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Solved Wrong Shotgun Reload Animation


  
 
 
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Celena Luna
Veteran Member
Join Date: Aug 2013
Location: Nagazora
Old 07-06-2017 , 12:11   Wrong Shotgun Reload Animation
Reply With Quote #1

I am finding a way to make a 2 mode Weapon but the shotgun reload is really hard to handle.
I tried this but it didn't change the animation at all
This code is by Dias acutally.

PHP Code:
public fw_Weapon_WeaponIdleiEnt )
{
    if(
pev_valid(iEnt) != 2)
        return 
    static 
idid get_pdata_cbase(iEntm_pPlayer5)
    if(
get_pdata_cbase(id373) != iEnt)
        return
    if(!
Get_BitVar(g_Had_Spas12id))
        return
    
    if( 
get_pdata_float(iEntm_flTimeWeaponIdle5) > 0.0 )
    {
        return
    }
    
    static 
iId iId get_pdata_int(iEntm_iId5)
    static 
iMaxClip iMaxClip CLIP

    
static iClip iClip get_pdata_int(iEntm_iClip5)
    static 
fInSpecialReload fInSpecialReload get_pdata_int(iEntm_fInSpecialReload5)

    if( !
iClip && !fInSpecialReload )
    {
        return
    }

    if( 
fInSpecialReload )
    {
        static 
iBpAmmo iBpAmmo get_pdata_int(id381XTRA_OFS_PLAYER)
        static 
iDftMaxClip iDftMaxClip g_iDftMaxClip[iId]

        if( 
iClip iMaxClip && iClip == iDftMaxClip && iBpAmmo )
        {
            
Shotgun_Reload(iEntiIdiMaxClipiClipiBpAmmoid)
            return
        }
        else if( 
iClip == iMaxClip && iClip != iDftMaxClip )
        {
            switch(
g_Spas12_Mode[id])
            {
                case 
SPAS12_ASet_WeaponAnim(idANIM_AFTER_A)
                case 
SPAS12_BSet_WeaponAnim(idANIM_AFTER_B)
                
// case JANUS_ACTIVATE: Set_WeaponAnim(id, ANIM_AFTER2)
            
}

            
set_pdata_int(iEntm_fInSpecialReload05)
            
set_pdata_float(iEntm_flTimeWeaponIdle1.55)
        }
    }
    
    return
}

public 
fw_Item_PostFrameiEnt )
{
    static 
id id get_pdata_cbase(iEntm_pPlayer4)    

    static 
iBpAmmo iBpAmmo get_pdata_int(id381XTRA_OFS_PLAYER)
    static 
iClip iClip get_pdata_int(iEntm_iClip4)
    static 
iId iId get_pdata_int(iEntm_iId4)
    static 
iMaxClip iMaxClip CLIP

    
// Support for instant reload (used for example in my plugin "Reloaded Weapons On New Round")
    // It's possible in default cs
    
if( get_pdata_int(iEntm_fInReload4) && get_pdata_float(idm_flNextAttack5) <= 0.0 )
    {
        new 
min(iMaxClip iClipiBpAmmo)
        
set_pdata_int(iEntm_iClipiClip j4)
        
set_pdata_int(id381iBpAmmo-jXTRA_OFS_PLAYER)
        
        
set_pdata_int(iEntm_fInReload04)
        return
    }

    static 
iButton iButton pev(idpev_button)
    if( 
iButton IN_ATTACK && get_pdata_float(iEntm_flNextPrimaryAttack4) <= 0.0 )
    {
        return
    }
    
    if( 
iButton IN_RELOAD  )
    {
        if( 
iClip >= iMaxClip )
        {
            
set_pev(idpev_buttoniButton & ~IN_RELOAD)
            
set_pdata_float(iEntm_flNextPrimaryAttack0.54)
        }

        else if( 
iClip == g_iDftMaxClip[iId] )
        {
            if( 
iBpAmmo )
            {
                
Shotgun_Reload(iEntiIdiMaxClipiClipiBpAmmoid)
            }
        }
    }
}


Shotgun_Reload(iEntiIdiMaxClipiClipiBpAmmoid)
{
    if(
iBpAmmo <= || iClip == iMaxClip)
        return

    if(
get_pdata_int(iEntm_flNextPrimaryAttack4) > 0.0)
        return

    switch( 
get_pdata_int(iEntm_fInSpecialReload4) )
    {
        case 
0:
        {
            switch(
g_Spas12_Mode[id])
            {
                case 
SPAS12_ASet_WeaponAnim(idANIM_START_A)
                case 
SPAS12_BSet_WeaponAnim(idANIM_START_B)
            }
        
            
set_pdata_int(iEntm_fInSpecialReload14)
            
set_pdata_float(idm_flNextAttack0.555)
            
set_pdata_float(iEntm_flTimeWeaponIdle0.554)
            
set_pdata_float(iEntm_flNextPrimaryAttack0.554)
            
set_pdata_float(iEntm_flNextSecondaryAttack0.554)
            return
        }
        case 
1:
        {
            if( 
get_pdata_float(iEntm_flTimeWeaponIdle4) > 0.0 )
            {
                return
            }
            
set_pdata_int(iEntm_fInSpecialReload24)
            
            static 
Float:CurTime
            CurTime 
get_gametime()
        
            if(
CurTime 0.35 g_PostFrame[id])
            {
                switch(
g_Spas12_Mode[id])
                {
                    case 
SPAS12_ASet_WeaponAnim(idANIM_INSERT_A)
                    case 
SPAS12_BSet_WeaponAnim(idANIM_INSERT_B)
                }
            }
            
            
g_PostFrame[id] = CurTime
            
            set_pdata_float
(iEntm_flTimeWeaponIdleiId == CSW_XM1014 0.30 0.454)
        }
        default:
        {
            
set_pdata_int(iEntm_iClipiClip 14)
            
set_pdata_int(id381iBpAmmo-1XTRA_OFS_PLAYER)
            
set_pdata_int(iEntm_fInSpecialReload14)
        }
    }

__________________
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Last edited by Celena Luna; 07-08-2017 at 07:57.
Celena Luna is offline
 



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