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speaking of anims i did actually kind of like old m4a1-m16a4 animations. these ones just feel... eh.
they have to be reanimated to support c_hand rigs or else you get into really shitty bonemapping script nonsense that gets more taxing than just recompiling the thing
I'll take your remark and in the upcoming update I'll add console commands that disable all this things
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2867392463
last i checked, half life source weapons dont have "Swep.UseHands = true" in them.
the game does it itself.
are you stupid?
manual install mods take priority over workshop subscribed ones, if you just put the viewmodels in with the same names as the originals they take priority and have c_arms.
ive done this in the past a bunch of times for personal mods for use on servers that i want to personalise the weapons i use just for myself on, even modifying files in my downloads folder, moving them to my addons folder, and them overwriting the server content.
It's impossible to do, accept it.
Thank you for explaining everything. It was interesting to read your comments, but the fact is that the base on which I made this addon does not provide for the use of partial reload animation when magazines are not completely empty, yes. It could have been done correctly, as in other examples of weapons from other modifications, but the fact is that I wanted to preserve the original atmosphere of the addon, refreshing it by adding first-person hand animations. The add-on itself contains mostly poorly designed weapons (some are missing bones, some are not fully modeled or have parts missing (a great example is the USAS, which is missing models). I understand your complaint about the reload animation.
8.M249(Like the other listed guns, player doesn't pull the charging handle on full reload. Uses partial on both tactical and full reload.)
9.M60((Like the other listed guns, player doesn't pull the charging handle on full reload. Uses partial on both tactical and full reload.)