Fix shotgun starting idle animations too quickly after exhausting all ammo using primary attack

Resolves #195
This commit is contained in:
Sam V 2023-04-12 14:09:11 +02:00
parent ba29bb6f44
commit 36b7ee28e6
2 changed files with 2 additions and 1 deletions

View file

@ -17,6 +17,7 @@
* Fixed alien slave beams staying forever if they exist during a level change (halflife issue [#3104](https://github.com/ValveSoftware/halflife/issues/3104))
* Fixed cycler_wreckage storing time value in int instead of float
* Fixed limit in world weapons (e.g. Hand Grenade) respawning at wrong time if server is near edict limit
* Fixed shotgun starting idle animations too quickly after exhausting all ammo using primary attack [#195](https://github.com/SamVanheer/halflife-updated/issues/195) (Thanks Ronin4862)
## Changes in V1.0.0 Beta 014

View file

@ -157,7 +157,7 @@ void CShotgun::PrimaryAttack()
if (m_iClip != 0)
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
else
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1;
m_fInSpecialReload = 0;
}