From 2ff1b127191eec2043458705e22a54b81a33885c Mon Sep 17 00:00:00 2001 From: Samual Lenks Date: Mon, 23 Jul 2012 15:43:26 -0400 Subject: [PATCH] Fix melee --- qcsrc/server/w_laser.qc | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/qcsrc/server/w_laser.qc b/qcsrc/server/w_laser.qc index 1e067647b..1a2b2e8de 100644 --- a/qcsrc/server/w_laser.qc +++ b/qcsrc/server/w_laser.qc @@ -403,7 +403,7 @@ float w_laser(float req) case 1: // normal projectile secondary { - if(weapon_prepareattack(0, autocvar_g_balance_laser_secondary_refire)) + if(weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire)) { W_DecreaseAmmo(ammo_none, 1, TRUE); W_Laser_Attack(TRUE); @@ -415,12 +415,12 @@ float w_laser(float req) case 2: // melee attack secondary { - if (self.clip_load >= 0) // we are not currently reloading if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense if (weapon_prepareattack(1, autocvar_g_balance_laser_secondary_refire)) { // attempt forcing playback of the anim by switching to another anim (that we never play) here... - weapon_thinkf(WFRAME_FIRE1, 0, W_Laser_Melee); + W_Laser_Melee(); + weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_secondary_animtime, w_ready); } } } -- 2.39.2