mirror of
https://github.com/nillerusr/source-engine.git
synced 2025-02-05 11:44:14 +00:00
lowered weapon shooting fix
This commit is contained in:
parent
29985681a1
commit
9027b0bdb7
@ -1653,6 +1653,7 @@ void CBaseCombatWeapon::ItemPostFrame( void )
|
||||
if (!pOwner)
|
||||
return;
|
||||
|
||||
|
||||
UpdateAutoFire();
|
||||
|
||||
//Track the duration of the fire
|
||||
@ -1666,7 +1667,10 @@ void CBaseCombatWeapon::ItemPostFrame( void )
|
||||
}
|
||||
|
||||
bool bFired = false;
|
||||
|
||||
#ifdef GAME_DLL
|
||||
if (!m_bLowered)
|
||||
{
|
||||
#endif
|
||||
// Secondary attack has priority
|
||||
if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
|
||||
{
|
||||
@ -1730,6 +1734,7 @@ void CBaseCombatWeapon::ItemPostFrame( void )
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
//NOTENOTE: There is a bug with this code with regards to the way machine guns catch the leading edge trigger
|
||||
// on the player hitting the attack key. It relies on the gun catching that case in the same frame.
|
||||
// However, because the player can also be doing a secondary attack, the edge trigger may be missed.
|
||||
@ -1754,6 +1759,10 @@ void CBaseCombatWeapon::ItemPostFrame( void )
|
||||
#endif
|
||||
}
|
||||
}
|
||||
#ifdef GAME_DLL
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
// -----------------------
|
||||
// Reload pressed / Clip Empty
|
||||
|
@ -526,6 +526,12 @@ private:
|
||||
CNetworkVar( CBaseCombatCharacterHandle, m_hOwner ); // Player carrying this weapon
|
||||
|
||||
protected:
|
||||
|
||||
#ifdef GAME_DLL
|
||||
bool m_bLowered; // Whether the viewmodel is raised or lowered
|
||||
float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
|
||||
#endif
|
||||
|
||||
#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
|
||||
// Regulate crit frequency to reduce client-side seed hacking
|
||||
void AddToCritBucket( float flAmount );
|
||||
|
@ -58,8 +58,6 @@ public:
|
||||
|
||||
protected:
|
||||
|
||||
bool m_bLowered; // Whether the viewmodel is raised or lowered
|
||||
float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
|
||||
float m_flHolsterTime; // When the weapon was holstered
|
||||
};
|
||||
|
||||
|
0
source-engine.unsuccessfulbuild
Normal file
0
source-engine.unsuccessfulbuild
Normal file
Loading…
x
Reference in New Issue
Block a user