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Update sh_inspect.lua
- Fixed that weapons using numbered inspects (i.e. "inspect_1", "inspect_2", etc.) weren't taken into consideration when disabling inspect.
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@ -5,7 +5,7 @@ function SWEP:ThinkInspect()
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if self.NextUBGLSwitch and self.NextUBGLSwitch > CurTime() then return end
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if self:GetUBGL() and !self:HasAnimation("inspect_ubgl") then return end
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if self:GetGrenadePrimed() then return end
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if !(self:HasAnimation("enter_inspect") or self:HasAnimation("inspect")) then return end
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if !(self:HasAnimation( "enter_inspect" ) or self:HasAnimation( "inspect" ) or self:HasAnimation( string.match( "inspect_%d*" ))) then return end
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local owner = self:GetOwner()
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local inspecting = self:GetInspecting()
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