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Fix shotgun starting idle animations too quickly after exhausting all…
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… ammo using primary attack

Resolves #195
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SamVanheer committed Apr 12, 2023
1 parent ba29bb6 commit 36b7ee2
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1 change: 1 addition & 0 deletions CHANGELOG.md
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Expand Up @@ -17,6 +17,7 @@
* Fixed alien slave beams staying forever if they exist during a level change (halflife issue [#3104](https://github.com/ValveSoftware/halflife/issues/3104))
* Fixed cycler_wreckage storing time value in int instead of float
* Fixed limit in world weapons (e.g. Hand Grenade) respawning at wrong time if server is near edict limit
* Fixed shotgun starting idle animations too quickly after exhausting all ammo using primary attack [#195](https://github.com/SamVanheer/halflife-updated/issues/195) (Thanks Ronin4862)

## Changes in V1.0.0 Beta 014

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2 changes: 1 addition & 1 deletion dlls/shotgun.cpp
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Expand Up @@ -157,7 +157,7 @@ void CShotgun::PrimaryAttack()
if (m_iClip != 0)
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
else
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1;
m_fInSpecialReload = 0;
}

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