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https://github.com/s1lentq/ReGameDLL_CS.git
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USP: Fixed jitter effect when playing an animation of adding a silencer.
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@ -493,11 +493,17 @@ public:
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const float USP_MAX_SPEED = 250.0f;
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const float USP_MAX_SPEED = 250.0f;
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const float USP_DAMAGE = 34.0f;
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const float USP_DAMAGE = 34.0f;
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const float USP_DAMAGE_SIL = 30.0f;
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const float USP_DAMAGE_SIL = 30.0f;
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const float USP_RANGE_MODIFER = 0.79f;
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const float USP_RANGE_MODIFER = 0.79f;
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const float USP_RELOAD_TIME = 2.7f;
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const float USP_RELOAD_TIME = 2.7f;
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#ifdef REGAMEDLL_FIXES
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const float USP_ADJUST_SIL_TIME = 3.13f;
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#else
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const float USP_ADJUST_SIL_TIME = 3.0f;
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#endif
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enum usp_e
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enum usp_e
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{
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{
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@ -108,8 +108,8 @@ void CUSP::SecondaryAttack()
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Q_strcpy(m_pPlayer->m_szAnimExtention, "onehanded");
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Q_strcpy(m_pPlayer->m_szAnimExtention, "onehanded");
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}
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}
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m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
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m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + USP_ADJUST_SIL_TIME;
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m_flNextPrimaryAttack = GetNextAttackDelay(3.0);
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m_flNextPrimaryAttack = GetNextAttackDelay(USP_ADJUST_SIL_TIME);
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}
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}
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void CUSP::PrimaryAttack()
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void CUSP::PrimaryAttack()
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