Possibly fixes for physics_override handling
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@ -506,6 +506,7 @@ function set_attack_stance(player, weapon, action)
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player:set_attach(dummy, "", {x=0,y=-5,z=0}, {x=0, y=-math.deg(p_y), z=0})
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else
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data[p_name].last_physics = player:get_physics_override()
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data[p_name].last_physics._slowed_down = p_meta:get_int("wl_slowed_down")
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player:set_physics_override(action.physics_override)
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end
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@ -763,13 +764,22 @@ function recovery_end(player, weapon, action)
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player:get_attach():remove()
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else
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player:set_physics_override(data[p_name].last_physics)
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local last_physics = data[p_name].last_physics
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player:set_physics_override(last_physics)
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wl_debug(p_name, "Terminate physics override | (" .. weapon.description .. ")")
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if weapon.slow_down_user
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and (not weapon.can_alter_speed or weapon.can_alter_speed(player))
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and (p_meta:get_int("wl_weapon_state") ~= 0 or p_meta:get_int("wl_zooming") == 1) then
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if last_physics._slowed_down ~= p_meta:get_int("wl_slowed_down") then
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wl_debug(p_name, "Physics is different! Slowed down was " .. last_physics._slowed_down .. " | (" .. weapon.description .. ")")
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if last_physics._slowed_down == 1 then
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speed_up(player, weapon.mod)
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else
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slow_down(player, weapon.mod)
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end
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end
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if p_meta:get_int("wl_weapon_state") == 4 or p_meta:get_int("wl_zooming") == 1 then
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slow_down(player, weapon.mod)
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end
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end
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@ -878,7 +888,8 @@ function reload_end(player, weapon)
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wl_debug(p_name, "Terminate reloading | (" .. weapon.description .. ")")
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if weapon.slow_down_user
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and (not weapon.can_alter_speed or weapon.can_alter_speed(player)) then
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and (not weapon.can_alter_speed or weapon.can_alter_speed(player))
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and p_meta:get_int("wl_is_speed_locked") == 0 then
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speed_up(player, weapon.mod)
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end
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