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- reload(playerid)
- {
- new ammo, slot;
- new weaponid = GetPlayerWeapon(playerid);
- if(weaponid == 0) return 1;
- slot = GetWeaponSlot(weaponid);
- GetPlayerWeaponData(playerid, slot, weaponid, ammo);
- //printf("Weapon data | slot : %i | weaponid : %i | ammo : %i", slot, weaponid, ammo);
- switch(weaponid)
- {
- case 22:
- {
- SetAmmos(playerid, WEAPON_COLT45, ammo, 34);
- SetAnimationForWeapon(playerid, WEAPON_COLT45);
- }
- case 23:
- {
- SetAmmos(playerid, WEAPON_SILENCED, ammo, 17);
- SetAnimationForWeapon(playerid, WEAPON_SILENCED);
- }
- case 24, 27:
- {
- if(weaponid == 24)
- {
- SetAmmos(playerid, WEAPON_DEAGLE, ammo, 7); SetAnimationForWeapon(playerid, WEAPON_DEAGLE);
- }
- else
- {
- SetAmmos(playerid, WEAPON_SHOTGSPA, ammo, 7); SetAnimationForWeapon(playerid, WEAPON_SHOTGSPA);
- }
- }
- case 26:
- {
- SetAmmos(playerid, WEAPON_SAWEDOFF, ammo, 4);
- SetAnimationForWeapon(playerid, WEAPON_SAWEDOFF);
- }
- case 28, 32:
- {
- if(weaponid == 28)
- {
- SetAmmos(playerid, WEAPON_UZI, ammo, 100); SetAnimationForWeapon(playerid, WEAPON_UZI);
- }
- else
- {
- SetAmmos(playerid, WEAPON_TEC9, ammo, 100); SetAnimationForWeapon(playerid, WEAPON_TEC9);
- }
- }
- case 29, 30:
- {
- if(weaponid == 29)
- {
- SetAmmos(playerid, WEAPON_MP5, ammo, 30); SetAnimationForWeapon(playerid, WEAPON_MP5);
- }
- else
- {
- SetAmmos(playerid, WEAPON_AK47, ammo, 30); SetAnimationForWeapon(playerid, WEAPON_AK47);
- }
- }
- case 31:
- {
- SetAmmos(playerid, WEAPON_M4, ammo, 50);
- SetAnimationForWeapon(playerid, WEAPON_M4);
- }
- default : return 1;
- }
- new str[190];
- format(str, sizeof(str), " * %s removed the magazine of his weapon before taking a second.", GetName(playerid));
- SendClientMessage(playerid, meColor, str);
- format(str, sizeof(str), "((%s)) It will put the second magazine into the weapon and the will rearm.", GetName(playerid));
- SendClientMessage(playerid, meColor, str);
- return 1;
- }
- stock GetWeaponSlot(weaponid)
- {
- new slot;
- switch(weaponid)
- {
- case 0,1: slot = 0;
- case 2 .. 9: slot = 1;
- case 10 .. 15: slot = 10;
- case 16 .. 18, 39: slot = 8;
- case 22 .. 24: slot = 2;
- case 25 .. 27: slot = 3;
- case 28, 29, 32: slot = 4;
- case 30, 31: slot = 5;
- case 33, 34: slot = 6;
- case 35 .. 38: slot = 7;
- case 40: slot = 12;
- case 41 .. 43: slot = 9;
- case 44 .. 46: slot = 11;
- }
- return slot;
- }
- stock SetAnimationForWeapon(playerid, weaponid)
- {
- switch(weaponid)
- {
- case 22: ApplyAnimation(playerid, "COLT45", "colt45_reload", 4.1, 0, 0, 0, 0, 0, 1);
- case 23: ApplyAnimation(playerid, "SILENCED", "Silence_reload", 4.1, 0, 0, 0, 0, 0, 1);
- case 24: ApplyAnimation(playerid, "PYTHON", "python_reload", 4.1, 0, 0, 0, -1, 1, 1);
- //ApplyAnimation(playerid, "PYTHON", "python_reload", 4.0, 0, 0, 0, 0, 800, 1);
- //ApplyAnimation(playerid,"PED","IDLE_CHAT",4.0, 1, 0, 0, 1, 1);
- //ApplyAnimation(playerid, "PYTHON", "python_reload", 4.0, 0, 1, 1, 0, 0, 1);
- case 25, 27: ApplyAnimation(playerid, "BUDDY", "buddy_reload", 4.1, 0, 0, 0, 0, 0, 1);
- case 26: ApplyAnimation(playerid, "COLT45", "sawnoff_reload", 4.1, 0, 0, 0, 0, 0, 1);
- case 29..31, 33, 34: ApplyAnimation(playerid, "RIFLE", "rifle_load", 4.1, 0, 0, 0, 0, 0, 1);
- case 28, 32: ApplyAnimation(playerid, "TEC", "tec_reload", 4.1, 0, 0, 0, 0, 0, 1);
- //ApplyAnimation(playerid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync)
- }
- return 1;
- }
- stock SetAmmos(playerid, weaponid, ammo, size)
- {
- ammo = GetPlayerAmmo(playerid);
- SetPlayerAmmo(playerid, weaponid, size);
- ammo-=size;
- GivePlayerWeapon(playerid, weaponid, 0);
- GivePlayerWeapon(playerid, weaponid, ammo);
- return 1;
- }
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