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Fixed RPG client prediction results stored in wrong pointer. (#206)
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@ -899,8 +899,8 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
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if( player.m_pActiveItem->m_iId == WEAPON_RPG )
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{
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from->client.vuser2[1] = ( (CRpg *)player.m_pActiveItem)->m_fSpotActive;
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from->client.vuser2[2] = ( (CRpg *)player.m_pActiveItem)->m_cActiveRockets;
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to->client.vuser2[1] = ( (CRpg *)player.m_pActiveItem)->m_fSpotActive;
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to->client.vuser2[2] = ( (CRpg *)player.m_pActiveItem)->m_cActiveRockets;
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}
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// Make sure that weapon animation matches what the game .dll is telling us
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