+
+ if(autocvar_g_weaponswitch_debug_alternate && W_DualWielding(actor))
+ {
+ for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot)
+ {
+ if(slot == wepslot)
+ continue;
+ .entity wepent = weaponentities[wepslot];
+ if(actor.(wepent) && actor.(wepent).m_weapon != WEP_Null)
+ {
+ if (ATTACK_FINISHED(actor, wepslot) < time - actor.(wepent).weapon_frametime * 1.5)
+ ATTACK_FINISHED(actor, wepslot) = time;
+ ATTACK_FINISHED(actor, wepslot) = ATTACK_FINISHED(actor, wepslot) + (attacktime * W_WeaponRateFactor(actor)) * 0.5;
+ }
+ }
+ }