I noticed this when digging through the crit proxy for something else, and I figured I could submit a fix for it.
Implementation
The Demoman's charge glow is supposed to fade in and out, however it only fades out when cancelled through a melee attack. This can be fixed by simply copypasting the code from the melee attack fade out to the other part of the function
I noticed this when digging through the crit proxy for something else, and I figured I could submit a fix for it.
Implementation
The Demoman's charge glow is supposed to fade in and out, however it only fades out when cancelled through a melee attack. This can be fixed by simply copypasting the code from the melee attack fade out to the other part of the function
Screenshots
https://twitter.com/stick_twt/status/1472464099845963777
Checklist
community
branch.Testing Checklist
Caveats
Probably nothing, its barely noticeable as is
Alternatives
Could probably reformat the maths to make it last slightly longer, but this is probably what Valve intended