FlacoBey

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Feb 26th, 2019
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C++ 1.10 KB | None | 0 0
  1. #include sdktools
  2.  
  3. public void OnPluginStart()
  4. {
  5.     HookEvent("weapon_reload", eReloadWeapon);
  6. }
  7.  
  8. public Action:eReloadWeapon(Handle:event, const String:name[], bool:dontBroadcast)
  9. {
  10.     new iClient = GetClientOfUserId(GetEventInt(event, "userid"));
  11.     if(!IsValidClient(iClient)  
  12.             || !IsPlayerAlive(iClient)
  13.             || IsFakeClient(iClient)
  14.             || GetClientTeam(iClient) != 2)
  15.     return Plugin_Continue;
  16.  
  17.     new iCurrentWeapon = GetEntPropEnt(iClient, Prop_Send, "m_hActiveWeapon");
  18.    
  19.     if(!IsValidEntity(iCurrentWeapon))
  20.     return Plugin_Continue;
  21.  
  22.     new iViewModel = GetEntPropEnt(iClient, Prop_Send, "m_hViewModel");
  23.    
  24.     if(!IsValidEntity(iViewModel))
  25.     return Plugin_Continue;
  26.    
  27.     SetEntProp(iViewModel, Prop_Send, "m_nLayerSequence", 0);
  28.     SetEntPropFloat(iViewModel, Prop_Send, "m_flLayerStartTime", GetGameTime());
  29.     ChangeEdictState(iViewModel, FindDataMapInfo(iViewModel, "m_nLayerSequence"));
  30.     return Plugin_Continue;
  31. }
  32.  
  33.  
  34. stock bool:IsValidClient(iClient)
  35. {
  36.     if(iClient < 1 || iClient > MaxClients)
  37.     return false;
  38.  
  39.     return IsClientInGame(iClient);
  40. }
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