mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-03-12 05:22:55 +00:00
Do not use client weapons.
This commit is contained in:
parent
f54e7b037b
commit
e3ec6cc19f
@ -26,7 +26,7 @@ project (CLDLL)
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set (CLDLL_LIBRARY client)
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add_definitions(-DCLIENT_WEAPONS -DCLIENT_DLL)
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add_definitions(-DCLIENT_DLL)
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if(NOT MSVC)
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add_compile_options(-fno-exceptions) # GCC/Clang flag
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@ -51,22 +51,6 @@ set (CLDLL_SOURCES
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noffice/pain.cpp
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noffice/cinematic.cpp
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noffice/deathvision.cpp
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../dlls/noffice/torch.cpp
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../dlls/noffice/holster.cpp
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# ../dlls/crossbow.cpp
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../dlls/crowbar.cpp
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# ../dlls/egon.cpp
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# ../dlls/gauss.cpp
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# ../dlls/handgrenade.cpp
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# ../dlls/hornetgun.cpp
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../dlls/mp5.cpp
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# ../dlls/python.cpp
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../dlls/rpg.cpp
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# ../dlls/satchel.cpp
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../dlls/shotgun.cpp
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# ../dlls/squeakgrenade.cpp
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../dlls/tripmine.cpp
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../dlls/glock.cpp
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ev_hldm.cpp
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hl/hl_baseentity.cpp
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hl/hl_events.cpp
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@ -53,12 +53,6 @@ int g_irunninggausspred = 0;
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vec3_t previousorigin;
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// HLDM Weapon placeholder entities.
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CHolster g_Holster;
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CTorch g_Torch;
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CGlock g_Glock;
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CCrowbar g_Crowbar;
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CMP5 g_Mp5;
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CShotgun g_Shotgun;
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/*
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======================
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@ -592,14 +586,6 @@ void HUD_InitClientWeapons( void )
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// Allocate a slot for the local player
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HUD_PrepEntity( &player, NULL );
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// Allocate slot(s) for each weapon that we are going to be predicting
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HUD_PrepEntity( &g_Holster, &player );
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HUD_PrepEntity( &g_Torch, &player );
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HUD_PrepEntity( &g_Glock, &player );
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HUD_PrepEntity( &g_Crowbar, &player );
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HUD_PrepEntity( &g_Mp5, &player );
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HUD_PrepEntity( &g_Shotgun, &player );
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}
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/*
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@ -659,30 +645,6 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
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// Get current clock
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gpGlobals->time = time;
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// Fill in data based on selected weapon
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// FIXME, make this a method in each weapon? where you pass in an entity_state_t *?
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switch( from->client.m_iId )
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{
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case WEAPON_HOLSTER:
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pWeapon = &g_Holster;
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break;
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case WEAPON_TORCH:
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pWeapon = &g_Torch;
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break;
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case WEAPON_CROWBAR:
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pWeapon = &g_Crowbar;
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break;
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case WEAPON_GLOCK:
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pWeapon = &g_Glock;
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break;
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case WEAPON_MP5:
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pWeapon = &g_Mp5;
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break;
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case WEAPON_SHOTGUN:
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pWeapon = &g_Shotgun;
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break;
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}
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// Store pointer to our destination entity_state_t so we can get our origin, etc. from it
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// for setting up events on the client
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g_finalstate = to;
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@ -25,8 +25,6 @@ project (SVDLL)
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set (SVDLL_LIBRARY server)
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add_definitions(-DCLIENT_WEAPONS)
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if(NOT MSVC)
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add_compile_options(-fno-exceptions) # GCC/Clang flag
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add_compile_options(-Wno-invalid-offsetof) # GCC/Clang flag
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@ -217,7 +217,7 @@ int CCrowbar::Swing( int fFirst )
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if( fFirst )
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{
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// miss
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5 ;
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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}
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@ -320,7 +320,7 @@ int CCrowbar::Swing( int fFirst )
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SetThink( &CCrowbar::Smack );
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pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
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#endif
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
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}
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return fDidHit;
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}
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@ -343,7 +343,7 @@ void CCrowbar::WeaponIdle( void )
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m_flReleaseThrow = 0;
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m_flStartThrow = 0;
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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return;
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}
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@ -155,7 +155,7 @@ void CGlock::GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
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else
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.2 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
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}
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return;
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@ -139,14 +139,14 @@ void CMP5::PrimaryAttack()
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if( m_pPlayer->pev->waterlevel == 3 )
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = 0.15;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
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return;
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}
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if( m_iClip <= 0 )
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = 0.15;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
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return;
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}
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@ -190,7 +190,7 @@ void CMP5::PrimaryAttack()
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.1 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
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if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
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@ -183,7 +183,7 @@ void CTorch::PrimaryAttack()
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usTorch, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, m_fIsOn, 0);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.2);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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@ -326,4 +326,4 @@ void CTorch::UpdateSpot(void)
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}
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}
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#endif
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}
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}
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@ -132,7 +132,7 @@ void CShotgun::PrimaryAttack()
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if( m_pPlayer->pev->waterlevel == 3 )
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.15 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
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return;
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}
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@ -187,7 +187,7 @@ void CShotgun::PrimaryAttack()
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m_flPumpTime = gpGlobals->time + 0.5;
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m_flNextPrimaryAttack = GetNextAttackDelay( 0.75 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
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if( m_iClip != 0 )
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
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@ -216,7 +216,7 @@ void CShotgun::Reload( void )
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m_fInSpecialReload = 1;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
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m_flNextPrimaryAttack = GetNextAttackDelay( 1.0 );
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
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return;
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}
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