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Thread: Weapon reloads in scripts

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  1. #16
    Assadministrator kung foo man's Avatar
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    IzNoGod made a good post about the logic, this post is about the animation:

    In weapons/mp/luger_mp we see:
    Code:
    ...\fireAnim\viewmodel_luger_fire\lastShotAnim\viewmodel_luger_lastfire\...
    so we are already able to define TWO reload-animations.

    fireAnim is played with more than 0 ammo in magazine
    lastShotAnim is played with 0 ammo in magazine

    so, before +reload, we need to bind a /openscriptmenu, which is checking for the fast reload perk:
    if normal reload: make sure at least 1 bullet is in magazine, so fireAnim will be played
    if fast reload: make sure 0 bullets are in magazine, so lastShotAnim will be played
    timescale 0.01

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