anim_set(this, this.anim_idle, true, false, false);
}
float f = 0; // 0..1; 0: fully active
- float eta = (this.weapon_nextthink - time); // TODO: / W_WeaponRateFactor();
+ float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
if (eta <= 0) f = this.weapon_eta_last;
else switch (this.state)
{
REGISTER_STAT(WEAPON_NEXTTHINK, float)
#ifdef SVQC
SPECTATE_COPY(_STAT(WEAPON_NEXTTHINK))
+float W_WeaponRateFactor();
#endif
+REGISTER_STAT(WEAPONRATEFACTOR, float, W_WeaponRateFactor())
REGISTER_STAT(GAMESTARTTIME, float)
REGISTER_STAT(STRENGTH_FINISHED, float)