-
-
Save SandeMC/4c6d52a05f71af24702eaa28f6b692cf to your computer and use it in GitHub Desktop.
// Originally made by Junior_Djjr - https://www.mixmods.com.br/2019/07/reload-mod.html | |
// Fixed by GillianMC - https://gist.github.com/SandeMC/4c6d52a05f71af24702eaa28f6b692cf | |
// You need: https://forum.mixmods.com.br/f16-utilidades/t179-gta3script-while-true-return_true-e-return_false | |
SCRIPT_START | |
{ | |
LVAR_INT scplayer playerId pPed i j iCmds[2] pLib bDontReloadIfFull bDisableWeaponsWithoutAnim bRealisticReload bDisabledOnSAMP bKeepNoAmmo bDisableScrollReload iCurWeapon iSkill iMaxAmmo iCurAmmo pWeapon pWeaponInfo iState iTimeInMilliseconds iReloadTime iLastCurAmmo iTotalAmmo | |
IF NOT READ_INT_FROM_INI_FILE "CLEO/Reload Mod.ini" "Controls" "CMD_Player1" (iCmds[0]) | |
OR NOT READ_INT_FROM_INI_FILE "CLEO/Reload Mod.ini" "Controls" "CMD_Player2" (iCmds[1]) | |
OR NOT READ_INT_FROM_INI_FILE "CLEO/Reload Mod.ini" "Settings" "DontReloadIfFull" (bDontReloadIfFull) | |
OR NOT READ_INT_FROM_INI_FILE "CLEO/Reload Mod.ini" "Settings" "DisableWeaponsWithoutAnim" (bDisableWeaponsWithoutAnim) | |
OR NOT READ_INT_FROM_INI_FILE "CLEO/Reload Mod.ini" "Settings" "RealisticReload" (bRealisticReload) | |
OR NOT READ_INT_FROM_INI_FILE "CLEO/Reload Mod.ini" "Settings" "DisabledOnSAMP" (bDisabledOnSAMP) | |
OR NOT READ_INT_FROM_INI_FILE "CLEO/Reload Mod.ini" "Settings" "KeepNoAmmo" (bKeepNoAmmo) | |
OR NOT READ_INT_FROM_INI_FILE "CLEO/Reload Mod.ini" "Settings" "DisableScrollReload" (bDisableScrollReload) | |
timera = 0 | |
WHILE timera < 3000 | |
WAIT 0 | |
PRINT_STRING_NOW "Error: Fail to read 'Reload Mod.ini'" 1000 | |
ENDWHILE | |
TERMINATE_THIS_CUSTOM_SCRIPT | |
ENDIF | |
IF bDisabledOnSAMP = TRUE | |
LOAD_DYNAMIC_LIBRARY "kernel32" (pLib) | |
GET_DYNAMIC_LIBRARY_PROCEDURE "GetModuleHandleA" pLib (i) | |
CALL_FUNCTION_RETURN i 1 0 ("SAMP.dll")(i) | |
FREE_DYNAMIC_LIBRARY pLib | |
IF i > 0 | |
TERMINATE_THIS_CUSTOM_SCRIPT | |
ENDIF | |
ENDIF | |
IF bKeepNoAmmo = TRUE | |
IF LOAD_DYNAMIC_LIBRARY "KeepNoAmmo.SA.asi" (i) | |
IF GET_DYNAMIC_LIBRARY_PROCEDURE "PatchNoReload" i (j) | |
CALL_FUNCTION j 0 0 | |
ENDIF | |
FREE_DYNAMIC_LIBRARY i | |
ENDIF | |
// Disabled scroll reload - credit for the code: https://libertycity.net/files/gta-san-andreas/35306-realistichnost-v-prokrutke-oruzhija.html | |
WRITE_MEMORY 0x60B4FA 4 (-1869574000) TRUE | |
WRITE_MEMORY 0x60B4FE 2 (37008) TRUE | |
ELSE | |
IF bDisableScrollReload = TRUE | |
WRITE_MEMORY 0x60B4FA 4 (-1869574000) TRUE | |
WRITE_MEMORY 0x60B4FE 2 (37008) TRUE | |
ENDIF | |
ENDIF | |
///////////////////////////////////////////// | |
WHILE TRUE | |
WAIT 0 | |
playerId = 0 | |
GOSUB Activate | |
IF IS_2PLAYER_GAME_GOING_ON | |
playerId = 1 | |
GOSUB Activate | |
ENDIF | |
ENDWHILE | |
Activate: | |
IF IS_PLAYER_CONTROL_ON playerId | |
IF GOSUB IsPressingCMD | |
GET_PLAYER_CHAR playerId (scplayer) | |
GET_PED_POINTER scplayer (pPed) | |
i = pPed + 0x718 //m_nActiveWeaponSlot | |
READ_MEMORY i 1 FALSE (i) | |
IF NOT i = 0 | |
AND NOT IS_CHAR_DEAD scplayer | |
i *= 0x1C //sizeof CWeapon | |
i += pPed | |
pWeapon = i + 0x5A0 //CWeapon | |
GET_CURRENT_CHAR_WEAPON scplayer (iCurWeapon) | |
// disabled weapons | |
