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* The issue here is that `pPlayer->weaponTimer` reaches 0 before the animation plays out. This is because the QAV timer has its own ticrate independent of the game's timer. * A workaround like this is still the best approach for now as its not easily possible to remove `weaponTimer` within the game without messing up the trigger system that runs at ticrate. |
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.. | ||
build | ||
common | ||
core | ||
games | ||
glbackend | ||
platform | ||
thirdparty | ||
CMakeLists.txt | ||
g_pch.h | ||
gitinfo.cpp |