IzNoGod made a good post about the logic, this post is about the animation:
In weapons/mp/luger_mp we see:
so we are already able to define TWO reload-animations.Code:...\fireAnim\viewmodel_luger_fire\lastShotAnim\viewmodel_luger_lastfire\...
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



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