1,730 Commits over 1,249 Days - 0.06cph!
Fixed Gravity/Physics Gun world model
* It is no longer changing its light level based on rotation (fixed normals)
* Add 3rd skin for the mega gravity gun, used by c++ code
* Adjusted model origin to match the HL2 model (we are using HL2DM one) for NPC animations
* Fixed physics model not matching the visual model
Update some weapon icons with poor constrast
Fixed toolgun world model light origin
Add thumbnail for nb_example so people stop pestering about it
Potential fix for HUDWeaponPickedUp getting wrong entities
Updated TTT
* Add weapon group spawnflags to ttt_random_weapon
Antlion Grub ragdoll inherits color/material from the "npc"
* It's not a real NPC
Add a copy button to kick reason popup
Fixed Lua error with "" for rope material
Fix nullptr crashes (on game exit?) to do with HTML panels (CEF)
Make Zombine use zombie blood color
Resistance mines target Xen Aliens from HL1
Make Resistance Mine have proper name in killfeed
Add missing attachments to Combine APC model
So the player's view is not in the ground if they somehow got into the APC
prop_vehicle_apc code tweaks
* You can now actually exit the APC if you got into a non locked one
* Non locked APC now starts the engine when entry animation ends
* Do not play locked sound for non locked APC
More bounds checking for texture related methods
Merged Pull Requests
* Minor optimizations for new game screen
Strip out more obnoxious symbols from server names
Allow copying server name from detailed server view
Pull Request: Minor server list optimizations
Re-add model scale to prop_dynamic in Hammer
It works visually.
Minor cleanups
Prevent entity precaches from calling OnEntityCreated/Removed
Enable Episode 2 flinching behaviors for npc_zombie
* Also fixes its blood color being YELLOW instead of ZOMBIE
Fixed crashes when a font character is too wide
Replace FLT_EPSILON with 1.0e-10f to match `main` (VectorNormalize)
Fixed crashes when a font character is too wide
Port CS:GO's TexturePacker and FontTextureCache
* Fixes a weird font corruption issue
Fixed multibone static props flashing across the map randomly
Limit physics rescaling to prop_physics and sent_anim
Fixed `props_phx\trains\tracks\track_switch2.mdl` (Community Contrib)
Fixed multibone static props flashing across the map randomly
Limit physics rescaling to prop_physics and sent_anim
Fixed `props_phx\trains\tracks\track_switch2.mdl` (Community Contrib)
npc_missiledefense model + code adjustments
* works better now
Deduplicate "Failed to CreateQueryUserUGCRequest" warnings
* So it is known exactly where its coming from
Disable vmevent API
Fixed Enemy Rebels refusing to use RPG against the player
* Also fixed them commenting on players death as if they weren't hating them
Bump mp_decals default to 1024, add description
Cleanups
* Delete r_norefresh, CRender::m_frameStartTime, duplicate definition for mat_depthbias_normal
Improve dedicated server workshop error handling
Now loads the cache (overwriting) if ANY of the server collections fail to be retrieved.
Fixed retry logic for
Fixed decals not rendering in Hammer
Bump mp_decals default to 1024, add description
Cleanups
* Delete r_norefresh, CRender::m_frameStartTime, duplicate definition for mat_depthbias_normal
Improve dedicated server workshop error handling
Now loads the cache (overwriting) if ANY of the server collections fail to be retrieved.
