Wrong PlaylistVar
dxalyjz opened this issue · 1 comments
dxalyjz commented
`void function WpnPulloutOnRespawn(entity player, float duration)
{
if(!IsValid( player ) || !IsAlive(player) ) return
if(GetCurrentPlaylistVarBool("flowstateReloadUltimateOnRespawn", false ))
{
entity tactical = player.GetOffhandWeapon( OFFHAND_TACTICAL )
tactical.SetWeaponPrimaryClipCount( tactical.GetWeaponPrimaryClipCountMax() )
}
if(GetCurrentPlaylistVarBool("flowstateReloadTacticalOnRespawn", false ))
{
entity ultimate = player.GetOffhandWeapon( OFFHAND_ULTIMATE )
ultimate.SetWeaponPrimaryClipCount( ultimate.GetWeaponPrimaryClipCountMax() )
}
if(IsValid( player.GetNormalWeapon( WEAPON_INVENTORY_SLOT_PRIMARY_1 )))
{
entity weapon = player.GetNormalWeapon( WEAPON_INVENTORY_SLOT_PRIMARY_1 )
weapon.SetWeaponCharm( $"mdl/props/charm/charm_nessy.rmdl", "CHARM")
}
if(IsValid( player.GetNormalWeapon( WEAPON_INVENTORY_SLOT_PRIMARY_0 )))
{
entity weapon = player.GetNormalWeapon( WEAPON_INVENTORY_SLOT_PRIMARY_0 )
weapon.SetWeaponCharm( $"mdl/props/charm/charm_nessy.rmdl", "CHARM")
player.SetActiveWeaponBySlot(eActiveInventorySlot.mainHand, WEAPON_INVENTORY_SLOT_PRIMARY_0)
}
player.ClearFirstDeployForAllWeapons()
HolsterAndDisableWeapons(player)
wait duration-0.5
if(IsValid(player))
DeployAndEnableWeapons(player)
}`
flowstateReloadUltimateOnRespawn and flowstateReloadTacticalOnRespawn in wrong position. fix it pls in next release
ColombianGuy commented
FIxed, thanks