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Cfg to keep hammer after hammerfly (closed #1816)
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@ -430,7 +430,11 @@ int CGameClient::OnSnapInput(int *pData, bool Dummy, bool Force)
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m_DummyFire++;
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m_HammerInput.m_Fire += 2;
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m_HammerInput.m_WantedWeapon = 1;
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m_HammerInput.m_WantedWeapon = WEAPON_HAMMER + 1;
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if(!g_Config.m_ClDummyRestoreWeapon)
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{
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m_DummyInput.m_WantedWeapon = WEAPON_HAMMER + 1;
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}
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vec2 Main = m_LocalCharacterPos;
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vec2 Dummy = m_aClients[m_LocalIDs[!g_Config.m_ClDummy]].m_Predicted.m_Pos;
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@ -114,6 +114,7 @@ MACRO_CONFIG_STR(ClDummySkin, dummy_skin, 24, "default", CFGFLAG_CLIENT|CFGFLAG_
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MACRO_CONFIG_INT(ClDummy, cl_dummy, 0, 0, 1, CFGFLAG_CLIENT, "0 - player / 1 - dummy")
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MACRO_CONFIG_INT(ClDummyHammer, cl_dummy_hammer, 0, 0, 1, CFGFLAG_CLIENT, "Whether dummy is hammering for a hammerfly")
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MACRO_CONFIG_INT(ClDummyResetOnSwitch, cl_dummy_resetonswitch, 0, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Whether dummy should stop pressing keys when you switch")
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MACRO_CONFIG_INT(ClDummyRestoreWeapon, cl_dummy_restore_weapon, 1, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Whether dummy should switch to last weapon after hammerfly")
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MACRO_CONFIG_INT(ClDummyCopyMoves, cl_dummy_copy_moves, 0, 0, 1, CFGFLAG_CLIENT, "Whether dummy should copy your moves")
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// more controlable dummy command
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