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SDK sync.
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@ -248,7 +248,7 @@ public:
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// but they are out of ammo. The default implementation
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// either reloads, switches weapons, or plays an empty sound.
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virtual bool ShouldBlockPrimaryFire() { return !AutoFiresFullClip(); }
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virtual bool ShouldBlockPrimaryFire() { return false; }
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#ifdef CLIENT_DLL
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virtual void CreateMove( float flInputSampleTime, CUserCmd *pCmd, const QAngle &vecOldViewAngles ) {}
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