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Fixed issues with unique cases in companion readiness
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7dab039099
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@ -1956,10 +1956,9 @@ bool CNPC_PlayerCompanion::IsReadinessCapable()
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{
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// Rather than looking up the activity string, we just make sure our weapon accepts a few basic readiness activity overrides.
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// This lets us make sure our weapon is readiness-capable to begin with.
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CBaseCombatWeapon *pWeapon = GetActiveWeapon();
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if ( pWeapon->ActivityOverride(ACT_IDLE_RELAXED, NULL) == ACT_IDLE_RELAXED &&
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pWeapon->ActivityOverride( ACT_IDLE_STIMULATED, NULL ) == ACT_IDLE_STIMULATED &&
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pWeapon->ActivityOverride( ACT_IDLE_AGITATED, NULL ) == ACT_IDLE_AGITATED )
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if ( TranslateActivity( ACT_IDLE_RELAXED ) == ACT_IDLE_RELAXED &&
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TranslateActivity( ACT_IDLE_STIMULATED ) == ACT_IDLE_STIMULATED &&
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TranslateActivity( ACT_IDLE_AGITATED ) == ACT_IDLE_AGITATED )
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return false;
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if (LookupActivity( "ACT_IDLE_AIM_RIFLE_STIMULATED" ) == ACT_INVALID)
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@ -2797,6 +2796,21 @@ void CNPC_PlayerCompanion::Weapon_Equip( CBaseCombatWeapon *pWeapon )
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m_bReadinessCapable = IsReadinessCapable();
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CNPC_PlayerCompanion::DoUnholster()
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{
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if ( BaseClass::DoUnholster() )
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{
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m_bReadinessCapable = IsReadinessCapable();
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return true;
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}
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return false;
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}
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#endif
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void CNPC_PlayerCompanion::PickupWeapon( CBaseCombatWeapon *pWeapon )
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@ -282,6 +282,9 @@ public:
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bool ShouldLookForBetterWeapon();
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bool Weapon_CanUse( CBaseCombatWeapon *pWeapon );
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void Weapon_Equip( CBaseCombatWeapon *pWeapon );
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#ifdef MAPBASE
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bool DoUnholster( void );
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#endif
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void PickupWeapon( CBaseCombatWeapon *pWeapon );
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#if COMPANION_MELEE_ATTACK
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