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SERVER: Better support for hiding crosshair during dual reload
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parent
6fe33b26d9
commit
206120f01e
2 changed files with 8 additions and 2 deletions
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@ -93,6 +93,8 @@ void () W2_Frame_Update =
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}
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}
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else
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else
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{
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{
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if (self.callfuncat2 != self.weapon2frame && self.reload_delay <= time)
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W_ShowCrosshair(self);
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self.weapon2frame = self.weapon2frame_end = self.weapon2frame = GetFrame(self.weapon,BASE_FRAME);
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self.weapon2frame = self.weapon2frame_end = self.weapon2frame = GetFrame(self.weapon,BASE_FRAME);
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self.new_anim2_stop = FALSE;
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self.new_anim2_stop = FALSE;
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self.weapon2_anim_type = 0;
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self.weapon2_anim_type = 0;
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@ -159,7 +161,7 @@ void () W_Frame_Update =
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}
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}
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else
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else
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{
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{
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if (self.callfuncat != self.weaponframe)
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if (self.callfuncat != self.weaponframe && self.reload_delay2 <= time)
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W_ShowCrosshair(self);
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W_ShowCrosshair(self);
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self.weaponframe_end = self.weaponframe = GetFrame(self.weapon,BASE_FRAME);
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self.weaponframe_end = self.weaponframe = GetFrame(self.weapon,BASE_FRAME);
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self.new_anim_stop = FALSE;
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self.new_anim_stop = FALSE;
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@ -411,7 +411,11 @@ void(float side) W_Reload =
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W_AimOut();
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W_AimOut();
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W_SprintStop();
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W_SprintStop();
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W_HideCrosshair(self);
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// If it's a dual wielded weapon, we don't want to hide the crosshair
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// unless both weapons are being reloaded.
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if (!IsDualWeapon(self.weapon) || (self.reload_delay > time || self.reload_delay2 > time))
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W_HideCrosshair(self);
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float endframe, startframe, reloadcancelframe, delay;
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float endframe, startframe, reloadcancelframe, delay;
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string modelname = "";
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string modelname = "";
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