Fixed retry logic for
Fixed decals not rendering in Hammer
Deduplicate "Failed to CreateQueryUserUGCRequest" warnings
* So it is known exactly where its coming from
Disable vmevent API
Fixed Enemy Rebels refusing to use RPG against the player
* Also fixed them commenting on players death as if they weren't hating them
Probably fixed build errors
npc_missiledefense model + code adjustments
* works better now
Port CS:GO's TexturePacker and FontTextureCache
* Fixes a weird font corruption issue
Deduplicate "Failed to CreateQueryUserUGCRequest" warnings
* So it is known exactly where its coming from
Disable vmevent API
Fixed Enemy Rebels refusing to use RPG against the player
* Also fixed them commenting on players death as if they weren't hating them
Ship dock_broken01a.mdl with fixed physics
* No more bits sticking out
Fixed StudioMDL crashing when creating folders for the model
Fixed utilityconnecter006b/d.mdl physics
Fixed certain NPCS constantly lowering their weapons after each burst
Mossman/Kleiner/Breen/Eli
Update FGD files
Remove non existent entities from BreakableBrush spawnobject
Fixed default model for physics_cannister, npc_launcher and weapon_bugbait
Remove default model (error) for npc_missiledefense (now a box)
Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
Update FGD files
Remove non existent entities from BreakableBrush spawnobject
Fixed default model for physics_cannister, npc_launcher and weapon_bugbait
Remove default model (error) for npc_missiledefense (now a box)
Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
Update FGD files
Remove non existent entities from BreakableBrush spawnobject
Fixed default model for physics_cannister, npc_launcher and weapon_bugbait
Remove default model (error) for npc_missiledefense (now a box)
Move modelscale keyvalue from Breakable to specifically prop_physics and its variants
Update vphysics to TF2-double version (Windows only)
Adds PhysObj:GetBuoyancyRatio (returns 0 on Linux/OSX), Fixes PhysGun/GravityGun resetting buoyancy (Windows only)
Make net_error thread_local
Fixed crashes to do with vehicle driver NPCs
Foxed a potential issue with CNPC_Osprey
Remove non existent entities from the FGD
* Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph
Change VPROF name for GetPathTime
Make metrocops draw other types of pistols as well
Fixed Combine Soldiers not walking/running with pistols/RPG
Improve Metrocop behavior with the RPG
* No longer tries to chase the player, go back to safe distance loop, etc.
Combine Soldiers can walk/run with no weapon or melee weapons
Breen acts like a combine when using weapons, instead of doing nothing
Improve Hammer particle browser
* No more random numbers in Used count, no more 13FPS, better layout, no more black background
Revert "Do not rebuild node graph for workshop maps"
Merge branch 'main' into prerelease
Fix NPCs being unable to shoot the Alyx Gun
Fixed some unfortunate regressions with vehicles
Ship light_cagelight01_off.mdl with fixed physics
Ship fixed physics for windmill_blade004b.mdl
Ship dock_broken01a.mdl with fixed physics
* No more bits sticking out
Fixed StudioMDL crashing when creating folders for the model
Fixed utilityconnecter006b/d.mdl physics
Fixed certain NPCS constantly lowering their weapons after each burst
Mossman/Kleiner/Breen/Eli
Merge branch 'main' into prerelease
Ship dock_broken01a.mdl with fixed physics
* No more bits sticking out
Fixed StudioMDL crashing when creating folders for the model
Fixed utilityconnecter006b/d.mdl physics
Fixed certain NPCS constantly lowering their weapons after each burst
Mossman/Kleiner/Breen/Eli
Fix NPCs being unable to shoot the Alyx Gun
Fixed some unfortunate regressions with vehicles
Ship light_cagelight01_off.mdl with fixed physics
Ship fixed physics for windmill_blade004b.mdl
Fix NPCs being unable to shoot the Alyx Gun
Fixed some unfortunate regressions with vehicles
Ship light_cagelight01_off.mdl with fixed physics
Ship fixed physics for windmill_blade004b.mdl
Updated language files
Make net_error thread_local
Fixed crashes to do with vehicle driver NPCs
Foxed a potential issue with CNPC_Osprey
Remove non existent entities from the FGD
* Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph
Change VPROF name for GetPathTime
Make metrocops draw other types of pistols as well
Fixed Combine Soldiers not walking/running with pistols/RPG
Improve Metrocop behavior with the RPG
* No longer tries to chase the player, go back to safe distance loop, etc.
Combine Soldiers can walk/run with no weapon or melee weapons
Breen acts like a combine when using weapons, instead of doing nothing
Improve Hammer particle browser
* No more random numbers in Used count, no more 13FPS, better layout, no more black background
Revert "Do not rebuild node graph for workshop maps"
Change VPROF name for GetPathTime
Make metrocops draw other types of pistols as well
Fixed Combine Soldiers not walking/running with pistols/RPG
Improve Metrocop behavior with the RPG
* No longer tries to chase the player, go back to safe distance loop, etc.
