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fixed fullauto on shotgun and rockets. fixed animation problem with 25 snaprate on hammer
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parent
e988e3c161
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@ -1358,6 +1358,7 @@ static void render_player(
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obj_player_info info = *player_info;
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float intratick = client_intratick();
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float ticktime = client_ticktime();
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if(player.health < 0) // dont render dead players
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return;
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@ -1405,12 +1406,12 @@ static void render_player(
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if (player.weapon == WEAPON_HAMMER)
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{
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float a = clamp((client_tick()-player.attacktick+intratick)/10.0f, 0.0f, 1.0f);
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float a = clamp((client_tick()-player.attacktick+ticktime)/10.0f, 0.0f, 1.0f);
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anim_eval_add(&state, &data->animations[ANIM_HAMMER_SWING], a, 1.0f);
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}
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if (player.weapon == WEAPON_NINJA)
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{
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float a = clamp((client_tick()-player.attacktick+intratick)/40.0f, 0.0f, 1.0f);
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float a = clamp((client_tick()-player.attacktick+ticktime)/40.0f, 0.0f, 1.0f);
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anim_eval_add(&state, &data->animations[ANIM_NINJA_SWING], a, 1.0f);
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}
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@ -920,9 +920,13 @@ int player::handle_weapons()
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return handle_sniper();
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*/
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if(count_input(previnput.fire, input.fire).presses) //previnput.fire != input.fire && (input.fire&1))
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if(reload_timer == 0)
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{
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if(reload_timer == 0)
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bool fullauto = false;
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if(active_weapon == WEAPON_ROCKET || active_weapon == WEAPON_SHOTGUN)
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fullauto = true;
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if(count_input(previnput.fire, input.fire).presses || (fullauto && input.fire&1))
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{
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// fire!
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if(weapons[active_weapon].ammo)
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