I've also used the clientCmd for -attack, but that has a weird side
effect of the user then needing to press fire twice before they start
firing when they exit the VGUI screen.

How about a +attack when they exit the vgui screen? lol

On Tue, Apr 15, 2008 at 1:05 AM, Nick <[EMAIL PROTECTED]> wrote:

> I have seen this bug also. No idea how to fix it. Probably have to beg
> valve or garry to help :(
>
> On Mon, Apr 14, 2008 at 11:49 AM, Richard Slaughter
> <[EMAIL PROTECTED]> wrote:
> > Hi List,
> >
> >  Another issue I'm having a problem solving is that if a player is
> firing
> >  their weapon when they bring up a  VGUI screen that captures the mouse
> >  input with SetMouseInputEnabled then the weapon stays firing.
> >
> >  This is very annoying as the gameplay is round based, with a VGUI
> screen
> >  being bought up on a new round, so if they have the mouse down when
> this
> >  happens, they automatically start firing their weapon, and it doesn't
> >  stop until they exit the VGUI screen.
> >
> >  I've tried to work around this by altering the players m_nButtons to
> >  exclude IN_ATTACK when the VGUI screen is shown (on the client), but
> >  that refuses to work.
> >
> >  I've also used the clientCmd for -attack, but that has a weird side
> >  effect of the user then needing to press fire twice before they start
> >  firing when they exit the VGUI screen.
> >
> >  So in essence, how do I alter the players state to stop them firing
> when
> >  a VGUI screen is shown that captures the mouse, and they have the fire
> >  button pressed?
> >  Thanks!
> >
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