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Contact Support - Help Center Get help on the UGX Discord. Join it now!#using scripts\shared\callbacks_shared;
#using_animtree( "test" );
#precache( "xanim", "a_view_test_fire");
function init()
{
callback::on_spawned( &onPlayerSpawned );
}
function onPlayerSpawned()
{
self endon("death");
self endon("disconnect");
self thread animTest();
}
function animTest()
{
player = self;
while (isDefined(player))
{
if(player AdsButtonPressed() && !player AttackButtonPressed())
{
//Test 4 - Crash on button press
// player UseAnimTree( #animtree );
// player AnimScripted( "test_anim", self.origin, self.angles, "a_view_test_fire" );
// player waittill( "test_anim" );
//Test 3 - No crash, no Anim.
// currentweapon = player GetCurrentWeapon();
// currentweapon UseAnimTree(#animtree);
// currentweapon AnimScripted("test_anim", currentweapon.origin, currentweapon.angles, %a_view_test_fire);
// currentweapon waittill( "test_anim" );
//Test 2 - No crash, no Anim.
// currentweapon = player GetCurrentWeapon();
// currentweapon UseAnimTree(#animtree);
// currentweapon SetAnim(%a_view_test_fire);
//Test 1 - Crash on button press
// player UseAnimTree(#animtree);
// player SetAnim(%a_view_test_fire);
}
wait 0.1;
}
}