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fix some problems with transitions from lowered weapon animations
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@ -100,6 +100,9 @@ private _animDuration = GVAR(animDurations) getVariable _callerAnim;
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// these animations have transitions that take a bit longer...
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if (weaponLowered _caller) then {
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_animDuration = _animDuration + 0.5;
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// fix problems with lowered weapon transitions by raising the weapon first
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_caller action ["WeaponInHand", _caller];
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};
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if (binocular _caller != "" && {binocular _caller == currentWeapon _caller}) then {
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