Combine Soldiers can walk/run with no weapon or melee weapons
Breen acts like a combine when using weapons, instead of doing nothing
Improve Hammer particle browser
* No more random numbers in Used count, no more 13FPS, better layout, no more black background
Revert "Do not rebuild node graph for workshop maps"
Remove test_effect and env_physwire
* Useless entities that do nothing
Remove trigger_cdaudio and target_cdaudio entities
Remove env_particlefire (does nothing)
Updated language files
Make net_error thread_local
Fixed crashes to do with vehicle driver NPCs
Foxed a potential issue with CNPC_Osprey
Remove non existent entities from the FGD
* Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph
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▋▌▄█▋▊▉▆▇▌▊▍▅ ▍▉█ ▄▋▋█▍▇▍█ ▇▄▊▊▅▍▌▉▋█▄▍▄▆█▍▉▊▊▊▌▉▄▊▅█▊▇█▅▅ █▍▉▅▋▍ ▌▅█ ▍▄▅▊▍▉█▌▇▌▍▇▊▇▊▋▍▄▉▊▆█▅▉▇▉▄█▄ ▊▍▊█▆▊▋ ▇▇▋▉▄▋▄▉ ▆▋▌▉▍▇▌▌▇▉▅█▍▊ ▇▇▉▍▌▋▍ ▆▍█▊▌█▉▇ ▍▊██ ▊▆ ▉▋▉█▊▋▄▇▌▄▅▋▋▄▇▄▄▍▇▊▄▌▇▌▄▍ ▆▉█▌▋▄▇ ▇ ▌▊▍▉▅▍▌ ▍▄ ▇▉▄ ▊▉▍ ▌▉█▄▍▆▊ ▇▊▇▋▉▉▌▄▇▅██▆ ▋▅▉▌█▌▅▌▍ ▇▄▆▊▊▉ ▆▆▍▇▅▅ ▆▇ ▅▇▇ ▆▄▄▄ ▇▊▆▇▅ ▋▄ ▊▊ ▅▄▌ ▇▇▇█▍▌▆▋▄▅▅ ▇▄▉▌▇█▄▉▄ ▋▍▍▇▄▇ ▉▌▆▊▆▅▄▆▌▍▌ ▍ ██▋▇▄ ▅▉ ▍▆▉ ▍▋▆▉▊▄▅ █▇▍█ ▉▆█▉█▌ ▍▇ ▌▋▌▉█ ▊▄▇█▍▌▌▄▄ ▄▌██▋▉▍▅ █▊▌█▌▅ ▆▌▊ ▆▉▊▇▌ ▅▆▋ ▍▉▋▋▉▉▄▇█▆▉▄▍▅█▇ ▋▇▅▊▄▋▍▄▉▇▉▇ █▊▅▋▅▋▋▍▆█▌▅ ▋▅▇▌▊▋▊▅▄▇▊▉▍▊▋▅▊▊ ▅▆▄▋▌▌▄▌▌▆▇▉▄▇ █▄▌▌▇▄▇▌▊▇▆▅▄▊▋▉▍▊ ▇▊▆▊▄▍▆▉▋▌▍▇▋ ▉▇▇▄▌▋▌▋▉▇▇▉▊█ ▋▋█▄▆▆▋▅▇▄▋▍▌▊ ▌▇█▌▇▊▋▌▊▉▍▌▅▌▋▆▍▅█▉█▋▇▋▊▄ ▍▇▍▇▇ ▌▌▆▍▆▌█▆ ▄▋▍ ▅▌▅█ ▅▍█▅▄▊▉▇▅▄ ▍▋▆▆ ▊▇▌▆▆▄ ▄▍▍▉ █▉▌ ▇▋▉▊█▊▅▍▄▍▌▇▊▇█ ▅▌▆▅▅▄██▄ ▌▉ ▄█▆▄▌▊▉ ▌▅▊ ▉█▉▄▄▆▉▇▄▍▊▋▉▋ ▄▆▇▇▌▍▇█ ▌▌▉▋▋▄▅▅▋▌▅ ▌▉█▋▄▄ ▌▌▄▄▌▍ ▇▌█▍ ▉▇▅▄▅▇▅▊▊█
Entity.GetCycle returns 0 instead of nil for invalid entities
Make Faceposer flexes appear in the same order as in the model
Fixed potential server crash
Clamp a bunch of Lua binding enum inputs to valid values
* Silently clamps the value for Entity.SetSolid, SetMoveType, PhysicsInit, PhysicsInitStatic, SetRenderMode, SetCollisionGroup, SetAnimation, SetFlexWeight, GetFlexWeight, IGModAudioChannel.FFT
More input clamping for enum inputs
Fix last static prop not rendering
Alias `Divider` to `Panel` for DarkRP
Alias `Divider` to `Panel` for DarkRP
Entity.GetCycle returns 0 instead of nil for invalid entities
Make Faceposer flexes appear in the same order as in the model
Fixed potential server crash
Clamp a bunch of Lua binding enum inputs to valid values
* Silently clamps the value for Entity.SetSolid, SetMoveType, PhysicsInit, PhysicsInitStatic, SetRenderMode, SetCollisionGroup, SetAnimation, SetFlexWeight, GetFlexWeight, IGModAudioChannel.FFT
More input clamping for enum inputs
Fix last static prop not rendering
Update FGD files
* MakeRegularAlly/MakeGameEndAlly inputs for gman/mossman/monk/fisherman
