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Only send pain sound in freeze if fire was released
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@ -367,7 +367,7 @@ void CCharacter::FireWeapon()
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if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses)
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if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses)
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WillFire = true;
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WillFire = true;
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if(FullAuto && (m_LatestInput.m_Fire&1) && m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo && !m_FreezeTime)
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if(FullAuto && (m_LatestInput.m_Fire&1) && m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo)
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WillFire = true;
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WillFire = true;
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if(!WillFire)
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if(!WillFire)
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@ -376,7 +376,7 @@ void CCharacter::FireWeapon()
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if (m_FreezeTime)
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if (m_FreezeTime)
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{
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{
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// Timer stuff to avoid shrieking orchestra caused by unfreeze-plasma
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// Timer stuff to avoid shrieking orchestra caused by unfreeze-plasma
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if(m_PainSoundTimer<=0)
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if(m_PainSoundTimer<=0 && !(m_LatestPrevInput.m_Fire&1))
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{
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{
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m_PainSoundTimer = 1 * Server()->TickSpeed();
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m_PainSoundTimer = 1 * Server()->TickSpeed();
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GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
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GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG, Teams()->TeamMask(Team(), -1, m_pPlayer->GetCID()));
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