Üye
Merhabalar biliyorsunuz ki csgosimple 1 ay önce kadar fix yedi ancak anim fix atılırsa sorunun kalkacağını düşünüyorum.
Böyle yapmama rağmen hala crash alıyorum yardımcı olacaklara şimdiden teşekkürler.
C++:
if (strstr(model, "models/weapons/v_knife_butterfly.mdl")) {
switch (sequence) {
case SEQUENCE_DEFAULT_DRAW:
return random_sequence(SEQUENCE_BUTTERFLY_DRAW, SEQUENCE_BUTTERFLY_DRAW2);
case SEQUENCE_DEFAULT_LOOKAT01:
return random_sequence(SEQUENCE_BUTTERFLY_LOOKAT01, SEQUENCE_BUTTERFLY_LOOKAT03);
default:
return sequence + 1;
}
}
else if (strstr(model, "models/weapons/v_knife_falchion_advanced.mdl")) {
switch (sequence) {
case SEQUENCE_DEFAULT_IDLE2:
return SEQUENCE_FALCHION_IDLE1;
case SEQUENCE_DEFAULT_HEAVY_MISS1:
return random_sequence(SEQUENCE_FALCHION_HEAVY_MISS1, SEQUENCE_FALCHION_HEAVY_MISS1_NOFLIP);
case SEQUENCE_DEFAULT_LOOKAT01:
return random_sequence(SEQUENCE_FALCHION_LOOKAT01, SEQUENCE_FALCHION_LOOKAT02);
case SEQUENCE_DEFAULT_DRAW:
case SEQUENCE_DEFAULT_IDLE1:
return sequence;
default:
return sequence - 1;
}
}
else if (strstr(model, "models/weapons/v_knife_css.mdl"))
{
switch (sequence)
{
case SEQUENCE_DEFAULT_LOOKAT01:
return random_sequence(12 , SEQUENCE_CSS_LOOKAT02);
default:
return sequence;
}
}
else if (strstr(model, "models/weapons/v_knife_push.mdl")) {
switch (sequence) {
case SEQUENCE_DEFAULT_IDLE2:
return SEQUENCE_DAGGERS_IDLE1;
case SEQUENCE_DEFAULT_LIGHT_MISS1:
case SEQUENCE_DEFAULT_LIGHT_MISS2:
return random_sequence(SEQUENCE_DAGGERS_LIGHT_MISS1, SEQUENCE_DAGGERS_LIGHT_MISS5);
case SEQUENCE_DEFAULT_HEAVY_MISS1:
return random_sequence(SEQUENCE_DAGGERS_HEAVY_MISS2, SEQUENCE_DAGGERS_HEAVY_MISS1);
case SEQUENCE_DEFAULT_HEAVY_HIT1:
case SEQUENCE_DEFAULT_HEAVY_BACKSTAB:
case SEQUENCE_DEFAULT_LOOKAT01:
return sequence + 3;
case SEQUENCE_DEFAULT_DRAW:
case SEQUENCE_DEFAULT_IDLE1:
return sequence;
default:
return sequence + 2;
}
}
else if (strstr(model, "models/weapons/v_knife_survival_bowie.mdl")) {
switch (sequence) {
case SEQUENCE_DEFAULT_DRAW:
case SEQUENCE_DEFAULT_IDLE1:
return sequence;
case SEQUENCE_DEFAULT_IDLE2:
return SEQUENCE_BOWIE_IDLE1;
default:
return sequence - 1;
}
}
else if (strstr(model, "models/weapons/v_knife_ursus.mdl"))
{
switch (sequence)
{
case SEQUENCE_DEFAULT_DRAW:
return random_sequence(SEQUENCE_BUTTERFLY_DRAW, SEQUENCE_BUTTERFLY_DRAW2);
//return sequence;
case SEQUENCE_DEFAULT_LOOKAT01:
return random_sequence(SEQUENCE_BUTTERFLY_LOOKAT01, 14);
//return sequence;14
default:
return sequence + 1;
}
}
else if (strstr(model, "models/weapons/v_knife_stiletto.mdl"))
{
switch (sequence)
{
case SEQUENCE_DEFAULT_LOOKAT01:
return random_sequence(12, 13);
default:
return sequence;
}
}
else if (strstr(model, "models/weapons/v_knife_widowmaker.mdl"))
{
switch (sequence)
{
case SEQUENCE_DEFAULT_LOOKAT01:
return random_sequence(14, 15);
default:
return sequence;
}
}
else {
return sequence;
}