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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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src | ||
all.cpp |