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Only keep holding hook, reset all other keys on /pause and chat
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parent
4429092ca5
commit
99a086200f
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@ -24,7 +24,7 @@ CControls::CControls()
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void CControls::OnReset()
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void CControls::OnReset()
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{
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{
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m_LastData.m_Direction = 0;
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m_LastData.m_Direction = 0;
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m_LastData.m_Hook = 0;
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//m_LastData.m_Hook = 0;
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// simulate releasing the fire button
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// simulate releasing the fire button
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if((m_LastData.m_Fire&1) != 0)
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if((m_LastData.m_Fire&1) != 0)
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m_LastData.m_Fire++;
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m_LastData.m_Fire++;
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@ -137,7 +137,7 @@ int CControls::SnapInput(int *pData)
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// we freeze the input if chat or menu is activated
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// we freeze the input if chat or menu is activated
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if(!(m_InputData.m_PlayerFlags&PLAYERFLAG_PLAYING))
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if(!(m_InputData.m_PlayerFlags&PLAYERFLAG_PLAYING))
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{
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{
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//OnReset();
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OnReset();
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mem_copy(pData, &m_InputData, sizeof(m_InputData));
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mem_copy(pData, &m_InputData, sizeof(m_InputData));
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@ -625,13 +625,13 @@ void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
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void CCharacter::ResetInput()
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void CCharacter::ResetInput()
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{
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{
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//m_Input.m_Direction = 0;
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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_Hook = 0;
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// simulate releasing the fire button
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// simulate releasing the fire button
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//if((m_Input.m_Fire&1) != 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++;
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//m_Input.m_Fire &= INPUT_STATE_MASK;
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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_Input.m_Jump = 0;
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m_LatestPrevInput = m_LatestInput = m_Input;
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m_LatestPrevInput = m_LatestInput = m_Input;
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}
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}
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@ -1017,7 +1017,6 @@ void CCharacter::Snap(int SnappingClient)
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pCharacter->m_Weapon = m_ActiveWeapon;
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pCharacter->m_Weapon = m_ActiveWeapon;
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pCharacter->m_AttackTick = m_AttackTick;
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pCharacter->m_AttackTick = m_AttackTick;
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if (!m_Paused)
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pCharacter->m_Direction = m_Input.m_Direction;
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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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if(m_pPlayer->GetCID() == SnappingClient || SnappingClient == -1 ||
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