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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
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2 changed files with 1 additions and 10 deletions
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@ -3988,11 +3988,7 @@ Called every frame by the player PreThink
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*/
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*/
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void CBasePlayer::ItemPreFrame()
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void CBasePlayer::ItemPreFrame()
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{
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{
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#if defined( CLIENT_WEAPONS )
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if ( m_flNextAttack > 0 )
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if ( m_flNextAttack > 0 )
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#else
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if ( gpGlobals->time < m_flNextAttack )
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#endif
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{
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{
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return;
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return;
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}
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}
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@ -4021,11 +4017,7 @@ void CBasePlayer::ItemPostFrame()
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ImpulseCommands();
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ImpulseCommands();
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#if defined( CLIENT_WEAPONS )
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if ( m_flNextAttack > 0 )
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if ( m_flNextAttack > 0 )
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#else
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if ( gpGlobals->time < m_flNextAttack )
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#endif
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{
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{
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return;
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return;
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}
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}
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@ -712,8 +712,7 @@ bool AvHBasePlayerWeapon::ProcessValidAttack(void)
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// puzl: 497 call GetEnabledState instead of testing directly
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// puzl: 497 call GetEnabledState instead of testing directly
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int enabledState=this->GetEnabledState();
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int enabledState=this->GetEnabledState();
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// tankefugl: 0000996 - added check vs m_fInReload
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if(this->m_pPlayer->pev->viewmodel && ( enabledState == 1))
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if(this->m_pPlayer->pev->viewmodel && ( enabledState == 1) && (m_fInReload == FALSE))
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{
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{
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// don't fire underwater
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// don't fire underwater
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if((this->m_pPlayer->pev->waterlevel == 3) && !this->GetFiresUnderwater())
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if((this->m_pPlayer->pev->waterlevel == 3) && !this->GetFiresUnderwater())
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