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m_bInReload check for shotguns, predicted Sequence_Shift
they're using queued attacks.
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@ -185,13 +185,15 @@ void __thiscall Redirected_Copy_Command(void* Unknown_Parameter, Command_Structu
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Correct_Movement();
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Extended_Command_Structure* Initial_Extended_Command = &Extended_Commands[*(__int32*)((unsigned __int32)Local_Player + 20) % 150];
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void* Network_Channel = *(void**)(*(unsigned __int32*)((unsigned __int32)Engine_Module + 4352236) + 24);
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auto Sequence_Shift = [&](__int32 Reserve) -> void
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{
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if (Extended_Commands[*(__int32*)((unsigned __int32)Local_Player + 20) % 150].Sequence_Shift == 0)
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if (Initial_Extended_Command->Sequence_Shift == 0)
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{
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__int32 Sequence_Shift = (*(__int32*)((unsigned __int32)Local_Player + 5324) + ~-150) / 150 * 150 + (Reserve * 150);
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__int32 Sequence_Shift = (*(__int32*)((unsigned __int32)Local_Player + 5324) - Extended_Command->Extra_Commands + ~-150) / 150 * 150 + (Reserve * 150);
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if (Sequence_Shift > 0)
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{
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@ -233,7 +235,7 @@ void __thiscall Redirected_Copy_Command(void* Unknown_Parameter, Command_Structu
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}
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}
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Extended_Command->Sequence_Shift = Extended_Commands[*(__int32*)((unsigned __int32)Local_Player + 20) % 150].Sequence_Shift;
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Extended_Command->Sequence_Shift = Initial_Extended_Command->Sequence_Shift;
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}
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else
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{
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@ -242,7 +244,7 @@ void __thiscall Redirected_Copy_Command(void* Unknown_Parameter, Command_Structu
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Sequence_Shift(2);
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}
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Extended_Command->Sequence_Shift = Extended_Commands[*(__int32*)((unsigned __int32)Local_Player + 20) % 150].Sequence_Shift;
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Extended_Command->Sequence_Shift = Initial_Extended_Command->Sequence_Shift;
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void* Prediction = (void*)((unsigned __int32)Client_Module + 8072728);
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@ -514,7 +516,7 @@ void __thiscall Redirected_Copy_Command(void* Unknown_Parameter, Command_Structu
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if (Cancelable_Shove != 0)
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{
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__int8 Can_Attack = (*(float*)((unsigned __int32)Weapon + 2400) <= Global_Variables->Current_Time) * (*(__int32*)((unsigned __int32)Weapon + 2436) > 0 - Is_Melee * 2) * (*(float*)((unsigned __int32)Local_Player + 3872) <= Global_Variables->Current_Time);
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__int8 Can_Attack = (*(float*)((unsigned __int32)Weapon + 2400) <= Global_Variables->Current_Time) * (*(__int32*)((unsigned __int32)Weapon + 2436) > 0 - Is_Melee * 2) * (*(__int8*)((unsigned __int32)Weapon + 2493) ^ 1) * (*(float*)((unsigned __int32)Local_Player + 3872) <= Global_Variables->Current_Time);
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if (Reviving + (Weapon_Identifier == 96) + (Can_Attack ^ 1) == 0)
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{
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