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Fixes
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@ -15,7 +15,7 @@ CCustomWeaponSystem::CCustomWeaponSystem() : CAutoGameSystem("CustomWeaponFactor
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void CCustomWeaponSystem::LevelInitPreEntity()
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{
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AddManifestFile(GLOBAL_WEAPONS_MANIFEST);
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LoadCustomWeaponsManifest(GLOBAL_WEAPONS_MANIFEST);
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// Check for a generic "mapname_manifest.txt" file and load it.
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if (filesystem->FileExists(AUTOLOADED_MANIFEST_FILE, "GAME"))
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@ -89,14 +89,30 @@ acttable_t CHLCustomWeaponMelee::m_acttable[] =
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{ ACT_DISARM, ACT_DISARM_MELEE, false },
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// Readiness activities (not aiming)
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{ ACT_IDLE_RELAXED, ACT_IDLE_MELEE, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_MELEE, false },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_MELEE, false },//always aims
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{ ACT_IDLE_RELAXED, ACT_IDLE_MELEE, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_MELEE, false },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_MELEE, false },//always aims
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{ ACT_WALK_RELAXED, ACT_WALK_MELEE, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_MELEE, false },
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{ ACT_WALK_AGITATED, ACT_WALK_MELEE, false },//always aims
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{ ACT_RUN_RELAXED, ACT_RUN_MELEE, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_MELEE, false },
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{ ACT_RUN_AGITATED, ACT_RUN_MELEE, false },//always aims
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// Readiness activities (aiming)
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_MELEE, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_MELEE, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_MELEE, false },//always aims
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_MELEE, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_MELEE, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_MELEE, false },//always aims
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{ ACT_WALK_AIM_RELAXED, ACT_WALK_MELEE, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_MELEE, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_MELEE, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN_MELEE, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_MELEE, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_MELEE, false },//always aims
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//End readiness activities
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#else
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{ ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
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