(14)) RATE_OF_FIRE = RATE_OF_FIRE-0.2;
 
     if(get_val(XB1_RB) && rapid_onoff) {
     combo_run(RapidFire);
     } else if(combo_running(RapidFire)) {
     combo_stop(RapidFire);
     }
}// End of MAIN BLOCK
//COMBO BLOCKS
//--------------------------------------------------------------
combo RT_jitter{// begin
     set_val(XB360_RT, 100);
    wait(10);
    set_val(XB360_RT, 100);
    set_val(XB360_X, 100);
    wait(11);
    set_val(XB360_RT, 100);
    set_val(XB360_LY, -99);
    set_val(XB360_X, 0);
    wait(11);
    set_val(XB360_RT, 0);
    set_val(XB360_LS, 100);
    set_val(XB360_LY, -78);
    wait(10);
    set_val(XB360_RT, 0);
    set_val(XB360_LS, 0);
    set_val(XB360_LY, -63);
    set_val(XB360_Y, 100);
    wait(10)
    set_val(XB360_RT, 0);
    set_val(XB360_LS, 100);
    set_val(XB360_LY, -99);
    set_val(XB360_Y, 100);
    wait(11);
    set_val(XB360_RT, 0);
    set_val(XB360_LS, 0);
    set_val(XB360_LY, -78);
    set_val(XB360_Y, 0);
    wait(10);
    set_val(XB360_RT, 0);
    set_val(XB360_LS, 100);
    set_val(XB360_LY, -63);
    wait(10);
    set_val(XB360_RT, 0);
    set_val(XB360_LS, 0);
    set_val(XB360_LY, -99);
    set_val(XB360_Y, 100);
    wait(11);
    set_val(XB360_RT, 0);
    set_val(XB360_LS, 100);
    set_val(XB360_LY, -78);
    set_val(XB360_Y, 100);
    wait(11);
    set_val(XB360_RT, 0);
    set_val(XB360_LS, 0);
    set_val(XB360_LY, -63);
    set_val(XB360_Y, 0);
    wait(10);
    set_val(XB360_RT, 100);
    set_val(XB360_LS, 100);
    set_val(XB360_LY, -99);
    set_val(XB360_Y, 0);
}  //end
//Rapidfire
combo RapidFire {//begin
    set_val(fire_button, 100);
    wait(hold_time);
    set_val(fire_button, 0);
    wait(rest_time);
    set_val(fire_button, 0);
}//end