Working first person animations for AssaultWeapon and DefenderWeapon and reload effect for AssaultWeapon
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@@ -52,7 +52,7 @@ void SidearmWeaponBehaviour::fireBullet(ComponentWrapper cWeapon, WeaponInfo& wi
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cWeapon["FireCooldown"] = 60.0 / (double)cWeapon["RPM"];
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// Get weapon model based on current person
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EntityWrapper weaponModelEntity = getRelevantWeaponModelEntity(wi);
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EntityWrapper weaponModelEntity = getRelevantWeaponEntity(wi);
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if (!weaponModelEntity.Valid()) {
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return;
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}
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