I don't know how you can do it in clasic mode, but in zp50 works with those lines added in the weapon plugin.
Code:
Weapon_OnDeploy(const iItem, const iPlayer, const iClip, const iAmmoPrimary, const iMode)
{
#pragma unused iClip, iAmmoPrimary, iMode
static iszViewModel;
if (iszViewModel || (iszViewModel = engfunc(EngFunc_AllocString, MODEL_VIEW)))
{
set_pev_string(iPlayer, pev_viewmodel2, iszViewModel);
}
static iszPlayerModel;
if (iszPlayerModel || (iszPlayerModel = engfunc(EngFunc_AllocString, MODEL_PLAYER)))
{
set_pev_string(iPlayer, pev_weaponmodel2, iszPlayerModel);
}
// Cancel any reload in progress.
set_pdata_int(iItem, m_fInReload, 0, extra_offset_weapon);
set_pdata_int(iItem, m_iModeChange, 0, extra_offset_weapon);
new hclass = zpnm_get_user_human_class(iPlayer);
// Apply woman and man hands submodel
// Man
if(hclass == 0)
{
set_pev(iItem, pev_body, 0)
}
if(hclass == 1)
{
set_pev(iItem, pev_body, 0)
}
if(hclass == 2)
{
set_pev(iItem, pev_body, 0)
}
// Woman
if(hclass == 3)
{
set_pev(iItem, pev_body, 1)
}
if(hclass == 4)
{
set_pev(iItem, pev_body, 1)
}
if(hclass == 5)
{
set_pev(iItem, pev_body, 1)
}
set_pdata_string(iPlayer, m_szAnimExtention * 4, ANIM_EXTENSION, -1, extra_offset_player * 4);
set_pdata_float(iItem, m_flTimeWeaponIdle, WEAPON_TIME_DELAY_DEPLOY, extra_offset_weapon);
set_pdata_float(iPlayer, m_flNextAttack, WEAPON_TIME_DELAY_DEPLOY, extra_offset_player);
// Deploy with default weapon settings
Weapon_DefaultDeploy(iItem, iPlayer, MODEL_VIEW, MODEL_PLAYER, ANIM_DUMMY, ANIM_EXTENSION);
}