Adding Empty Reload Animations
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January 2024
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You can help by
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January 2024
Adding empty reloads
Adding empty reloads to all weapons is super easy
all you have to do is make the following change inside basecombatweapon_shared.cpp on Line 2070
replace the following line
bool CBaseCombatWeapon::Reload( void )
{
return DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
}
With The Following
bool CBaseCombatWeapon::Reload( void )
{
return DefaultReload( GetMaxClip1(), GetMaxClip2(), Clip1() == 0 ? ACT_VM_RELOAD_EMPTY : ACT_VM_RELOAD );
}
This will give you the ability to call ACT_VM_RELOAD_EMPTY animations on you weapons
Limit ACT_VM_RELOAD_EMPTY To Specific Weapons
if you do not want all of your weapons to have ACT_VM_RELOAD_EMPTY animations you can do the following
Inside of weapon_parse.h on Line 100
you will see the following line
weapon_parse.h
char szAmmo2[MAX_WEAPON_AMMO_NAME]; // "secondary" ammo type
UNDERNEATH THAT LINE ADD THE FOLLOWING
bool bEmptyReload; // Empty Reload
Now go to weapon_parse.cpp
Inside of the FileWeaponInfo_t::FileWeaponInfo_t() Constructor add the following bool and set it to true
bEmptyReload = true
And inside the void FileWeaponInfo_t::Parse( KeyValues *pKeyValuesData, const char *szWeaponName ) Function
add the following to the top of the function
weapon_parse.cpp
bEmptyReload = pKeyValuesData->GetBool("empty_reload", true);
now go back to basecombatweapon_shared.cpp
and replace the Reload function with this
bool CBaseCombatWeapon::Reload( void )
{
if (GetWpnData().bEmptyReload == false)
{
return DefaultReload(GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD);
}
else
{
return DefaultReload(GetMaxClip1(), GetMaxClip2(), Clip1() == 0 ? ACT_VM_RELOAD_EMPTY : ACT_VM_RELOAD);
}
}
now you can specify what weapon has or doesn't have the empty reload animation
example weapon.txt file
// Pistol
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#HL2_Pistol"
"viewmodel" "models/weapons/v_pistol.mdl"
"playermodel" "models/weapons/w_pistol.mdl"
"anim_prefix" "pistol"
"bucket" "1"
"bucket_position" "0"
"clip_size" "18"
"primary_ammo" "Pistol"
"secondary_ammo" "None"
"weight" "2"
"item_flags" "0"
"damage" "8"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"reload" "Weapon_Pistol.Reload"
"reload_npc" "Weapon_Pistol.NPC_Reload"
"empty" "Weapon_Pistol.Empty"
"single_shot" "Weapon_Pistol.Single"
"single_shot_npc" "Weapon_Pistol.NPC_Single"
"special1" "Weapon_Pistol.Special1"
"special2" "Weapon_Pistol.Special2"
"burst" "Weapon_Pistol.Burst"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "d"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "d"
}
"ammo"
{
"font" "WeaponIcons"
"character" "p"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
add the following line to the top of the file to turn off the empty reload for the weapon
"empty_reload" "0"
and that should be it
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true
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January 2024