Fixed the name of the weapon reload animation
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@ -347,23 +347,23 @@ namespace CoopClient.Entities.Player
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return new string[2] { "weapons@pistol@pistol_str", "reload_aim" };
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case WeaponHash.AssaultRifle:
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case WeaponHash.AssaultrifleMk2:
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return new string[2] { "weapons@rifle@aussault_rifle_str", "reload_aim" };
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return new string[2] { "weapons@rifle@hi@assault_rifle_str", "reload_aim" };
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case WeaponHash.SniperRifle:
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return new string[2] { "weapons@rifle@sniper_rifle_str", "reload_aim" };
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return new string[2] { "weapons@rifle@hi@sniper_rifle_str", "reload_aim" };
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case WeaponHash.HeavySniper:
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case WeaponHash.HeavySniperMk2:
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return new string[2] { "weapons@rifle@sniper_heavy_str", "reload_aim" };
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return new string[2] { "weapons@rifle@lo@sniper_heavy_str", "reload_aim" };
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case WeaponHash.PumpShotgun:
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case WeaponHash.PumpShotgunMk2:
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return new string[2] { "weapons@rifle@pump_str", "reload_aim" };
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case WeaponHash.Railgun:
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return new string[2] { "weapons@rifle@rail_gun_str", "reload_aim" };
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return new string[2] { "weapons@rifle@lo@rail_gun_str", "reload_aim" };
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case WeaponHash.SawnOffShotgun:
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return new string[2] { "weapons@rifle@sawnoff_str", "reload_aim" };
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return new string[2] { "weapons@rifle@lo@sawnoff_str", "reload_aim" };
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case WeaponHash.AssaultShotgun:
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return new string[2] { "weapons@rifle@shotgun_assault_str", "reload_aim" };
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return new string[2] { "weapons@rifle@lo@shotgun_assault_str", "reload_aim" };
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case WeaponHash.BullpupShotgun:
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return new string[2] { "weapons@rifle@shotgun_bullpup_str", "reload_aim" };
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return new string[2] { "weapons@rifle@lo@shotgun_bullpup_str", "reload_aim" };
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case WeaponHash.AdvancedRifle:
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return new string[2] { "weapons@submg@advanced_rifle_str", "reload_aim" };
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case WeaponHash.CarbineRifle:
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@ -383,26 +383,27 @@ namespace CoopClient.Entities.Player
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return new string[2] { "anim@weapons@rifle@lo@pdw_str", "reload_aim" };
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case WeaponHash.BullpupRifle:
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case WeaponHash.BullpupRifleMk2:
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return new string[2] { "anim@weapons@rifle@lo@bullpup_rifle_str", "reload_aim" };
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return new string[2] { "anim@weapons@submg@bullpup_rifle_str", "reload_aim" };
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case WeaponHash.AssaultSMG:
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return new string[2] { "weapons@submg@assault_smg_str", "reload_aim" };
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case WeaponHash.MicroSMG:
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case WeaponHash.MiniSMG:
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return new string[2] { "weapons@submg@micro_smg_str", "reload_aim" };
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return new string[2] { "weapons@submg@lo@micro_smg_str", "reload_aim" };
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case WeaponHash.SMG:
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case WeaponHash.SMGMk2:
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return new string[2] { "weapons@rifle@smg_str", "reload_aim" };
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case WeaponHash.GrenadeLauncher:
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case WeaponHash.GrenadeLauncherSmoke:
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case WeaponHash.CompactGrenadeLauncher:
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return new string[2] { "weapons@heavy@lo@grenade_launcher_str", "reload_aim" };
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return new string[2] { "weapons@heavy@grenade_launcher_str", "reload_aim" };
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case WeaponHash.RPG:
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return new string[2] { "weapons@heavy@lo@rpg_str", "reload_aim" };
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case WeaponHash.Firework:
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return new string[2] { "weapons@heavy@rpg_str", "reload_aim" };
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case WeaponHash.CombatMG:
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case WeaponHash.CombatMGMk2:
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return new string[2] { "weapons@machinegun@lo@combat_mg_str", "reload_aim" };
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return new string[2] { "weapons@machinegun@combat_mg_str", "reload_aim" };
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case WeaponHash.MG:
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return new string[2] { "weapons@machinegun@lo@mg_str", "reload_aim" };
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return new string[2] { "weapons@machinegun@mg_str", "reload_aim" };
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default:
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GTA.UI.Notification.Show($"~r~Reloading failed! Weapon ~g~[{CurrentWeaponHash}]~r~ no found!");
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return null;
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