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client and shotgun fixex
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9026dca97f
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@ -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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@ -526,7 +526,6 @@ 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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@ -58,6 +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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