- Fixed: Rampage timer should only reset when the weapon is ready to be fired.

This commit is contained in:
Braden Obrzut 2014-01-03 01:21:21 -05:00
parent a62996386d
commit 4770b9b27b

View file

@ -270,7 +270,8 @@ void FMugShot::Tick(player_t *player)
RampageTimer++;
}
}
else
// Only reset the rampage timer if the weapon becomes ready to fire.
else if((player->WeaponState & (WF_WEAPONREADY|WF_WEAPONREADYALT)))
{
RampageTimer = 0;
}