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client and shotgun fixex
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9026dca97f
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@ -552,9 +552,9 @@ void CWeaponShotgun::SecondaryAttack( void )
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//-----------------------------------------------------------------------------
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// Purpose: Override so shotgun can do mulitple reloads in a row
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//-----------------------------------------------------------------------------
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void CWeaponShotgun::ItemPostFrame( void )
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void CWeaponShotgun::ItemPostFrame(void)
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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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{
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return;
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@ -563,23 +563,23 @@ void CWeaponShotgun::ItemPostFrame( void )
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if (m_bInReload)
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{
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// If I'm primary firing and have one round stop reloading and fire
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if ((pOwner->m_nButtons & IN_ATTACK ) && (m_iClip1 >=1))
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if ((pOwner->m_nButtons & IN_ATTACK) && (m_iClip1 >= 1))
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{
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m_bInReload = false;
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m_bNeedPump = false;
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m_bInReload = false;
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m_bNeedPump = false;
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m_bDelayedFire1 = true;
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}
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// If I'm secondary firing and have one round stop reloading and fire
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else if ((pOwner->m_nButtons & IN_ATTACK2 ) && (m_iClip1 >=2))
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else if ((pOwner->m_nButtons & IN_ATTACK2) && (m_iClip1 >= 2))
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{
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m_bInReload = false;
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m_bNeedPump = false;
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m_bInReload = false;
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m_bNeedPump = false;
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m_bDelayedFire2 = true;
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}
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else if (m_flNextPrimaryAttack <= gpGlobals->curtime)
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{
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// If out of ammo end reload
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if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <=0)
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if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
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{
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FinishReload();
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return;
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@ -599,9 +599,9 @@ void CWeaponShotgun::ItemPostFrame( void )
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}
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}
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else
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{
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{
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// Make shotgun shell invisible
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SetBodygroup(1,1);
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SetBodygroup(1, 1);
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}
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if ((m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
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@ -609,78 +609,87 @@ void CWeaponShotgun::ItemPostFrame( void )
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Pump();
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return;
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}
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// Shotgun uses same timing and ammo for secondary attack
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if ((m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2)&&(m_flNextPrimaryAttack <= gpGlobals->curtime))
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#ifdef GAME_DLL
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if (!m_bLowered)
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{
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m_bDelayedFire2 = false;
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if ( (m_iClip1 <= 1 && UsesClipsForAmmo1()))
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#endif // GAME_DLL
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// Shotgun uses same timing and ammo for secondary attack
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if ((m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
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{
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// If only one shell is left, do a single shot instead
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if ( m_iClip1 == 1 )
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m_bDelayedFire2 = false;
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if ((m_iClip1 <= 1 && UsesClipsForAmmo1()))
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{
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// If only one shell is left, do a single shot instead
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if (m_iClip1 == 1)
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{
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PrimaryAttack();
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}
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else if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
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{
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DryFire();
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}
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else
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{
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StartReload();
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}
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}
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// Fire underwater?
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else if (GetOwner()->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
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{
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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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// If the firing button was just pressed, reset the firing time
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if (pOwner->m_afButtonPressed & IN_ATTACK)
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{
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m_flNextPrimaryAttack = gpGlobals->curtime;
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}
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SecondaryAttack();
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}
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}
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else if ((m_bDelayedFire1 || pOwner->m_nButtons & IN_ATTACK) && m_flNextPrimaryAttack <= gpGlobals->curtime)
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{
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m_bDelayedFire1 = false;
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if ((m_iClip1 <= 0 && UsesClipsForAmmo1()) || (!UsesClipsForAmmo1() && !pOwner->GetAmmoCount(m_iPrimaryAmmoType)))
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{
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if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
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{
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DryFire();
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}
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else
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{
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StartReload();
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}
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}
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// Fire underwater?
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else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
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{
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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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// If the firing button was just pressed, reset the firing time
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CBasePlayer* pPlayer = ToBasePlayer(GetOwner());
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if (pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK)
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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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}
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else if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
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{
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DryFire();
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}
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else
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{
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StartReload();
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}
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}
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// Fire underwater?
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else if (GetOwner()->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
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{
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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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// If the firing button was just pressed, reset the firing time
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if ( pOwner->m_afButtonPressed & IN_ATTACK )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime;
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}
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SecondaryAttack();
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}
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}
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else if ( (m_bDelayedFire1 || pOwner->m_nButtons & IN_ATTACK) && m_flNextPrimaryAttack <= gpGlobals->curtime)
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{
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m_bDelayedFire1 = false;
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if ( (m_iClip1 <= 0 && UsesClipsForAmmo1()) || ( !UsesClipsForAmmo1() && !pOwner->GetAmmoCount(m_iPrimaryAmmoType) ) )
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{
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if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
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{
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DryFire();
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}
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else
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{
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StartReload();
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}
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}
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// Fire underwater?
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else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
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{
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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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// If the firing button was just pressed, reset the firing time
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK )
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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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}
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#ifdef GAME_DLL
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}
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#endif // GAME_DLL
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if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload )
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{
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@ -94,6 +94,11 @@ CBaseCombatWeapon::CBaseCombatWeapon() : BASECOMBATWEAPON_DERIVED_FROM()
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m_hWeaponFileInfo = GetInvalidWeaponInfoHandle();
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#ifdef GAME_DLL
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m_bLowered = false;
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m_flRaiseTime = gpGlobals->curtime;
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#endif
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#if defined( TF_DLL )
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UseClientSideAnimation();
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#endif
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@ -526,7 +526,6 @@ private:
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CNetworkVar( CBaseCombatCharacterHandle, m_hOwner ); // Player carrying this weapon
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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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protected:
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#ifndef 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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float m_flHolsterTime; // When the weapon was holstered
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};
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