ReGameDLL_CS
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ammo check order problem/bug
Hi. wpn*.cpp I see that some weapons have incorrect ammo check order leaving m_iShotsfired increasing even if there is no ammo in mag. I think it should be first, just after declarations. I just raised it up to 150+ on G3SG1, and as it controls spread and punchangle it leads to huge accuracy problems. Now I know why. Also in AWP etc. it turns off zoom unnecessarily.
Additionally, I am searching for a way to continue reducing m_iShotsfired while reloading and pressing attack buttons.
I think this should be added under the mag check: m_iShotsFired = 0;
if (m_iClip <= 0)
{
// code
m_iShotsFired = 0;
}
Additionally one needs to move the next attack check in CBasePlayer::ItemPostFrame() further into the code, under usableButtons declaration so one can reset the m_iShotsFired:
if (m_fInReload)
m_iShotsFired = 0;