@ -163,7 +163,7 @@ BOOL CBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay, i
@@ -163,7 +163,7 @@ BOOL CBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay, i
m_fInReload = TRUE ;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase ( ) + 3 ;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase ( ) + 3.0f ;
return TRUE ;
}
@ -944,12 +944,12 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
@@ -944,12 +944,12 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
pto - > iuser3 = pCurrent - > m_fireState ;
// Decrement weapon counters, server does this at same time ( during post think, after doing everything else )
pto - > m_flNextReload - = cmd - > msec / 1000.0 ;
pto - > m_fNextAimBonus - = cmd - > msec / 1000.0 ;
pto - > m_flNextPrimaryAttack - = cmd - > msec / 1000.0 ;
pto - > m_flNextSecondaryAttack - = cmd - > msec / 1000.0 ;
pto - > m_flTimeWeaponIdle - = cmd - > msec / 1000.0 ;
pto - > fuser1 - = cmd - > msec / 1000.0 ;
pto - > m_flNextReload - = cmd - > msec / 1000.0f ;
pto - > m_fNextAimBonus - = cmd - > msec / 1000.0f ;
pto - > m_flNextPrimaryAttack - = cmd - > msec / 1000.0f ;
pto - > m_flNextSecondaryAttack - = cmd - > msec / 1000.0f ;
pto - > m_flTimeWeaponIdle - = cmd - > msec / 1000.0f ;
pto - > fuser1 - = cmd - > msec / 1000.0f ;
to - > client . vuser3 [ 2 ] = pCurrent - > m_iSecondaryAmmoType ;
to - > client . vuser4 [ 0 ] = pCurrent - > m_iPrimaryAmmoType ;