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I just tried the latest changes and this issue is NOT fixed.
This issue report must be reopened.
What now happens is that once the minigun is removed, no automatic switching to previous (or available) weapon happens. If you switch manually, you get the slowdown.
Also I mentioned this issue in previous paragraph where switching to old weapon doesn't work (tested only with minigun), that's because you cannot simply use tf_weapon_something (switch to another weapon) while your minigun is revved up...
Offtopic:
This also begs the question why you even FakeClientCommand("use tf_weapon_classname") when FF2-Rewrite also already can use tf2utils plugin so it can call TF2Util_SetPlayerActiveWeapon when available and not bother with classnames. Also setting m_hActiveWeapon when everything else fails is also a good idea, I guess.
Description
Description is pretty informative. Removing spinning minigun without the necessary unwinding logic causes the player slowdown to persist.
Reproduce
Steps to reproduce the behavior:
Environment
Other Information
In my pull request there was code which took care of this, have a look here:
8ff462b#diff-41bfc18e18ef3f1e797594d129d50533592c3cc17e850612e2ceb84f4145e9eaR2450
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