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- #include <sourcemod>
- public OnPluginStart()
- {
- HookEvent("weapon_reload", WeaponReload);
- }
- public Action:WeaponReload(Handle:event, const String:name[], bool:dontBroadcast)
- {
- new client = GetEventInt(event, "userid");
- if(bIsSurvivor(client))
- {
- new iCurrentWeapon = GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon");
- float nextattack = GetEntPropFloat(client, Prop_Send, "m_flNextAttack");
- decl String:weapon[32];
- GetEntityClassname(iCurrentWeapon, weapon, sizeof(weapon));
- if(StrEqual(weapon, "weapon_hunting_rifle"))
- {
- nextattack -= 0.2;
- SetEntPropFloat(client, Prop_Send, "m_flNextAttack", nextattack);
- SetEntPropFloat(iCurrentWeapon, Prop_Send, "m_flNextPrimaryAttack", nextattack);
- SetEntPropFloat(client, Prop_Send, "m_flPlaybackRate", 1.2);
- }
- }
- return Plugin_Continue;
- }
- stock bool bIsSurvivor(int client)
- {
- return client > 0 && client <= MaxClients && IsClientInGame(client) && GetClientTeam(client) == 2 && !IsClientInKickQueue(client) && IsPlayerAlive(client);
- }
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