IF bDisableWeaponsWithoutAnim = TRUE | |
IF iCurWeapon = WEAPONTYPE_FLAMETHROWER | |
OR iCurWeapon = WEAPONTYPE_MINIGUN | |
OR iCurWeapon = WEAPONTYPE_EXTINGUISHER | |
OR iCurWeapon = WEAPONTYPE_SPRAYCAN | |
OR iCurWeapon = WEAPONTYPE_CAMERA | |
RETURN | |
ENDIF | |
ENDIF | |
//char __thiscall CPed::GetWeaponSkill(CPed *this, eWeaponType weaponType) | |
CALL_METHOD_RETURN 0x5E3B60 pPed 1 0 (iCurWeapon)(iSkill) | |
//CWeaponInfo *__cdecl CWeaponInfo::GetWeaponInfo(eWeaponType weaponID, char skill) | |
CALL_FUNCTION_RETURN 0x743C60 2 2 (iSkill iCurWeapon)(pWeaponInfo) | |
iMaxAmmo = pWeaponInfo + 0x20 //ammoClip | |
READ_MEMORY iMaxAmmo 2 FALSE (iMaxAmmo) | |
IF iMaxAmmo > 1 // only activate on weapons with clips | |
iCurAmmo = pWeapon + 0x8 //m_nAmmoInClip | |
READ_MEMORY iCurAmmo 4 FALSE (iCurAmmo) | |
IF bDontReloadIfFull = TRUE | |
IF iCurAmmo = iMaxAmmo | |
RETURN | |
ENDIF | |
ENDIF | |
iState = pWeapon + 0x4 // m_nState | |
READ_MEMORY iState 4 FALSE (iState) | |
IF iState = 2 // reloading state | |
RETURN | |
ENDIF | |
// Don't reload if there's no spare ammo | |
iTotalAmmo = pWeapon + 0xC //m_nTotalAmmo | |
READ_MEMORY iTotalAmmo 4 FALSE (iTotalAmmo) | |
IF iTotalAmmo = iCurAmmo | |
RETURN | |
ENDIF | |
//signed int __thiscall CWeaponInfo::GetWeaponReloadTime(CWeaponInfo *this) | |
CALL_METHOD_RETURN 0x743D70 pWeaponInfo 0 0 ()(iReloadTime) | |
// Fast reload tweak | |
j = playerId * 0x190 //sizeof CPlayerInfo | |
j += 0xB7CB84 | |
READ_MEMORY j 1 FALSE (j) //CWorld::Players[playerId].fastReload | |
IF j = TRUE | |
iReloadTime /= 4 | |
ENDIF | |
// Set shot timer limit | |
READ_MEMORY 0xB7CB84 4 FALSE (iTimeInMilliseconds) | |
j = iReloadTime + iTimeInMilliseconds | |
i = pWeapon + 0x10 //m_nShotTimer | |
WRITE_MEMORY i 4 (j) FALSE | |
// Remove the clip if realistic reloading is enabled | |
IF bRealisticReload = TRUE | |
j = pWeapon + 0xC //m_nTotalAmmo | |
i = pWeapon + 0x8 //m_nAmmoInClip | |
WRITE_MEMORY i 4 (0) FALSE | |
i = iTotalAmmo-iCurAmmo | |
WRITE_MEMORY j 4 (i) FALSE | |
ENDIF | |
// Set reload state | |
i = pWeapon + 0x4 //m_nState | |
WRITE_MEMORY i 4 (2) FALSE | |
// Wait reload end | |
timera = 0 | |
i = pWeapon + 0x8 //m_nAmmoInClip | |
READ_MEMORY i 4 FALSE (iLastCurAmmo) | |
WHILE iLastCurAmmo = iCurAmmo | |
AND timera < 3000 // anti-bug | |
WAIT 0 | |
READ_MEMORY i 4 FALSE (iLastCurAmmo) | |
ENDWHILE | |
ENDIF | |
ENDIF | |
ENDIF | |
ENDIF | |
RETURN | |
IsPressingCMD: | |
i = iCmds[playerId] | |
IF i <= 19 | |
IF IS_BUTTON_PRESSED playerId i | |
RETURN_TRUE | |
RETURN | |
ENDIF | |
ELSE | |
IF IS_KEY_PRESSED i | |
RETURN_TRUE | |
RETURN | |
ENDIF | |
ENDIF | |
RETURN_FALSE | |
RETURN | |
} | |
SCRIPT_END |
The disabled weapons are checked by ID, if this is important (what is the issue? CJ does some animation that does nothing?), is better to change it to check by flags (I don't know exactly, need to do some research), because whatever you can reload or not is defined by flag (check weapon.dat). That way will be adapted for added weapons without replacing or weapon mods that may make it possible/impossible to reload some gun.
what is the issue? CJ does some animation that does nothing?
There's no animation at all, the ammo count just gets refilled (and the ones disabled do have a magazine for whatever reason)
