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Fix m249 reload (#230)
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310493aaeb
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d862abafd7
@ -219,20 +219,19 @@ void CM249::Reload(void)
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}
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}
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}
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}
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void CM249::WeaponTick()
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void CM249::ItemPostFrame()
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{
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{
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if ( m_fInSpecialReload )
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if ( m_fInSpecialReload )
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{
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{
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if (m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase())
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if (m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase())
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{
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{
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UpdateTape();
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m_fInSpecialReload = FALSE;
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m_fInSpecialReload = FALSE;
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SendWeaponAnim( M249_RELOAD1, UseDecrement(), pev->body );
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SendWeaponAnim( M249_RELOAD1, UseDecrement(), pev->body );
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 2.4;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 2.4;
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}
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}
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return;
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}
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}
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CBasePlayerWeapon::ItemPostFrame();
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}
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}
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void CM249::WeaponIdle(void)
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void CM249::WeaponIdle(void)
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@ -1248,7 +1248,7 @@ public:
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BOOL Deploy(void);
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BOOL Deploy(void);
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void Holster(int skiplocal = 0);
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void Holster(int skiplocal = 0);
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void Reload(void);
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void Reload(void);
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void WeaponTick();
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void ItemPostFrame();
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void WeaponIdle(void);
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void WeaponIdle(void);
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virtual BOOL ShouldWeaponIdle(void) { return TRUE; }
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virtual BOOL ShouldWeaponIdle(void) { return TRUE; }
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float m_flNextAnimTime;
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float m_flNextAnimTime;
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