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Fix SRS quickswitching #1662
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Fix SRS quickswitching #1662
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Agiel
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Looks good other than the scope thing. One nit I have is that I feel like OGNT initiates the reload a bit faster when empty, but that might be out of scope (pun intended) for this issue.
I think I'll leave this outside the PR for now. Another thing I noticed is that we go to the SRS scope instantly, whereas in OGNT there is a delay (eyeballed from 60fps video, it looks like 0.1 seconds) of the viewmodel's scope being raised in front of the camera (presumably to a pos offset defined in the weapon script?), before we actually zoom and render the scoped HUD texture. Also the OGNT SRS scope FOV change is instant, whereas we do a lerp like with the non-sniper guns, which could change the aim feel especially for quickscoping. edit: I added a new bug for the problems mentioned above (except for the reload thing which should probably be added as its own bug?): #1663 |
Description
Fix SRS quickswitching so that we don't cancel the player's scoped state nor block their shoot inputs with the bolting animation.
Note that the quickswitching to block the bolting anim is a separate mechanic from limiting the SRS fire-rate (in plugin-parity), i.e. the player should still not be able to bypass their
m_flNextAttackfire rate limit as determined by the weapon script's cycle time.Toolchain
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