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game/quiver/info_changelog.txt

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@@ -78,6 +78,7 @@ Added the following Source SDK Pull Requests:
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- #1518: Fix the B.A.S.E. Jumper's parachute not using half of its animations
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- #1520: Add ForceDifficultyBasedAim CTFBot flag to allow MvM missions to let Spies aim better
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- #1522: Fix Thermal Thruster particles
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- #1524: Fix Eureka Effect menu reopening
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Details:
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- Fixed a bug where the mini-crit damage effect doesn't show up when your shield breaks.

src/game/shared/tf/tf_weapon_wrench.cpp

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@@ -100,7 +100,11 @@ LINK_ENTITY_TO_CLASS( tf_wearable_robot_arm, CTFWearableRobotArm );
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFWrench::CTFWrench()
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#ifdef BDSBASE
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: m_flNextReloadTime(0.f)
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#else
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: m_bReloadDown( false )
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#endif
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{}
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@@ -309,9 +313,17 @@ void CTFWrench::ItemPostFrame()
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}
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// Just pressed reload?
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#ifdef BDSBASE
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if (pOwner->m_afButtonPressed & IN_RELOAD && gpGlobals->curtime >= m_flNextReloadTime)
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#else
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if ( pOwner->m_nButtons & IN_RELOAD && !m_bReloadDown )
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#endif
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{
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#ifdef BDSBASE
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m_flNextReloadTime = gpGlobals->curtime + 0.5f;
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#else
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m_bReloadDown = true;
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#endif
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int iAltFireTeleportToSpawn = 0;
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CALL_ATTRIB_HOOK_INT( iAltFireTeleportToSpawn, alt_fire_teleport_to_spawn );
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if ( iAltFireTeleportToSpawn )
@@ -324,10 +336,12 @@ void CTFWrench::ItemPostFrame()
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}
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}
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}
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#ifndef BDSBASE
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else if ( !(pOwner->m_nButtons & IN_RELOAD) && m_bReloadDown )
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{
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m_bReloadDown = false;
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}
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#endif
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}
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#endif
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src/game/shared/tf/tf_weapon_wrench.h

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@@ -59,7 +59,11 @@ class CTFWrench : public CTFWeaponBaseMelee
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private:
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#ifdef BDSBASE
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float m_flNextReloadTime;
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#else
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bool m_bReloadDown;
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#endif
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CTFWrench( const CTFWrench & ) {}
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};
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