event DamagedPlayer in hudanimations_custom.txt currently looks like this:
event DamagedPlayer
{
Animate CustomCrosshair FgColor "Hitmarker" Linear 0.0 0.00001
Animate CustomCrosshair FgColor "Crosshair" Linear 0.10 0.10001
}
This will cause the animation to queue up on fast firing weapons and incur potentially significant performance penalties (regardless of whether you actually use a custom crosshair or hitmarker), most easily reproducible by using the Projectile Shield in MvM.
The remedy for this is to use a guard like this, which will cancel the previous event before running the next.
event DamagedPlayer
inhudanimations_custom.txt
currently looks like this:This will cause the animation to queue up on fast firing weapons and incur potentially significant performance penalties (regardless of whether you actually use a custom crosshair or hitmarker), most easily reproducible by using the Projectile Shield in MvM.
The remedy for this is to use a guard like this, which will cancel the previous event before running the next.