* Cleanup trailing whitespace
Fix another infinite loop on disconnect
Update FGD files
* MakeRegularAlly/MakeGameEndAlly inputs for gman/mossman/monk/fisherman
* Cleanup trailing whitespace
Fix another infinite loop on disconnect
Prevent player's view ROLL from being changed by bad actor maps
* Either by spawning or teleporting the player
Another malicious map prevention
Do not rebuild node graph for workshop maps
Basically if the .ain file exists in a workshop addon or the map itself, do not rebuild the node graph because it will just not be used, and be rebuilt every time the map is loaded
Prevent unexpected disconnection when using gm_load on a server
NULLLLL chex
Make certain NPCs appear in killfeed
* Helicopter, Combine Ceiling Turret and Camera and Antlion Grub
Fix inverted null check from yesterday
Fixed regression with clientside entity removal
Fixed -tools spamming about "Too many popups!" when its not so
* It was complaining about total number of popups, not number of popups being rendered like originally intended. Apparently been this way since before 2014.
Fixed spritecard orientation 3 not rendering at all
Unify how entities are removed
Apply proposed fix for CModelLoader::Studio_ReloadModels
garrysmod-issues/issues/6467
Fixed crashes to do with IK certain models
Fixed an infinite loop on map unload
constraint library - rope material shader whitelist changes
* Change the rope material shader blacklist to a whitelist (of UnlitGeneric, SplineRope and Cable shaders), and disallow materials that do not exist (!!tested on server!!)
Potential crash fixes
Minor cleanups
* Remove dummy functions in CLuaGameSystem
Remove obsolete/undocumented/useless panel types from vgui.Create
* Also duplicate entries for RichText and SpawnIcon
Fixed asset://mapimage/ using wrong mime type
Fixed a exit game crash to do with multirun
* GrabSourceMutex calls CloseHandle, but doesn't reset the variable to NULL
Fix potential issues with networking code
* Investigating "GetEntServerClass failed" error
Fix menu not working in browser due to recent changes
Adjust spawnmenu HTML tabs colors and padding
* Make the blue color darker, consistent with main menu
* Make the save button have better contrast when hovered
* Remove unnecessary padding/margins so there's more space for the content , and the icons are aligned with the category selector box
* Removed unused CSS classes (.btn-back)
Add hover/active states to some button classes in main menu
* Paginator, map categories, addon modals now have :hover and :active states where they didn't use to, makes it consistent with other buttons that do have hover states, etc.
