;Don'touch that
[Statedef 1000]
type    = S                     
movetype= I                     
physics = S                      
velset = 0,0  ;              
ctrl = 0                                                     
sprpriority = 1 

;This is the sound you heard when you use that spray a picture
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1000,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1 

;The is the Helper for the spray itself.
[State 0, Helper]
type = Helper
triggerall = numhelper(1001) = 0 ;Don't touch that. 
trigger1 = time = 0 ;Will delay when the spray spawn itself.
helpertype = normal ;player ;Don't touch that
name = "spray"
ID = 1001 ;Don't touch that
stateno = 1001 ;Don't touch that
pos = 40,-70 ;Detrmine where the spray will spawn according to VAC? Sniper's position.
postype = p1  ;p2,front,back,left,right ;Don't touch that, to be sure.
keyctrl = 0 ;Don't touch that
ownpal = 1 ;Don't touch that unless you want the spray to be affected by PalFX.
supermovetime = 9999999999;Could be fun is the spray is animated.
pausemovetime = 9999999999 ;Could be fun is the spray is animated.
size.xscale = 0.43 ;Make the spray more or less bigger. 
size.yscale = 0.43 ;Make the  spray more or less larger. 
 
;Don't touch that. Make VAC? Sniper go back to Statedef 0 almost instantly
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 1
value = 0
ctrl = 1

;StateDef for the spray itself. Depending of the sprays you want to use, change the anim to another one using ; on them.
[StateDef 1001]
Anim = 1000 ;Animation for the spray. If you want to add another spray, make the sprite as group 1000,1 set its animation 1001 and so on. There is 9 free placeholders and if you make more, you had to add them by yourself.
;Anim = 1000+random%3 ;If you want to spray a selection of 3 pictures at random
;Anim = 1000+random%5 ;If you want to spray a selection of 5 pictures at random
;Anim = 1000+random%10 ;If you want to spray a selection of 10 pictures at random.....you get the point.
SprPriority = -6

;The spray will not display a shadow.
[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

;Don't touch that. It makes the spray invulnerable by attacks.
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 9999999

;Don't touch that. It makes the spray not turn itself depending of how VAC? Sniper is facing the opponent.
[State 0, Turn]
type = Turn
trigger1 = facing != 1

;Will make the spray remove itself depending of conditions. 
;[State 0, DestroySelf]
;type = DestroySelf
;trigger1 = time = 500 ; time = 60 is i second so feel free to change it if you want to do so.

;Change the spray into the Missing Texture picture when VAC? Sniper is no longer alive
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (root, stateno = 5150)
value = 4444

;Winter Maker
[Statedef 1100]
type    = S                      
movetype= I                     
physics = S                      
velset = 0,0    
anim = 1301                
ctrl = 0                                                           
sprpriority = -5  

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1100,0+random%5
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1 

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 9999

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 10    ;fv = 10
value = ((random%360)/180.0000)*pi

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 11    ;fv = 10
value = 1+(random%1000)/1000.000

[State 0, Explod]
type = Explod
trigger1 = time<5
anim = 1300+random%2
ID = 1300
pos = 0,-90+random%90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = cos(fvar(10))*fvar(11),sin(fvar(10))*fvar(11)
accel = -cos(fvar(10))*fvar(11)*0.01,-sin(fvar(10))*fvar(11)*0.01
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.1,0.1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 10    ;fv = 10
value = ((random%360)/180.0000)*pi

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 11    ;fv = 10
value = 1+(random%1000)/1000.000

[State 0, Explod]
type = Explod
trigger1 = time<5
anim = 1300+random%2
ID = 1300
pos = 0,-90+random%90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = cos(fvar(10))*fvar(11),sin(fvar(10))*fvar(11)
accel = -cos(fvar(10))*fvar(11)*0.01,-sin(fvar(10))*fvar(11)*0.01
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.1,0.1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 10    ;fv = 10
value = ((random%360)/180.0000)*pi

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 11    ;fv = 10
value = 1+(random%1000)/1000.000

[State 0, Explod]
type = Explod
trigger1 = time<5
anim = 1300+random%2
ID = 1300
pos = 0,-90+random%90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = cos(fvar(10))*fvar(11),sin(fvar(10))*fvar(11)
accel = -cos(fvar(10))*fvar(11)*0.01,-sin(fvar(10))*fvar(11)*0.01
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.1,0.1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 10    ;fv = 10
value = ((random%360)/180.0000)*pi

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 11    ;fv = 10
value = 1+(random%1000)/1000.000

[State 0, Explod]
type = Explod
trigger1 = time<5
anim = 1300+random%2
ID = 1300
pos = 0,-90+random%90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = cos(fvar(10))*fvar(11),sin(fvar(10))*fvar(11)
accel = -cos(fvar(10))*fvar(11)*0.01,-sin(fvar(10))*fvar(11)*0.01
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.1,0.1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 10    ;fv = 10
value = ((random%360)/180.0000)*pi

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 11    ;fv = 10
value = 1+(random%1000)/1000.000

[State 0, Explod]
type = Explod
trigger1 = time<5
anim = 1300+random%2
ID = 1300
pos = 0,-90+random%90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = cos(fvar(10))*fvar(11),sin(fvar(10))*fvar(11)
accel = -cos(fvar(10))*fvar(11)*0.01,-sin(fvar(10))*fvar(11)*0.01
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.1,0.1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 10    ;fv = 10
value = ((random%360)/180.0000)*pi

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 11    ;fv = 10
value = 1+(random%1000)/1000.000

[State 0, Explod]
type = Explod
trigger1 = time<5
anim = 1300+random%2
ID = 1300
pos = 0,-90+random%90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = cos(fvar(10))*fvar(11),sin(fvar(10))*fvar(11)
accel = -cos(fvar(10))*fvar(11)*0.01,-sin(fvar(10))*fvar(11)*0.01
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.1,0.1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 10    ;fv = 10
value = ((random%360)/180.0000)*pi

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 11    ;fv = 10
value = 1+(random%1000)/1000.000

[State 0, Explod]
type = Explod
trigger1 = time<5
anim = 1300+random%2
ID = 1300
pos = 0,-90+random%90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = cos(fvar(10))*fvar(11),sin(fvar(10))*fvar(11)
accel = -cos(fvar(10))*fvar(11)*0.01,-sin(fvar(10))*fvar(11)*0.01
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.1,0.1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 10    ;fv = 10
value = ((random%360)/180.0000)*pi

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 11    ;fv = 10
value = 1+(random%1000)/1000.000

[State 0, Explod]
type = Explod
trigger1 = time<5
anim = 1300+random%2
ID = 1300
pos = 0,-90+random%90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = cos(fvar(10))*fvar(11),sin(fvar(10))*fvar(11)
accel = -cos(fvar(10))*fvar(11)*0.01,-sin(fvar(10))*fvar(11)*0.01
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.1,0.1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 0, ChangeState]
type = DestroySelf
trigger1 = numexplod(1300)<1
value = 0
ctrl = 1




