Fixed anim after cs_set_weapon_silenc
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@ -243,10 +243,10 @@ static cell AMX_NATIVE_CALL cs_get_weapon_silenced(AMX *amx, cell *params) // cs
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int *silencemode = ((int *)pWeapon->pvPrivateData + OFFSET_SILENCER_FIREMODE);
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switch (weapontype) {
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case CSW_M4A1:
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if (*silencemode == M4A1_SILENCED)
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if (*silencemode & M4A1_SILENCED)
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return 1;
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case CSW_USP:
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if (*silencemode == USP_SILENCED)
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if (*silencemode & USP_SILENCED)
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return 1;
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}
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@ -258,7 +258,7 @@ static cell AMX_NATIVE_CALL cs_set_weapon_silenced(AMX *amx, cell *params) // cs
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{
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// Silence/unsilence gun. Does only work on M4A1 and USP.
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// params[1] = weapon index
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// params[2] = 1, and we silence the gun, 0 and we unsilence gun-
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// params[2] = 1, and we silence the gun, 0 and we unsilence gun.
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// Valid entity should be within range
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if (params[1] < 1 || params[1] > gpGlobals->maxEntities)
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@ -281,22 +281,41 @@ static cell AMX_NATIVE_CALL cs_set_weapon_silenced(AMX *amx, cell *params) // cs
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switch (weapontype) {
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case CSW_M4A1:
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if (params[2])
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*silencemode = M4A1_SILENCED;
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else
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*silencemode = M4A1_UNSILENCED;
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if (params[2] == 1) {
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if (!(*silencemode & M4A1_SILENCED)) { // want to silence - can't already be silenced
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*silencemode |= M4A1_SILENCED;
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// If this weapon has an owner that is a player, play animation for that player.
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if (UTIL_IsPlayer(amx, pWeapon->v.owner))
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pWeapon->v.owner->v.weaponanim = M4A1_ATTACHSILENCEANIM;
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}
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}
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else if (*silencemode & M4A1_SILENCED) { // want to unsilence - can't already be unsilenced
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*silencemode &= ~M4A1_SILENCED;
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// If this weapon has an owner that is a player, play animation for that player.
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if (UTIL_IsPlayer(amx, pWeapon->v.owner))
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pWeapon->v.owner->v.weaponanim = M4A1_DETACHSILENCEANIM;
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}
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break;
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case CSW_USP:
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if (params[2])
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*silencemode = USP_SILENCED;
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else
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*silencemode = USP_UNSILENCED;
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break;
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if (params[2] == 1) {
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if (!(*silencemode & USP_SILENCED)) { // want to silence - can't already be silenced
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*silencemode |= USP_SILENCED;
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// If this weapon has an owner that is a player, play animation for that player.
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if (UTIL_IsPlayer(amx, pWeapon->v.owner))
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pWeapon->v.owner->v.weaponanim = USP_ATTACHSILENCEANIM;
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}
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}
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else if (*silencemode & USP_SILENCED) { // want to unsilence - can't already be unsilenced
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*silencemode &= ~USP_SILENCED;
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// If this weapon has an owner that is a player, play animation for that player.
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if (UTIL_IsPlayer(amx, pWeapon->v.owner))
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pWeapon->v.owner->v.weaponanim = USP_DETACHSILENCEANIM;
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}
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break;
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default:
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return 0;
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}
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return 1;
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}
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@ -202,10 +202,12 @@ pfnmodule_engine_g* g_engModuleFunc;
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//#define CSW_KNIFE 29
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#define CSW_P90 30
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#define M4A1_UNSILENCED 0
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#define M4A1_SILENCED 4
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#define USP_UNSILENCED 0
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#define USP_SILENCED 1
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#define M4A1_SILENCED (1<<2)
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#define M4A1_ATTACHSILENCEANIM 6
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#define M4A1_DETACHSILENCEANIM 13
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#define USP_SILENCED (1<<0)
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#define USP_ATTACHSILENCEANIM 7
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#define USP_DETACHSILENCEANIM 15
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#define GLOCK_SEMIAUTOMATIC 0
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#define GLOCK_BURSTMODE 2
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