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fast fire glitch #703
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Is this a bug or it's intended? Conditions are made to take priority on firing when a player isn't on ground. ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_aug.cpp Lines 81 to 96 in b979b5e
ReGameDLL_CS/regamedll/dlls/wpn_shared/wpn_sg552.cpp Lines 80 to 95 in b979b5e
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It seems to be a bug because they forgot about check FOV for change Fire Speed (CycleTime) at that conditions. Fixed by this (only on AUG, but you get the idea):
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What do you think @wopox1337? |
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At this point, we can't say for sure if this behavior is a bug or if it's designed that way. We could be guided by CSS & CS:GO, but it still doesn't seem right to determine the truth. At the same time, I do not see a logical explanation for this behavior. If we keep changing the shared code of weapons for the server side, at some point in time we will get more and more out of sync with the client side (prediction) and this will adversely affect the overall experience of the game for the average player. I propose to leave this behavior "as is". |
but #670 is merged... |
if you take sg552/aug and hold fire (with scope) you fire speed is slowly than usually, but if you flags ~FL_ONGROUND you fire speed faster than m249, fix please
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