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nG_getwreck
Senior Member
Join Date: Oct 2020
Location: Philippines from South Korea
Old 04-16-2021 , 04:48   Custom player animations per weapons
Reply With Quote #1

Hello, is it possible to have different player animations per different knife, weapons, and etc...
I ask this because I have different csnz knives and I want to use the player anims from CSNZ.

Sample codes:

Test1 Knife
PHP Code:
#define PLAYER_ANIM "test1"

public plugin_init()
{
    
register_event(FM_CmdStart"fw_CmdStart")
}

public 
fw_CmdStart(iduc_handleseed)
{
    if(!
is_user_alive(id)) return FMRES_IGNORED

    
new button get_uc(uc_handleUC_Buttons)

    if(
button IN_ATTACK)
    {
        new 
szAnim[64]

        
formatex(szAnimcharsmax(szAnim), pev(idpev_flags) & FL_DUCKING "crouch_shoot_%s" "ref_shoot_%s"PLAYER_ANIM)
        
UTIL_PlayerAnimation(idszAnim)
    }
}

stock UTIL_PlayerAnimation(idszAnimation[]) 
{
    static 
iAnimDesiredFloat:fFrameRateFloat:fGroundSpeedbool:bLoops;
    if((
iAnimDesired lookup_sequence(idszAnimationfFrameRatebLoopsfGroundSpeed)) == -1iAnimDesired 0;
    static 
Float:fGameTime;
    
fGameTime get_gametime();
    
set_pev(idpev_frame0.0);
    
set_pev(idpev_framerate1.0);
    
set_pev(idpev_animtimefGameTime);
    
set_pev(idpev_sequenceiAnimDesired);
    
set_pdata_int(id40bLoops4);
    
set_pdata_int(id3904);
    
set_pdata_float(id36fFrameRate4);
    
set_pdata_float(id37fGroundSpeed4);
    
set_pdata_float(id38fGameTime4);
    
set_pdata_int(id7328);
    
set_pdata_int(id7428);   
    
set_pdata_float(id220fGameTime);

Test2 Knife
PHP Code:
#define PLAYER_ANIM "test2"

public plugin_init()
{
    
register_event(FM_CmdStart"fw_CmdStart")
}

public 
fw_CmdStart(iduc_handleseed)
{
    if(!
is_user_alive(id)) return FMRES_IGNORED

    
new button get_uc(uc_handleUC_Buttons)

    if(
button IN_ATTACK)
    {
        new 
szAnim[64]

        
formatex(szAnimcharsmax(szAnim), pev(idpev_flags) & FL_DUCKING "crouch_shoot_%s" "ref_shoot_%s"PLAYER_ANIM)
        
UTIL_PlayerAnimation(idszAnim)
    }
}

stock UTIL_PlayerAnimation(idszAnimation[]) 
{
    static 
iAnimDesiredFloat:fFrameRateFloat:fGroundSpeedbool:bLoops;
    if((
iAnimDesired lookup_sequence(idszAnimationfFrameRatebLoopsfGroundSpeed)) == -1iAnimDesired 0;
    static 
Float:fGameTime;
    
fGameTime get_gametime();
    
set_pev(idpev_frame0.0);
    
set_pev(idpev_framerate1.0);
    
set_pev(idpev_animtimefGameTime);
    
set_pev(idpev_sequenceiAnimDesired);
    
set_pdata_int(id40bLoops4);
    
set_pdata_int(id3904);
    
set_pdata_float(id36fFrameRate4);
    
set_pdata_float(id37fGroundSpeed4);
    
set_pdata_float(id38fGameTime4);
    
set_pdata_int(id7328);
    
set_pdata_int(id7428);   
    
set_pdata_float(id220fGameTime);

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