I've recently noticed default weapons tend to instantiate 2 to 3 shells per shot when using third-person. Everything seems fine in first-person. I'm not sure if this is being caused by EjectBrass case in c_baseanimating.cpp or by something with the model .qc files? Anyone else notice this issue?
// Eject brass
case CL_EVENT_EJECTBRASS1:
if ( m_Attachments.Count() > 0 )
{
// May need to filter out local player from seeing duplicate eject brass events
if ( MainViewOrigin().DistToSqr( GetAbsOrigin() ) < (256 * 256) )
{
Vector attachOrigin;
QAngle attachAngles;
if( GetAttachment( 2, attachOrigin, attachAngles ) )
{
tempents->EjectBrass( attachOrigin, attachAngles, GetAbsAngles(), atoi( options ) );
}
}
}
break;
Adding a link from VDC, it describes another possibility of what's causing the issue in the now defunct hl2mp_playeranimstate.cpp. Is the new method for animation having the same filtering issue for local players?
I've recently noticed default weapons tend to instantiate 2 to 3 shells per shot when using third-person. Everything seems fine in first-person. I'm not sure if this is being caused by EjectBrass case in c_baseanimating.cpp or by something with the model .qc files? Anyone else notice this issue?
Adding a link from VDC, it describes another possibility of what's causing the issue in the now defunct hl2mp_playeranimstate.cpp. Is the new method for animation having the same filtering issue for local players?
https://developer.valvesoftware.com/wiki/Duplicate_Animation_Events_Fix