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Fix "use accuracy from last bullet fired earlier" glitch. (#662)
* Fixes "use accuracy from last bullet fired earlier" glitch. * fix newline at wapons.h Co-authored-by: Sergey Shorokhov <wopox1337@ya.ru>
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@ -49,6 +49,29 @@ int MaxAmmoCarry(WeaponIdType weaponId)
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return CBasePlayerItem::m_ItemInfoArray[weaponId].iMaxAmmo1;
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}
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// All automatic weapons are represented here
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float GetBaseAccuracy(WeaponIdType id)
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{
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switch (id)
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{
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case WEAPON_M4A1:
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case WEAPON_AK47:
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case WEAPON_AUG:
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case WEAPON_SG552:
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case WEAPON_FAMAS:
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case WEAPON_GALIL:
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case WEAPON_M249:
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case WEAPON_P90:
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case WEAPON_TMP:
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return 0.2f;
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case WEAPON_MAC10:
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return 0.15f;
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case WEAPON_UMP45:
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case WEAPON_MP5N:
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return 0.0f;
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}
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}
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// Resets the global multi damage accumulator
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void ClearMultiDamage()
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{
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@ -1024,6 +1047,14 @@ void CBasePlayerWeapon::ItemPostFrame()
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{
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m_flDecreaseShotsFired = gpGlobals->time + 0.0225f;
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m_iShotsFired--;
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#ifdef REGAMEDLL_FIXES
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// Reset accuracy
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if (m_iShotsFired == 0)
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{
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m_flAccuracy = GetBaseAccuracy((WeaponIdType)m_iId);
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}
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#endif
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}
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}
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@ -2056,3 +2056,4 @@ void EjectBrass2(const Vector &vecOrigin, const Vector &vecVelocity, float rotat
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void AddAmmoNameToAmmoRegistry(const char *szAmmoname);
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void UTIL_PrecacheOtherWeapon(const char *szClassname);
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BOOL CanAttack(float attack_time, float curtime, BOOL isPredicted);
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float GetBaseAccuracy(WeaponIdType id);
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