[HL2MP] Make melee cooldown prediction deterministic - #2051
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Use one fire-rate deadline for primary, secondary, and idle timing. Cooldowns no longer depend on hit or miss animations that can differ under lag compensation.
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Issue:
HL2MP melee weapons schedule their primary attack from
GetFireRate()but their secondary attack fromSequenceDuration(). Hit and miss animation state can differ between client prediction and the lag-compensated server, causing their attack deadlines to diverge.Fix:
Use one
GetFireRate()deadline for primary attack, secondary attack, and weapon idle timing.