/*void CCrowbar::SendWeaponAnim( int iAnim, int skiplocal, int body ) //Fix???
{
skiplocal=0;
@ -202,7 +202,7 @@ void CCrowbar::SendWeaponAnim( int iAnim, int skiplocal, int body ) //Fix???
@@ -202,7 +202,7 @@ void CCrowbar::SendWeaponAnim( int iAnim, int skiplocal, int body ) //Fix???
WRITE_BYTE(iAnim);// sequence number
WRITE_BYTE(pev->body);// weaponmodel bodygroup.
MESSAGE_END();
}
}*/
intCCrowbar::Swing(intfFirst)
{
@ -296,11 +296,11 @@ int CCrowbar::Swing( int fFirst )
@@ -296,11 +296,11 @@ int CCrowbar::Swing( int fFirst )
// If building with the clientside weapon prediction system,
// UTIL_WeaponTimeBase() is always 0 and m_flNextPrimaryAttack is >= -1.0f, thus making
// m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() always evaluate to false.