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SERVER: Stop tying W2_Frame_Update() to W_Frame_Update()
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2 changed files with 5 additions and 4 deletions
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@ -114,8 +114,8 @@ void () W_Frame_Update =
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if (self.anim_weapon_time > time)
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return; //don't call every frame, if it is the animations will play too fast
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if (IsDualWeapon(self.weapon))
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W2_Frame_Update();
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//if (IsDualWeapon(self.weapon))
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// W2_Frame_Update();
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self.anim_weapon_time = time + self.weapon_animduration;
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@ -174,8 +174,8 @@ void () W_Frame_Update =
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temp(S_RIGHT);
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}
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if (!IsDualWeapon(self.weapon))
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W2_Frame_Update();
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//if (!IsDualWeapon(self.weapon))
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// W2_Frame_Update();
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};
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float(string path) model_should_hide_weapon2 =
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@ -1935,6 +1935,7 @@ void () Weapon_Logic =
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} else {
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W_Frame_Update();
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W2_Frame_Update();
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}
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