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api/player-model/README.md

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@@ -11,30 +11,30 @@ PlayerModel_Update(pPlayer); // force update player model
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```
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## Working with animations
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## Working With Animations
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The API supports loading custom animations, including additional weapon animations from separate files.
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### Precaching animation
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### Precaching Animation
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To precache the animation use `PlayerModel_PrecacheAnimation` native, it will precache animation from `animations` directory. This example will precache animation from `cstrike/animations/my-mod/player.mdl`:
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```cpp
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PlayerModel_PrecacheAnimation("my-mod/player.mdl");
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```
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### Set custom weapon animation
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### Set Custom Weapon Animation
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Customize weapon animations by set `m_szAnimExtension` member. The following example sets the animation to `ref_aim_mysupergun`:
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Customize weapon animations by set `m_szAnimExtension` member. The following example sets the animation to `ref_aim_myweapon`:
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```cpp
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static const szCustonWeaponExt[] = "mysupergun";
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static const szCustonWeaponExt[] = "myweapon";
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set_ent_data_string(pPlayer, "CBasePlayer", "m_szAnimExtention", szCustonWeaponExt);
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set_ent_data(pPlayer, "CBaseMonster", "m_Activity", ACT_IDLE);
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rg_set_animation(pPlayer, PLAYER_IDLE);
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```
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## Making animations file
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## Making Animations File
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### Creating Animation Files
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</details>
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#### Fake reference
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#### Fake Reference
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Ensure your animation model includes at least one polygon. Here's an example SMD file for a fake reference:
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<details>

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