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Yup, this is a confirmed bug.
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Confirmed, it's very shit bug.
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Confirmed.
Quote:
I don't think this can be prevented with scripting...
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It can be patched by temporarily removing the object when a player is aiming (via scripting).
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It's with all guns that has a sight.
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http://www.fwright.com/sa-mp/objects.txt
Untested. Scripted it in a rush.
Usage:
Remove an object:
pawn Code:
RemovePlayerAttachedObjectEx(playerid, index);
Attach an object:
pawn Code:
SetPlayerAttachedObjectEx(playerid, index, modelid, bone, Float:OffsetX, Float:OffsetY, Float:OffsetZ, Float:RotX, Float:RotY, Float:RotZ, Float:ScaleX, Float:ScaleY, Float:ScaleZ);
Attach objects that are cached but not physically present:
pawn Code:
ReAttachObjects(playerid);
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Quote:
Originally Posted by Las Venturas CNR
I do believe "KEY_AIM" exists?
I've seen a script that uses it before.
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There's nothing in a_samp.inc for KEY_AIM (or the wiki), it was probably just a redefine for KEY_SECONDARY_ATTACK.