Rolled out a CLIENT_WEAPONS defined part of the weapon code that would disable firing while drawing the weapon, reloading and using objects.

Removed check for reload in AvHBasePlayerWeapon::ProcessValidAttack, as it is redundant.

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@131 67975925-1194-0748-b3d5-c16f83f1a3a1
This commit is contained in:
tankefugl 2005-05-24 19:38:27 +00:00
parent 6922013209
commit 4de2903d84
2 changed files with 1 additions and 10 deletions

View file

@ -3988,11 +3988,7 @@ Called every frame by the player PreThink
*/
void CBasePlayer::ItemPreFrame()
{
#if defined( CLIENT_WEAPONS )
if ( m_flNextAttack > 0 )
#else
if ( gpGlobals->time < m_flNextAttack )
#endif
{
return;
}
@ -4021,11 +4017,7 @@ void CBasePlayer::ItemPostFrame()
ImpulseCommands();
#if defined( CLIENT_WEAPONS )
if ( m_flNextAttack > 0 )
#else
if ( gpGlobals->time < m_flNextAttack )
#endif
{
return;
}

View file

@ -712,8 +712,7 @@ bool AvHBasePlayerWeapon::ProcessValidAttack(void)
// puzl: 497 call GetEnabledState instead of testing directly
int enabledState=this->GetEnabledState();
// tankefugl: 0000996 - added check vs m_fInReload
if(this->m_pPlayer->pev->viewmodel && ( enabledState == 1) && (m_fInReload == FALSE))
if(this->m_pPlayer->pev->viewmodel && ( enabledState == 1))
{
// don't fire underwater
if((this->m_pPlayer->pev->waterlevel == 3) && !this->GetFiresUnderwater())