FlacoBey

Untitled

Feb 26th, 2019
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C++ 1.16 KB | None | 0 0
  1. #include sdktools
  2.  
  3. public Action OnPlayerRunCmd(int iClient, int& buttons, int& impulse, float vel[3], float angles[3], int& weapon)
  4. {
  5.     if(!IsValidClient(iClient)  
  6.             || !IsPlayerAlive(iClient)
  7.             || IsFakeClient(iClient)
  8.             || GetClientTeam(iClient) != 2)
  9.     return Plugin_Continue;
  10.  
  11.     new iCurrentWeapon = GetEntPropEnt(iClient, Prop_Send, "m_hActiveWeapon");
  12.    
  13.     if(!IsValidEntity(iCurrentWeapon))
  14.     return Plugin_Continue;
  15.  
  16.     new iViewModel = GetEntPropEnt(iClient, Prop_Send, "m_hViewModel");
  17.    
  18.     if(!IsValidEntity(iViewModel))
  19.     return Plugin_Continue;
  20.    
  21.     if(buttons & IN_RELOAD)
  22.     {
  23.         new iClip = GetEntProp(weapon, Prop_Send, "m_iClip1");
  24.         if(iClip >= 5)
  25.         {
  26.             SetEntProp(iViewModel, Prop_Send, "m_nLayerSequence", 1);
  27.             SetEntPropFloat(iViewModel, Prop_Send, "m_flLayerStartTime", GetGameTime());
  28.             ChangeEdictState(iViewModel, FindDataMapInfo(iViewModel, "m_nLayerSequence"));
  29.         }
  30.     }
  31.     return Plugin_Continue;
  32. }
  33.  
  34.  
  35. stock bool:IsValidClient(iClient)
  36. {
  37.     if(iClient < 1 || iClient > MaxClients)
  38.     return false;
  39.  
  40.     return IsClientInGame(iClient);
  41. }
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