Fix shotgun starting idle animations too quickly after exhausting all ammo using primary attack
Resolves #195
This commit is contained in:
parent
ba29bb6f44
commit
36b7ee28e6
2 changed files with 2 additions and 1 deletions
|
@ -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
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue