Fix throwable weapons
Signed-off-by: eray orçunus <erayorcunus@gmail.com>
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@ -684,7 +684,8 @@ CPed::Attack(void)
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weaponAnimAssoc = RpAnimBlendClumpGetAssociation((RpClump*) m_rwObject, ourWeapon->m_Anim2ToPlay);
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delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
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}
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} else {
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}
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if (weaponAnimAssoc) {
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animStart = ourWeapon->m_fAnimLoopStart;
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weaponAnimTime = weaponAnimAssoc->currentTime;
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if (weaponAnimTime > animStart && weaponAnimTime - weaponAnimAssoc->timeStep <= animStart) {
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