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Posts Made By:
HamletEagle
Forum:
Approved Plugins
01-19-2019, 08:07
Replies:
361
Knife Models [XP System & Skills Support]
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
Knife Models [XP System & Skills Support]
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
Knife Models [XP System & Skills Support]
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
Knife Models [XP System & Skills Support]
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
Knife Models [XP System & Skills Support]
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
Knife Models [XP System & Skills Support]
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
Knife Models [XP System & Skills Support]
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...
Showing results 1 to 7 of 7
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