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Try fixing occasional bug with missing mp5 reload animation when holding primary attack after clip was depleted
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@ -372,7 +372,7 @@ void CBasePlayerWeapon::ItemPostFrame( void )
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m_fFireOnEmpty = FALSE;
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m_fFireOnEmpty = FALSE;
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// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
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// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
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if( m_iClip == 0 && !( iFlags() & ITEM_FLAG_NOAUTORELOAD ) && m_flNextPrimaryAttack < 0.0f )
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if( m_iClip == 0 && !( iFlags() & ITEM_FLAG_NOAUTORELOAD ) && m_flNextPrimaryAttack <= 0.0f )
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{
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{
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Reload();
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Reload();
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return;
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return;
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