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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