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It it "LocalActiveWeaponData" according to CS:S. #87

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Merged
merged 1 commit into from
Dec 1, 2015
Merged

It it "LocalActiveWeaponData" according to CS:S. #87

merged 1 commit into from
Dec 1, 2015

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KirillMysnik
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Difficult to notice, took a while to figure out

@satoon101
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Actually, using LocalActiveWeaponData is correct for the networked property, while without is the non-networked one. That is true for all engines/games according to my entity_properties tests:
https://www.dropbox.com/s/vdao6lcsr3fs9e7/CBaseCombatWeapon.txt?dl=0

Either technically works, but we should be using the networked one so that so that Edict.state_changed will be called.

Thank you!

satoon101 added a commit that referenced this pull request Dec 1, 2015
It it "LocalActiveWeaponData" according to CS:S.
@satoon101 satoon101 merged commit 75751c7 into Source-Python-Dev-Team:master Dec 1, 2015
@KirillMysnik
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Variant with "LocalWeaponActiveData" didn't work for me, the attributes next_attack and next_secondary_fire_attack were not getting created. I was getting AttributeError.

@KirillMysnik
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Yes, the point is that "Active" and "Weapon" words were mixed in the previous version, not that it was just simply without the LocalActiveWeaponData prefix.

@satoon101
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Oh yeah, sorry, was on phone and didn't realize that. Thanks again.

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2 participants