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Update glock.cpp.
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@ -109,7 +109,7 @@ void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
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if( m_fFireOnEmpty )
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if( m_fFireOnEmpty )
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{
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{
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PlayEmptySound();
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PlayEmptySound();
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.2 );
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}
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}
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return;
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return;
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@ -158,7 +158,7 @@ void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireGlock1 : m_usFireGlock2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireGlock1 : m_usFireGlock2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay( flCycleTime );
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if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
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if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
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// HEV suit - indicate out of ammo condition
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// HEV suit - indicate out of ammo condition
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