atPlayerShoot(){ self endon("disconnect"); for(;;) { self waittill ( "weapon_fired" ); PlayLoopedFX(level._effect["crossbow_enemy_light"], 0.10, aim()); self waittill ( "weapon_fired" ); PlayLoopedFX(level._effect["crossbow_friendly_light"], 0.10, aim()); } aim(){ forward = self getTagOrigin("tag_eye"); end = self thread vector_Scal(anglestoforward(self getPlayerAngles()),1000000); location = BulletTrace( forward, end, 0, self )[ "position" ]; return location;}