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hooking reload [message #475252] Thu, 27 September 2012 01:38 Go to next message
robbyke is currently offline  robbyke
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is it possible to hook a reload (when manual or automatic)?

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Re: hooking reload [message #475253 is a reply to message #475252] Thu, 27 September 2012 02:02 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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No its not possible to hook weapon reload (not in 4.0 anyway)


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Creator and Lead Coder of TT.DLL
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Re: hooking reload [message #475254 is a reply to message #475252] Thu, 27 September 2012 02:14 Go to previous messageGo to next message
robbyke is currently offline  robbyke
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would it be possible to create it somehow or is it useless to do?

would be nice to be able to adjust ammo of specific weapons


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Re: hooking reload [message #475257 is a reply to message #475252] Thu, 27 September 2012 04:34 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Whenever I have needed to do anything scripts related based on current weapon ammo I have just used a timer that fires off very rapidly (resetting it each time it fires) and used the scripts API to check the current bullet count. It's not the most efficient thing in the world but you can detect reloads by seeing when the bullet count increases from the previous check. If the weapon doesn't fire bullets more rapidly than your timer you can also determine if it was a manual reload (previous bullet count >1) or an automatic one.

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Re: hooking reload [message #475364 is a reply to message #475252] Fri, 28 September 2012 00:39 Go to previous messageGo to next message
robbyke is currently offline  robbyke
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that will work was just hoping there was a better way

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Re: hooking reload [message #475376 is a reply to message #475364] Fri, 28 September 2012 05:52 Go to previous message
Jerad2142 is currently offline  Jerad2142
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It's not a bad way by any means (yeah it would be if we had hooks but we don't), you'd have to be on a really shitty server before a timer with a delay of 0.1 looping though 127 playerIDs (1 - 127) ever has any real impact.

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