Fix unwanted dummy fire

If the latest fire input and the current differ in any way it causes firing.
So if you switch dummy after hammerfly was used it causes a weaponfire.
This unwanted fireing caused many unlucky fails for me already.
So i swap the fire status on dummyswapping so the server doesn't see any difference even if hamemrfly was used.
This commit is contained in:
ChillerDragon 2018-06-04 11:06:54 +02:00
parent 626de24d65
commit 6564b93a35

View file

@ -401,7 +401,9 @@ void CGameClient::OnDummySwap()
m_pControls->ResetInput(!g_Config.m_ClDummy); m_pControls->ResetInput(!g_Config.m_ClDummy);
m_pControls->m_InputData[!g_Config.m_ClDummy].m_Hook = 0; m_pControls->m_InputData[!g_Config.m_ClDummy].m_Hook = 0;
} }
int tmp = m_DummyInput.m_Fire;
m_DummyInput = m_pControls->m_InputData[!g_Config.m_ClDummy]; m_DummyInput = m_pControls->m_InputData[!g_Config.m_ClDummy];
m_pControls->m_InputData[g_Config.m_ClDummy].m_Fire = tmp;
} }
int CGameClient::OnSnapInput(int *pData, bool Dummy, bool Force) int CGameClient::OnSnapInput(int *pData, bool Dummy, bool Force)