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synced 2025-02-05 11:44:14 +00:00
lowered weapon shooting fix
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parent
29985681a1
commit
9027b0bdb7
@ -1647,118 +1647,127 @@ void CBaseCombatWeapon::ItemPreFrame( void )
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//====================================================================================
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//====================================================================================
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// WEAPON BEHAVIOUR
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// WEAPON BEHAVIOUR
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//====================================================================================
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//====================================================================================
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void CBaseCombatWeapon::ItemPostFrame( void )
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void CBaseCombatWeapon::ItemPostFrame(void)
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{
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{
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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CBasePlayer* pOwner = ToBasePlayer(GetOwner());
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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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//FIXME: Check for IN_ATTACK2 as well?
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//FIXME: Check for IN_ATTACK2 as well?
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//FIXME: What if we're calling ItemBusyFrame?
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//FIXME: What if we're calling ItemBusyFrame?
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m_fFireDuration = ( pOwner->m_nButtons & IN_ATTACK ) ? ( m_fFireDuration + gpGlobals->frametime ) : 0.0f;
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m_fFireDuration = (pOwner->m_nButtons & IN_ATTACK) ? (m_fFireDuration + gpGlobals->frametime) : 0.0f;
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if ( UsesClipsForAmmo1() )
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if (UsesClipsForAmmo1())
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{
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{
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CheckReload();
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CheckReload();
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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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// Secondary attack has priority
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if (!m_bLowered)
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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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if (UsesSecondaryAmmo() && pOwner->GetAmmoCount(m_iSecondaryAmmoType)<=0 )
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{
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if (m_flNextEmptySoundTime < gpGlobals->curtime)
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{
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WeaponSound(EMPTY);
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m_flNextSecondaryAttack = m_flNextEmptySoundTime = gpGlobals->curtime + 0.5;
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}
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}
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else if (pOwner->GetWaterLevel() == 3 && m_bAltFiresUnderwater == false)
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{
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// This weapon doesn't fire underwater
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WeaponSound(EMPTY);
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
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return;
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}
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else
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{
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// FIXME: This isn't necessarily true if the weapon doesn't have a secondary fire!
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// For instance, the crossbow doesn't have a 'real' secondary fire, but it still
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// stops the crossbow from firing on the 360 if the player chooses to hold down their
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// zoom button. (sjb) Orange Box 7/25/2007
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#if !defined(CLIENT_DLL)
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if( !IsX360() || !ClassMatches("weapon_crossbow") )
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#endif
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#endif
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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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{
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if (UsesSecondaryAmmo() && pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
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{
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{
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bFired = ShouldBlockPrimaryFire();
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if (m_flNextEmptySoundTime < gpGlobals->curtime)
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}
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SecondaryAttack();
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// Secondary ammo doesn't have a reload animation
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if ( UsesClipsForAmmo2() )
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{
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// reload clip2 if empty
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if (m_iClip2 < 1)
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{
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{
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pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
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WeaponSound(EMPTY);
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m_iClip2 = m_iClip2 + 1;
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m_flNextSecondaryAttack = m_flNextEmptySoundTime = gpGlobals->curtime + 0.5;
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}
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}
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else if (pOwner->GetWaterLevel() == 3 && m_bAltFiresUnderwater == false)
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{
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// This weapon doesn't fire underwater
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WeaponSound(EMPTY);
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
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return;
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}
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else
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{
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// FIXME: This isn't necessarily true if the weapon doesn't have a secondary fire!
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// For instance, the crossbow doesn't have a 'real' secondary fire, but it still
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// stops the crossbow from firing on the 360 if the player chooses to hold down their
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// zoom button. (sjb) Orange Box 7/25/2007
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#if !defined(CLIENT_DLL)
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if (!IsX360() || !ClassMatches("weapon_crossbow"))
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#endif
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{
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bFired = ShouldBlockPrimaryFire();
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}
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SecondaryAttack();
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// Secondary ammo doesn't have a reload animation
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if (UsesClipsForAmmo2())
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{
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// reload clip2 if empty
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if (m_iClip2 < 1)
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{
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pOwner->RemoveAmmo(1, m_iSecondaryAmmoType);
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m_iClip2 = m_iClip2 + 1;
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}
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}
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}
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}
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}
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}
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}
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}
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if ( !bFired && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
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if (!bFired && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
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{
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// Clip empty? Or out of ammo on a no-clip weapon?
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if ( !IsMeleeWeapon() &&
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(( UsesClipsForAmmo1() && m_iClip1 <= 0) || ( !UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType)<=0 )) )
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{
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{
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HandleFireOnEmpty();
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// Clip empty? Or out of ammo on a no-clip weapon?
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}
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if (!IsMeleeWeapon() &&
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else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
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((UsesClipsForAmmo1() && m_iClip1 <= 0) || (!UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)))
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{
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// This weapon doesn't fire underwater
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WeaponSound(EMPTY);
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
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return;
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}
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else
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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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// 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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// We really need to hold onto the edge trigger and only clear the condition when the gun has fired its
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// first shot. Right now that's too much of an architecture change -- jdw
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// If the firing button was just pressed, or the alt-fire just released, reset the firing time
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if ( ( pOwner->m_afButtonPressed & IN_ATTACK ) || ( pOwner->m_afButtonReleased & IN_ATTACK2 ) )
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{
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{
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m_flNextPrimaryAttack = gpGlobals->curtime;
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HandleFireOnEmpty();
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}
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}
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else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
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PrimaryAttack();
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if ( AutoFiresFullClip() )
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{
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{
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m_bFiringWholeClip = true;
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// This weapon doesn't fire underwater
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WeaponSound(EMPTY);
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
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return;
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}
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}
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else
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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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// 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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// We really need to hold onto the edge trigger and only clear the condition when the gun has fired its
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// first shot. Right now that's too much of an architecture change -- jdw
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// If the firing button was just pressed, or the alt-fire just released, reset the firing time
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if ((pOwner->m_afButtonPressed & IN_ATTACK) || (pOwner->m_afButtonReleased & IN_ATTACK2))
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{
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m_flNextPrimaryAttack = gpGlobals->curtime;
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}
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PrimaryAttack();
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if (AutoFiresFullClip())
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{
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m_bFiringWholeClip = true;
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}
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#ifdef CLIENT_DLL
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#ifdef CLIENT_DLL
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pOwner->SetFiredWeapon( true );
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pOwner->SetFiredWeapon(true);
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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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#ifdef GAME_DLL
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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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// Reload pressed / Clip Empty
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// Reload pressed / Clip Empty
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// -----------------------
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// -----------------------
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if ( ( pOwner->m_nButtons & IN_RELOAD ) && UsesClipsForAmmo1() && !m_bInReload )
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if ((pOwner->m_nButtons & IN_RELOAD) && UsesClipsForAmmo1() && !m_bInReload)
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{
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{
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// reload when reload is pressed, or if no buttons are down and weapon is empty.
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// reload when reload is pressed, or if no buttons are down and weapon is empty.
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Reload();
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Reload();
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@ -1771,7 +1780,7 @@ void CBaseCombatWeapon::ItemPostFrame( void )
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if (!((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (CanReload() && pOwner->m_nButtons & IN_RELOAD)))
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if (!((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (CanReload() && pOwner->m_nButtons & IN_RELOAD)))
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{
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{
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// no fire buttons down or reloading
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// no fire buttons down or reloading
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if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) )
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if (!ReloadOrSwitchWeapons() && (m_bInReload == false))
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{
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{
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WeaponIdle();
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WeaponIdle();
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}
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}
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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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