Conversation
During the pre-round freeze, firing a scattergun with knockback will now simply not apply knockback instead of not firing any bullets.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Description
To prevent players from being able to use the Force-a-Nature's knockback to move during the pre-round freeze, TF2 stops the Force-a-Nature from firing any bullets that would otherwise deal knockback. Although this works, it looks awkward in-game; when a player fires the Force-a-Nature during the pre-round freeze, the weapon will consume ammo and play its firing animation (including its muzzleflash) but won't fire any bullets or play any sound.
This PR resolves these visual discrepancies by changing TF2's pre-round FaN handling; instead of not allowing the FaN to fire bullets altogether, we allow it to fire bullets but stop its knockback from taking effect.