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Forum: Approved Plugins 01-19-2019, 08:07
Replies: 361
Views: 130,560
Posted By HamletEagle
Re: Knife Models [XP System Support]

Just send the inspect animation using SVC_WEAPONANIM message.
Forum: Approved Plugins 08-04-2018, 10:15
Replies: 361
Views: 130,560
Posted By HamletEagle
Re: Knife Models [XP System Support]

Anecdotal evidence is just that, nothing more.
Ham_Item_Deploy is just a hook for Deploy(), which is where game sets models. That's literally how it's done inside game, there is no reason for it not...
Forum: Approved Plugins 07-07-2018, 13:29
Replies: 361
Views: 130,560
Posted By HamletEagle
Re: Knife Models [XP System Support]

Then there is no bug. pev_owner is not set at that point, this is why you must use m_pPlayer offset to retrieve the player index.
So please switch back to ItemDeploy and use m_pPlayer instead of...
Forum: Approved Plugins 07-07-2018, 05:55
Replies: 361
Views: 130,560
Posted By HamletEagle
Re: Knife Models [XP System Support]

What bug are you talking about? Can you post a simple plugin that reproduces the said bug?
Also know that hamsandwich module can't have bugs, it just hooks functions from the game dll.
Forum: Approved Plugins 07-01-2018, 06:25
Replies: 361
Views: 130,560
Posted By HamletEagle
Re: Knife Models [XP System Support]

You are asking for a totally different plugin.
Forum: Approved Plugins 06-11-2018, 17:27
Replies: 361
Views: 130,560
Posted By HamletEagle
Re: Knife Models

After a very fast check it looks fine.
Forum: Approved Plugins 06-10-2018, 09:56
Replies: 361
Views: 130,560
Posted By HamletEagle
Re: Knife Models

1.
switch(detect_knife_sound(szSample))
{
case SOUND_DEPLOY: if(g_eKnife[id][DEPLOY_SOUND][0]) { play_knife_sound(id, g_eKnife[id][DEPLOY_SOUND][0]); return FMRES_SUPERCEDE; }
case...
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