well been mucking around with the example you gave

have this now:

        case EVENT_WEAPON_SEQUENCE_FINISHED:
            if ( gpGlobals->curtime > m_flTimeWeaponIdle )
            {
            m_fDrawbackFinished = true;
            }
            break;

and in PrimaryAttack():

m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();

instead of     m_flTimeWeaponIdle = FLT_MAX;

as far as I can tell that should do it as well?
not so sure about the curtime > m_fllTimeWeaponIdle  though.. seems like 
that says if current time has passed weapon idle time then 
drawbackfinished = true .. but it doesn't work, any idea if I'm doing it 
right?

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