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- Fixed: Rampage timer should only reset when the weapon is ready to be fired.
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1 changed files with 2 additions and 1 deletions
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@ -270,7 +270,8 @@ void FMugShot::Tick(player_t *player)
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RampageTimer++;
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}
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}
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else
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// Only reset the rampage timer if the weapon becomes ready to fire.
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else if((player->WeaponState & (WF_WEAPONREADY|WF_WEAPONREADYALT)))
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{
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RampageTimer = 0;
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}
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