I left a comment in the libertycity page but I'll copy paste here too and include a video:
I have a bug that I also had with Junior_Djjr's version where if I empty the clip of a gun and then immediately swap weapons (before the reload), when I go back to that gun it will appear as reloaded and will do the shooting animations but no actual bullets will be shot and no sound will play either, basically softlocking this gun. I'm using the KeepNoAmmo integration (this bug doesn't seem to happen without it).
gta.mp4
I would also love if there was an option to make it so you can't reload by swapping weapons, this way you'll always have to press R and go through the reload animation to reload a weapon.
I left a comment in the libertycity page but I'll copy paste here too and include a video: I have a bug that I also had with Junior_Djjr's version where if I empty the clip of a gun and then immediately swap weapons (before the reload), when I go back to that gun it will appear as reloaded and will do the shooting animations but no actual bullets will be shot and no sound will play either, basically softlocking this gun. I'm using the KeepNoAmmo integration (this bug doesn't seem to happen without it).
gta.mp4
I would also love if there was an option to make it so you can't reload by swapping weapons, this way you'll always have to press R and go through the reload animation to reload a weapon.
I think it's a bug with KeepNoAmmo script itself rather than mine - I don't think I can fix it
The only way to fix it would be to avoid restoring ammo when switching weapons, but I have no idea how to implement that and the only script that did online doesn't have some source code to look at
@The-Haxor Hey, try the updated version, I've found some code I could put
But this is already fixed by MixSets.
I want everything related to the script to be a part of the same script - telling people to download multiple mods just to fix a bug isn't it
I want everything related to the script to be a part of the same script - telling people to download multiple mods just to fix a bug isn't it
I think you don't know MixSets. The goal of MixSets is literally what you said right now, is almost 300 tweak options (including dozens of fixes) in the same mod so people don't need to download multiple mods to fix the game.
So, just like you said, use MixSets instead of adding multiple mods to fix the game.
I want everything related to the script to be a part of the same script - telling people to download multiple mods just to fix a bug isn't it
I think you don't know MixSets. The goal of MixSets is literally what you said right now, is almost 300 tweak options (including dozens of fixes) in the same mod so people don't need to download multiple mods to fix the game.
So, just like you said, use MixSets instead of adding multiple mods to fix the game.
I think you didn't understand the problem. It comes from KeepNoAmmo and Reload Mod cross-compatibility - we don't have MixSets installed here (let's assume we don't, anyway). When the ammo stays at 0 it doesn't auto-reload and KeepNoAmmo expects that - but it breaks when the ammo refills by scrolling the wheel.
