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Fixed metrocop unholster behavior
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@ -1537,7 +1537,12 @@ void CNPC_MetroPolice::OnUpdateShotRegulator( )
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BaseClass::OnUpdateShotRegulator();
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BaseClass::OnUpdateShotRegulator();
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// FIXME: This code (except the burst interval) could be used for all weapon types
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// FIXME: This code (except the burst interval) could be used for all weapon types
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#ifdef MAPBASE
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// Only if we actually have the pistol out
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if ( EntIsClass( GetActiveWeapon(), gm_isz_class_Pistol ) )
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#else
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if( Weapon_OwnsThisType( "weapon_pistol" ) )
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if( Weapon_OwnsThisType( "weapon_pistol" ) )
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#endif
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{
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{
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if ( m_nBurstMode == BURST_NOT_ACTIVE )
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if ( m_nBurstMode == BURST_NOT_ACTIVE )
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{
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{
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@ -3900,9 +3905,9 @@ int CNPC_MetroPolice::SelectScheduleNoDirectEnemy()
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}
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}
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#ifdef MAPBASE
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#ifdef MAPBASE
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// If you see your enemy and your weapon is holstered, you're probably about to arm yourself.
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// If you see your enemy and you're still arming yourself, wait and don't just charge in
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// Wait and don't just charge in
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// (if your weapon is holstered, you're probably about to arm yourself)
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if ( IsWeaponHolstered() && HasCondition(COND_SEE_ENEMY) )
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if ( HasCondition( COND_SEE_ENEMY ) && (IsWeaponHolstered() || FindGestureLayer( TranslateActivity( ACT_ARM ) )) )
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{
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{
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return SCHED_COMBAT_FACE;
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return SCHED_COMBAT_FACE;
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}
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}
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