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If the modders would follow real world ammo capacity there would only be mods of Desert Eagles replacing Desert Eagles. Only way to get around the default ammo capacity is using scripts, which prevents using the mod when playing on official servers, so I do not add those neither.
Unfortunately I had to balance between realism and hardcoded game mechanics.
I don't see any issue with idle sequence.
$attachment "attach_muzzle" "ValveBiped.attach_muzzle" 0 0 0 rotate 0 0 0
$attachment "muzzle_flash" "ValveBiped.weapon_bone" 0 3.62 35.24 rotate -90 0 0
$attachment "flashlight" "ValveBiped.weapon_bone" 0.12 1.74 27.93 rotate -90 0 0
$attachment "shell" "ValveBiped.weapon_bone" -0.4 3.41 8.66 rotate 1.01 170.47 179.83
$attachment "attach_camera" "ValveBiped.attach_camera" 0 0 0 rotate 0 0 0
$attachment "fowardnode" "ValveBiped.weapon_bone" 0 0 0 rotate 0 0 0
$sequence "idle" {
"v_rifle_anims\idle.smd"
activity "ACT_VM_IDLE" 1
blend "move_x" -1 1
blendwidth 1
fadein 0.2
fadeout 0.2
fps 30
loop
}
I also started a forum discussion,where I was told that I had a broken skeleton and needed to re-rig the model. I don't know how to do this,however...
If you're willing to help me again, here's a video of what the bug looks like.