Follow-up Comment #5, bug #7189 (project wormux):
I have found where is the bug.
The bug is located in the management of weapon for which we override the
standard key management...
For example, for submachine_gun, when pressing the shoot key, it invokes the
RepeatShoot() method, which updates locally the m_is_active boolean and then
called NewActionShoot().
Then, with AI, the p_Shoot() methods does not shoot and return false because
it m_is_active is true...
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