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