Remove attack animation of clients during grenade activation
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@@ -981,7 +981,7 @@ void renderclient(playerent *d, const char *mdlname, const char *vwepname, int t
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else if(d->state==CS_EDITING) { anim = ANIM_JUMP|ANIM_END; }
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else if(d->state==CS_LAGGED) { anim = ANIM_SALUTE|ANIM_LOOP|ANIM_TRANSLUCENT; }
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else if(lastmillis-d->lastpain<300) { anim = d->crouching ? ANIM_CROUCH_PAIN : ANIM_PAIN; speed = 300.0f/4; basetime = d->lastpain; }
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else if(d->weaponsel==d->lastattackweapon && lastmillis-d->lastaction<300 && d->lastpain < d->lastaction && !d->weaponsel->reloading && (d->weaponsel->type != GUN_GRENADE || ((grenades *)d->weaponsel)->cookingmillis))
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else if(d->weaponsel==d->lastattackweapon && lastmillis-d->lastaction<300 && d->lastpain<d->lastaction && !d->weaponsel->reloading && (d->weaponsel->type!=GUN_GRENADE || ((grenades *)d->weaponsel)->cookingmillis>0))
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{ anim = d->crouching ? ANIM_CROUCH_ATTACK : ANIM_ATTACK; speed = 300.0f/8; basetime = d->lastaction; }
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else if(!d->onfloor && d->timeinair>50) { anim = (d->crouching ? ANIM_CROUCH_WALK : ANIM_JUMP)|ANIM_END; }
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else if(!d->move && !d->strafe) { anim = (d->crouching ? ANIM_CROUCH_IDLE : ANIM_IDLE)|ANIM_LOOP; }
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