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This will cause the animation to queue up on fast firing weapons and incur potentially significant performance penalties (regardless of whether you actually use a custom crosshair or hitmarker), most easily reproducible by using the Projectile Shield in MvM.
The remedy for this is to use a guard like this, which will cancel the previous event before running the next.
event DamagedPlayer
inhudanimations_custom.txt
currently looks like this:This will cause the animation to queue up on fast firing weapons and incur potentially significant performance penalties (regardless of whether you actually use a custom crosshair or hitmarker), most easily reproducible by using the Projectile Shield in MvM.
The remedy for this is to use a guard like this, which will cancel the previous event before running the next.
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