What you suggest is for that person to install MixSets (again, in the scenario let's assume it isn't already) just to fix the issue that comes from two existing mods, whereas I can simply integrate it into this script and keep it at two. Which I did.
P.S. I do agree that MixSets is great, but I want this to work without MixSets aswell
I want everything related to the script to be a part of the same script - telling people to download multiple mods just to fix a bug isn't it
I think you don't know MixSets. The goal of MixSets is literally what you said right now, is almost 300 tweak options (including dozens of fixes) in the same mod so people don't need to download multiple mods to fix the game.
So, just like you said, use MixSets instead of adding multiple mods to fix the game.I think you didn't understand the problem. It comes from KeepNoAmmo and Reload Mod cross-compatibility - we don't have MixSets installed here (let's assume we don't, anyway). When the ammo stays at 0 it doesn't auto-reload and KeepNoAmmo expects that - but it breaks when the ammo refills by scrolling the wheel.
What you suggest is for that person to install MixSets (again, in the scenario let's assume it isn't already) just to fix the issue that comes from two existing mods, whereas I can simply integrate it into this script and keep it at two. Which I did.
P.S. I do agree that MixSets is great, but I want this to work without MixSets aswell
Ah, is another additional issue, because refilling by scroll wheel is a native issue, so we now also have a new issue besides of that.
But is fixed if use MixSets, right?
@The-Haxor Hey, try the updated version, I've found some code I could put
I was only able to test it briefly but it looks like the new functionality and the bug fix both work! The mod is like 200% better now! For me, at least.
I didn't know MixSets let you disable switch reloading. I have MixSets on the backlog of mods that I wanted to check out, it just had such a long list of changes that I had been putting it off because just thinking about fully configuring it gave me a headache.
Now there's only one small thing left that's bugging me. Although I think this is technically a problem with the vanilla game, it becomes more apparent when using the mod. If you reload and, while the animation is going, you see something you wanna shoot at and you aim at it, the reload gets cancelled and then plays a second time, which wastes times and throws me off. I did a quick search and I believe MixSets doesn't fix this.
Edit: actually, it looks like more things can cancel the reload animation. If you're crouched and not moving when you start reloading then moving or standing up can cancel it too. This game is kinda annoying.
I also noticed a thing that could be a bit more relevant. In vanilla, when you walk over a weapon on the ground, doing so still puts bullets in your mag so it removes the need for reloading in some cases.
Now there's only one small thing left that's bugging me. Although I think this is technically a problem with the vanilla game, it becomes more apparent when using the mod. If you reload and, while the animation is going, you see something you wanna shoot at and you aim at it, the reload gets cancelled and then plays a second time, which wastes times and throws me off. I did a quick search and I believe MixSets doesn't fix this.
Edit: actually, it looks like more things can cancel the reload animation. If you're crouched and not moving when you start reloading then moving or standing up can cancel it too. This game is kinda annoying.
I also noticed a thing that could be a bit more relevant. In vanilla, when you walk over a weapon on the ground, doing so still puts bullets in your mag so it removes the need for reloading in some cases.
I'm afraid I can't fix either of these, sadly
I think I found an actual bug now. When using the country rifle only the first shot works. This is the config I'm using:
DisabledOnSAMP = 1
DontReloadIfFull = 1
RealisticReload = 0
DisableScrollReload = 1
KeepNoAmmo = 1
Doesn't seem to happen without KeepNoAmmo.
I think I found an actual bug now. When using the country rifle only the first shot works. This is the config I'm using: DisabledOnSAMP = 1 DontReloadIfFull = 1 RealisticReload = 0 DisableScrollReload = 1 KeepNoAmmo = 1
Doesn't seem to happen without KeepNoAmmo.
This seems to be a bug with KeepNoAmmo itself - in particular, the asi file, which has no source code, so I can't tackle on it.
At least I think that's the case.
Unlucky. I guess I can just uninstall KeepNoAmmo then. Only wanted it for being able to empty the mag and switch quickly but I guess I'll live without it. Vanilla game animation cancels are more annoying
I updated the official download
@JuniorDjjr In the MixMods upload, you accidentally removed the [Controls] category, which breaks the mod
Changes:
Additions:
Download: https://www.mediafire.com/file/7cogwzzwbqiang0/Reload_Mod_Fixed.zip/file