Merged Pull Requests (Community Contributions)
* Menu: New Game checkboxes cleanup
* Menu: Improve modals on Addons page
* Menu: Optimise favourite map handling
* Menu: Optimise 'ng-tranny' translation module
Copy over changes to ReadPreserveEnt from CS:GO
Cleaned up Panel.h
Minor cleanups for gmod stuff in c_baseentity.h
Try a fix for "GetEntServerClass failed for ent 1"
Will print "WriteDeltaEntities m_pNewPack is NULL!" when the "fix" is hit, hopefully it will only ever happen in the one case where it would shutdown the local server since it may cause side effects on its own (for clients)
Add newline to "BroadcastMessage" console message
Turn some DevMsg to DevWarnings
* has an invalid spotlight
* Warning, funcladder with block
* --- Host_NewGame ---
Properly prevent damage-inducing view punch from falldamage
* It is applied from server only, so causes prediction errors. Falldamage viewpunch is already applied in the game movement code anyway.
correct units in ToString of GMod_StC and CtS net messages
* Now shows bytes correctly
Adjust formatting of lua_dumptimers
Adjust formatting of `lua_find(_jooks)` output
Fixed ACT_HL2MP_SWIM(_IDLE)_PASSIVE having swapped IDs
* Fixes swimming animations for the hold type not working correctly
weapon_base also retargets ACT_MP_SWIM_IDLE
Remove non existent key-values from env_smoketrail in FGD
Update weapon_physgun.txt
* Remove references to Pistol
Refix SMG1 grenade smoke
* For some reason the previous hacky fix stopped working, so instead we just make env_smoketrail not add its velocity to its particles, so it works as expected.
Fixed SWEP autorefresh integration with spawnmenu
Validate inputs to sound.Generate
Fixed exit game crash to do with procedural sounds
Some minor changes from TF2 SDK
* Fixed some theoretical memory leaks with keyvalues
* CMDLPanel pose parameter fix (PR from SDK repo)
* `firstperson` disables `camortho` (PR)
* ESC closes chat box even if the text entry for the message is not focused (PR)
Fixed -tools spamming about "Too many popups!" when its not so
* It was complaining about total number of popups, not number of popups being rendered like originally intended. Apparently been this way since before 2014.
Fixed spritecard orientation 3 not rendering at all
Unify how entities are removed
Apply proposed fix for CModelLoader::Studio_ReloadModels
garrysmod-issues/issues/6467
Fixed crashes to do with IK certain models
Fixed an infinite loop on map unload
Make certain NPCs appear in killfeed
* Helicopter, Combine Ceiling Turret and Camera and Antlion Grub
Fix inverted null check from yesterday
Fixed regression with clientside entity removal
Add newline to "BroadcastMessage" console message
Prevent player's view ROLL from being changed by bad actor maps
* Either by spawning or teleporting the player
Another malicious map prevention
Undo view setup for reflection/refraction views (from x86-64)
Do not rebuild node graph for workshop maps
Basically if the .ain file exists in a workshop addon or the map itself, do not rebuild the node graph because it will just not be used, and be rebuilt every time the map is loaded
Prevent unexpected disconnection when using gm_load on a server
NULLLLL chex
Revert "Try undoing SSAO related changes"
This reverts commit 4b97ae707eadfb92853539aa5d2aa9b573d8067b.
Revert "Remove 2 more random things"
This reverts commit 8b638a11745235a951df3dbacd35fd4d7018e5ed.
Revert "lets try undoing water reflection changes"
This reverts commit 39fad7956c7f4a4ab8c8e028a566883e45ba8310.
Undo changes to reflection/refraction view setup
lets try undoing water reflection changes
Remove 2 more random things
Try undoing SSAO related changes
Fix viewmodel bob spazzing out at high curtimes
undef svc_Menu
Fixed CurTime being clamped to float serverside
Fix menu not working in browser due to recent changes
Adjust spawnmenu HTML tabs colors and padding
* Make the blue color darker, consistent with main menu
* Make the save button have better contrast when hovered
* Remove unnecessary padding/margins so there's more space for the content , and the icons are aligned with the category selector box
* Removed unused CSS classes (.btn-back)
Add hover/active states to some button classes in main menu
* Paginator, map categories, addon modals now have :hover and :active states where they didn't use to, makes it consistent with other buttons that do have hover states, etc.
