define RAPIDFIRE_BUTTON1 = XB360_RT;
define RAPIDFIRE_BUTTON2 = XB360_LT;
define RATE_OF_FIRE1 = 20; // Range: 1 to 25 RPS (Round/s)
define RATE_OF_FIRE2 = 20; // Values higher than 25 would be so
int akimbo_onoff = FALSE;
// fast that the game probably will
// not detect 100% of the events.
//
// No need to make changes in the code below.
//
int hold_time1, rest_time1;
int hold_time2, rest_time2;
init {
hold_time1 = 500 / RATE_OF_FIRE1;
rest_time1 = hold_time1 - 20;
if(rest_time1 < 0) rest_time1 = 0;
hold_time2 = 500 / RATE_OF_FIRE2;
rest_time2 = hold_time2 - 20;
if(rest_time2 < 0) rest_time2 = 0;
}
main {
if(get_val(RAPIDFIRE_BUTTON1)) {
combo_run(RapidFire1);
} else if(combo_running(RapidFire1)) {
combo_stop(RapidFire1);
}
if(event_press(XB360_UP)){
akimbo_onoff = !akimbo_onoff;
if(akimbo_onoff){
set_val(TRACE_1, 1); //1 = akimbo_onoff is TRUE, 0 = rap[id_onoff is FALSE
}else if(!akimbo_onoff){
set_val(TRACE_1, 0); //akimbo_onoff = FALSE
}
}
if(get_val(RAPIDFIRE_BUTTON2) && akimbo_onoff) { //Now Looks for a "TRUE" value of rapid_onoff and turns on rapid fire on the left trigger accordingly
combo_run(RapidFire2);
} else if(combo_running(RapidFire2)) {
combo_stop(RapidFire2);
}
}
combo RapidFire1 {
set_val(RAPIDFIRE_BUTTON1, 100);
wait(hold_time1);
set_val(RAPIDFIRE_BUTTON1, 0);
wait(rest_time1);
set_val(RAPIDFIRE_BUTTON1, 0);
}
combo RapidFire2 {
set_val(RAPIDFIRE_BUTTON2, 100);
wait(hold_time2);
set_val(RAPIDFIRE_BUTTON2, 0);
wait(rest_time2);
set_val(RAPIDFIRE_BUTTON2, 0);
}