NSWeapon: reloadTime also needs to affect shotgun reloads.
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@ -1211,6 +1211,7 @@ NSWeapon::Release(void)
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#endif
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break;
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case WEAPONSTATE_RELOAD:
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float reloadTime;
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idleAnim = GetDefAct("actReload");
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m_iClip++;
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ourOwner.UseAmmo(m_primaryAmmoType, 1);
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@ -1222,6 +1223,16 @@ NSWeapon::Release(void)
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#ifdef SERVER
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Sound_Play(ourOwner, CHAN_WEAPON, GetDefString("snd_reload"));
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#endif
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if (m_flReloadSpeed == -1.0f) {
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reloadTime = frameduration(m_viewModel, idleAnim);
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} else {
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reloadTime = m_flReloadSpeed;
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}
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SetWeaponFrame(idleAnim);
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SetIdleNext(reloadTime);
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return;
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break;
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case WEAPONSTATE_RELOAD_END:
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idleAnim = GetDefAct("actReloadEnd");
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