Merged Pull Requests (Community Contributions)
* Menu: New Game checkboxes cleanup
* Menu: Improve modals on Addons page
* Menu: Optimise favourite map handling
* Menu: Optimise 'ng-tranny' translation module
Copy over changes to ReadPreserveEnt from CS:GO
Cleaned up Panel.h
Minor cleanups for gmod stuff in c_baseentity.h
Try a fix for "GetEntServerClass failed for ent 1"
Will print "WriteDeltaEntities m_pNewPack is NULL!" when the "fix" is hit, hopefully it will only ever happen in the one case where it would shutdown the local server since it may cause side effects on its own (for clients)
Minor cleanups
* Remove dummy functions in CLuaGameSystem
Remove obsolete/undocumented/useless panel types from vgui.Create
* Also duplicate entries for RichText and SpawnIcon
Fixed asset://mapimage/ using wrong mime type
Fixed a exit game crash to do with multirun
* GrabSourceMutex calls CloseHandle, but doesn't reset the variable to NULL
Fix potential issues with networking code
* Investigating "GetEntServerClass failed" error
Validate inputs to sound.Generate
Fixed exit game crash to do with procedural sounds
Some minor changes from TF2 SDK
* Fixed some theoretical memory leaks with keyvalues
* CMDLPanel pose parameter fix (PR from SDK repo)
* `firstperson` disables `camortho` (PR)
* ESC closes chat box even if the text entry for the message is not focused (PR)
Fix unnecessary "Encountered VTF 7.5 IDs" warnings
constraint library - rope material shader whitelist changes
* Change the rope material shader blacklist to a whitelist (of UnlitGeneric, SplineRope and Cable shaders), and disallow materials that do not exist (!!tested on server!!)
Potential crash fixes
correct units in ToString of GMod_StC and CtS net messages
* Now shows bytes correctly
Adjust formatting of lua_dumptimers
Adjust formatting of `lua_find(_jooks)` output
Fixed ACT_HL2MP_SWIM(_IDLE)_PASSIVE having swapped IDs
* Fixes swimming animations for the hold type not working correctly
weapon_base also retargets ACT_MP_SWIM_IDLE
Remove non existent key-values from env_smoketrail in FGD
Update weapon_physgun.txt
* Remove references to Pistol
Refix SMG1 grenade smoke
* For some reason the previous hacky fix stopped working, so instead we just make env_smoketrail not add its velocity to its particles, so it works as expected.
Fixed SWEP autorefresh integration with spawnmenu
Try to handle VTF v7.5 format IDs correct-er
Fixed networking of ammo types for weapons
Bump steam.inf
Remove lua_matproxy_nobindmat
Matproxies no longer push thousands of material objects to Lua
Removed dummy user messages for removed haptics stuff
Change ScreenFade network to just use floats
Get rid of CHudMenu & its usermsg
Remove dummy vote HUD user messages
Remove Lua hacks that depend on up to date clients
Changes around sv_visiblemaxplayers
* It is now networked to clients and used for the loading screen data (in place of maxplayers), also appears in server_spawn event (on client?)
* Add convar limits to sv_visiblemaxplayers (-1 to 128)
* Removed unused globals set by `loading.lua`
* Removed server data printed to console from loading screen (most of that data is duplicated by console print from server anyway)
* Updated the aforementioned console print from server to include more data
* Updated the color of the aforementioned console print (SVC_Print) to be unique
Nuking SVC_Menu
Improve networking precision of world clicker
* This fixes VERY jumpy tool ghosts in singleplayer when using context menu aiming, especially close to crosshair.
Turn some DevMsg to DevWarnings
* has an invalid spotlight
* Warning, funcladder with block
* --- Host_NewGame ---
Properly prevent damage-inducing view punch from falldamage
* It is applied from server only, so causes prediction errors. Falldamage viewpunch is already applied in the game movement code anyway.
CurTIme to double
List of changed symbols: (float=>double)
* CBaseServer::GetTime, GetTickInterval, m_flTickInterval
* IServer::GetTime, GetTickInterval
* CClientState::GetTime, m_tickRemainder
* C_BasePlayer:GetTimeBase
* CPrediction::RunSimulation
* CBasePlayer::SetTimeBase, CBasePlayer::GetTimeBase
* CGlobalVarsBase::curtime, interval_per_tick
More CurTime double stuff
* C_BaseEntity::BaseInterpolatePart1
* C_BaseEntity::Interpolate, CBaseEntity::Interpolate (and other entities)
* C_BasePlayer::GetFinalPredictedTime
* CBaseCombatWeapon::m_flNextPrimaryAttack, m_flNextSecondaryAttack, m_flTimeWeaponIdle
Remove clientside override of type()