Remove ClearInvalidWeapons
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@@ -88,7 +88,7 @@ void function ClearInvalidWeaponsThread()
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foreach( w in invalidList )
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foreach( w in invalidList )
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delete file.weaponCallbacks[w]
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delete file.weaponCallbacks[w]
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wait 1.0 // Some arbitrary number that isn't WaitFrame(), don't need to run this very often
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wait 1.0 // Some arbitrary number that isn't WaitFrame(), don't need to run this very often
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}
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}
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@@ -100,10 +100,6 @@ void function WeaponFireCallbacks_OnWeaponFired( entity weapon, WeaponPrimaryAtt
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{
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{
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if ( weapon in file.weaponCallbacks )
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if ( weapon in file.weaponCallbacks )
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{
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{
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#if CLIENT
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ClearInvalidWeapons()
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#endif
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array< void functionref( entity weapon, WeaponPrimaryAttackParams attackParams, var ammoUsed ) > callbacks = file.weaponCallbacks[weapon]
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array< void functionref( entity weapon, WeaponPrimaryAttackParams attackParams, var ammoUsed ) > callbacks = file.weaponCallbacks[weapon]
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foreach ( callback in callbacks )
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foreach ( callback in callbacks )
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callback( weapon, attackParams, ammoUsed )
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callback( weapon, attackParams, ammoUsed )
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