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Hold input while paused
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@ -624,13 +624,13 @@ void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
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void CCharacter::ResetInput()
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{
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m_Input.m_Direction = 0;
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m_Input.m_Hook = 0;
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//m_Input.m_Direction = 0;
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//m_Input.m_Hook = 0;
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// simulate releasing the fire button
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if((m_Input.m_Fire&1) != 0)
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m_Input.m_Fire++;
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m_Input.m_Fire &= INPUT_STATE_MASK;
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m_Input.m_Jump = 0;
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//if((m_Input.m_Fire&1) != 0)
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// m_Input.m_Fire++;
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//m_Input.m_Fire &= INPUT_STATE_MASK;
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//m_Input.m_Jump = 0;
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m_LatestPrevInput = m_LatestInput = m_Input;
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}
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@ -1016,7 +1016,8 @@ void CCharacter::Snap(int SnappingClient)
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pCharacter->m_Weapon = m_ActiveWeapon;
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pCharacter->m_AttackTick = m_AttackTick;
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pCharacter->m_Direction = m_Input.m_Direction;
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if (!m_Paused)
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pCharacter->m_Direction = m_Input.m_Direction;
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if(m_pPlayer->GetCID() == SnappingClient || SnappingClient == -1 ||
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(!g_Config.m_SvStrictSpectateMode && m_pPlayer->GetCID() == GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID))
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