Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #include sdktools
- public Action OnPlayerRunCmd(int iClient, int& buttons, int& impulse, float vel[3], float angles[3], int& weapon)
- {
- if(!IsValidClient(iClient)
- || !IsPlayerAlive(iClient)
- || IsFakeClient(iClient)
- || GetClientTeam(iClient) != 2)
- return Plugin_Continue;
- new iCurrentWeapon = GetEntPropEnt(iClient, Prop_Send, "m_hActiveWeapon");
- if(!IsValidEntity(iCurrentWeapon))
- return Plugin_Continue;
- new iViewModel = GetEntPropEnt(iClient, Prop_Send, "m_hViewModel");
- if(!IsValidEntity(iViewModel))
- return Plugin_Continue;
- if(buttons & IN_RELOAD)
- {
- new iClip = GetEntProp(weapon, Prop_Send, "m_iClip1");
- if(iClip >= 5)
- {
- SetEntProp(iViewModel, Prop_Send, "m_nLayerSequence", 1);
- SetEntPropFloat(iViewModel, Prop_Send, "m_flLayerStartTime", GetGameTime());
- ChangeEdictState(iViewModel, FindDataMapInfo(iViewModel, "m_nLayerSequence"));
- }
- }
- return Plugin_Continue;
- }
- stock bool:IsValidClient(iClient)
- {
- if(iClient < 1 || iClient > MaxClients)
- return false;
- return IsClientInGame(iClient);
- }
Advertisement
Add Comment
Please, Sign In to add comment