meleetemp = spawn();
meleetemp.owner = meleetemp.realowner = self;
meleetemp.think = shotgun_meleethink;
- meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
+ meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay * W_WeaponRateFactor();
W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
}
if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
{
W_Shotgun_Attack();
- self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
+ self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire * W_WeaponRateFactor();
weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
}
}
}
}
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 (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
{