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o Fixed bug that caused +attack leap animations not to play.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@506 67975925-1194-0748-b3d5-c16f83f1a3a1
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4e8744aff0
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3 changed files with 10 additions and 5 deletions
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@ -474,7 +474,7 @@ void CBasePlayerWeapon::ItemPostFrame( void )
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{
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// Hack initialization
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if (this->m_flLastAnimationPlayed >= 3 * BALANCE_VAR(kLeapROF) * gpGlobals->time)
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if (this->m_flLastAnimationPlayed >= 3 * BALANCE_VAR(kLeapROF) + gpGlobals->time)
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this->m_flLastAnimationPlayed = 0.0f;
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if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0))
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@ -603,7 +603,11 @@ void CBasePlayerWeapon::ItemPostFrame( void )
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}
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}
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this->PrevAttack2Status = true;
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if (this->m_flLastAnimationPlayed + BALANCE_VAR(kLeapROF) < gpGlobals->time)
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this->PrevAttack2Status = false;
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else
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this->PrevAttack2Status = true;
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return;
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// if (GetCanUseWeapon())
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// {
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@ -149,7 +149,7 @@ void AvHLeap::Spawn()
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float AvHLeap::GetRateOfFire(void) const
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{
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return (float)BALANCE_VAR(kLeapROF);
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return (float)BALANCE_VAR(kLeapROF) * 0.5f;
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}
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bool AvHLeap::UsesAmmo(void) const
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@ -177,6 +177,7 @@ void AvHLeap::FireProjectiles(void)
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if(g_runfuncs)
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{
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//IN_Attack2Down();
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//this->SendWeaponAnim(3);
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gHUD.SetAlienAbility(this->GetAbilityImpulse());
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}
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#endif
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@ -3014,9 +3014,9 @@ void EV_Devour(struct event_args_s* inArgs)
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void EV_Leap(struct event_args_s* inArgs)
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{
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char* theSoundToPlay = kLeapSound;
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//char* theSoundToPlay = kLeapSound;
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// gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_WEAPON, theSoundToPlay, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
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//gEngfuncs.pEventAPI->EV_PlaySound(inArgs->entindex, inArgs->origin, CHAN_WEAPON, theSoundToPlay, inArgs->fparam1, ATTN_NORM, 0, 94 + gEngfuncs.pfnRandomLong( 0, 0xf ));
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if (EV_IsLocal(inArgs->entindex))
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{
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