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lowered weapon shooting fix
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29985681a1
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@ -1653,6 +1653,7 @@ void CBaseCombatWeapon::ItemPostFrame( void )
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if (!pOwner)
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if (!pOwner)
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return;
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return;
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UpdateAutoFire();
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UpdateAutoFire();
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//Track the duration of the fire
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//Track the duration of the fire
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@ -1666,7 +1667,10 @@ void CBaseCombatWeapon::ItemPostFrame( void )
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}
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}
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bool bFired = false;
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bool bFired = false;
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#ifdef GAME_DLL
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if (!m_bLowered)
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{
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#endif
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// Secondary attack has priority
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// Secondary attack has priority
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if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
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if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
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{
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{
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@ -1730,6 +1734,7 @@ void CBaseCombatWeapon::ItemPostFrame( void )
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}
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}
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else
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else
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{
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{
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//NOTENOTE: There is a bug with this code with regards to the way machine guns catch the leading edge trigger
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//NOTENOTE: There is a bug with this code with regards to the way machine guns catch the leading edge trigger
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// on the player hitting the attack key. It relies on the gun catching that case in the same frame.
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// on the player hitting the attack key. It relies on the gun catching that case in the same frame.
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// However, because the player can also be doing a secondary attack, the edge trigger may be missed.
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// However, because the player can also be doing a secondary attack, the edge trigger may be missed.
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@ -1754,6 +1759,10 @@ void CBaseCombatWeapon::ItemPostFrame( void )
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#endif
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#endif
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}
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}
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}
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}
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#ifdef GAME_DLL
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}
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#endif
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// -----------------------
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// -----------------------
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// Reload pressed / Clip Empty
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// Reload pressed / Clip Empty
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@ -526,6 +526,12 @@ private:
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CNetworkVar( CBaseCombatCharacterHandle, m_hOwner ); // Player carrying this weapon
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CNetworkVar( CBaseCombatCharacterHandle, m_hOwner ); // Player carrying this weapon
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protected:
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protected:
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#ifdef GAME_DLL
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bool m_bLowered; // Whether the viewmodel is raised or lowered
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float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
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#endif
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#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
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#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
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// Regulate crit frequency to reduce client-side seed hacking
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// Regulate crit frequency to reduce client-side seed hacking
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void AddToCritBucket( float flAmount );
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void AddToCritBucket( float flAmount );
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@ -58,8 +58,6 @@ public:
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protected:
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protected:
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bool m_bLowered; // Whether the viewmodel is raised or lowered
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float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
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float m_flHolsterTime; // When the weapon was holstered
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float m_flHolsterTime; // When the weapon was holstered
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};
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};
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