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Merge d24120a99e
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200d14dbb9
@ -610,6 +610,12 @@ void CWeaponShotgun::ItemPostFrame( void )
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return;
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}
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#ifdef GAME_DLL
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if (!m_bLowered)
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{
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#endif // GAME_DLL
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// Shotgun uses same timing and ammo for secondary attack
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if ((m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
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{
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@ -681,6 +687,9 @@ void CWeaponShotgun::ItemPostFrame( void )
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PrimaryAttack();
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}
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}
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#ifdef GAME_DLL
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}
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#endif // GAME_DLL
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if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload )
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{
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@ -94,6 +94,11 @@ CBaseCombatWeapon::CBaseCombatWeapon() : BASECOMBATWEAPON_DERIVED_FROM()
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m_hWeaponFileInfo = GetInvalidWeaponInfoHandle();
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#ifdef GAME_DLL
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m_bLowered = false;
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m_flRaiseTime = gpGlobals->curtime;
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#endif
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#if defined( TF_DLL )
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UseClientSideAnimation();
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#endif
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@ -1653,6 +1658,7 @@ void CBaseCombatWeapon::ItemPostFrame( void )
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if (!pOwner)
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return;
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UpdateAutoFire();
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//Track the duration of the fire
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@ -1666,7 +1672,10 @@ void CBaseCombatWeapon::ItemPostFrame( void )
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}
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bool bFired = false;
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#ifdef GAME_DLL
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if (!m_bLowered)
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{
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#endif
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// Secondary attack has priority
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if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
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{
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@ -1730,6 +1739,7 @@ void CBaseCombatWeapon::ItemPostFrame( void )
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}
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else
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{
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//NOTENOTE: There is a bug with this code with regards to the way machine guns catch the leading edge trigger
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// on the player hitting the attack key. It relies on the gun catching that case in the same frame.
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// However, because the player can also be doing a secondary attack, the edge trigger may be missed.
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@ -1754,6 +1764,10 @@ void CBaseCombatWeapon::ItemPostFrame( void )
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#endif
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}
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}
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#ifdef GAME_DLL
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}
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#endif
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// -----------------------
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// Reload pressed / Clip Empty
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@ -2579,6 +2593,9 @@ IMPLEMENT_NETWORKCLASS_ALIASED( BaseCombatWeapon, DT_BaseCombatWeapon )
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//-----------------------------------------------------------------------------//
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BEGIN_DATADESC( CBaseCombatWeapon )
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DEFINE_FIELD(m_bLowered, FIELD_BOOLEAN),
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DEFINE_FIELD(m_flRaiseTime, FIELD_TIME),
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DEFINE_FIELD( m_flNextPrimaryAttack, FIELD_TIME ),
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DEFINE_FIELD( m_flNextSecondaryAttack, FIELD_TIME ),
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DEFINE_FIELD( m_flTimeWeaponIdle, FIELD_TIME ),
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@ -526,6 +526,11 @@ private:
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CNetworkVar( CBaseCombatCharacterHandle, m_hOwner ); // Player carrying this weapon
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protected:
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#ifdef GAME_DLL
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bool m_bLowered; // Whether the viewmodel is raised or lowered
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float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
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#endif
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#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
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// Regulate crit frequency to reduce client-side seed hacking
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void AddToCritBucket( float flAmount );
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@ -34,8 +34,6 @@ END_NETWORK_TABLE()
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//---------------------------------------------------------
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BEGIN_DATADESC( CBaseHLCombatWeapon )
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DEFINE_FIELD( m_bLowered, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flRaiseTime, FIELD_TIME ),
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DEFINE_FIELD( m_flHolsterTime, FIELD_TIME ),
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DEFINE_FIELD( m_iPrimaryAttacks, FIELD_INTEGER ),
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DEFINE_FIELD( m_iSecondaryAttacks, FIELD_INTEGER ),
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@ -58,8 +58,10 @@ public:
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protected:
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#ifndef GAME_DLL
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bool m_bLowered; // Whether the viewmodel is raised or lowered
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float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
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#endif
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float m_flHolsterTime; // When the weapon was holstered
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};
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