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I'd suggest adding to the rg_weapon_deploy function the same parameter as in the rg_weapon_reload function that sets the duration of this event (eg flDeployTime). It seems to me that he is sorely missed there.
You can also add m_pPlayer->SetAnimation(PLAYER_RELOAD) to DefaultReload.
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HellMan2023 commentedon Apr 6, 2025
Hello there!
I don't know if this was suggested to you, but how about implementing this function (https://github.com/rehlds/ReGameDLL_CS/blob/master/regamedll/dlls/multiplay_gamerules.cpp#L3320) as a native, i.e. making it return the weapon index if successful, otherwise 0 or -1? I would really find this native useful. What do you think?