diff --git a/src/game/shared/basecombatweapon_shared.cpp b/src/game/shared/basecombatweapon_shared.cpp index e72e024be8..8fa90af7ad 100644 --- a/src/game/shared/basecombatweapon_shared.cpp +++ b/src/game/shared/basecombatweapon_shared.cpp @@ -2443,7 +2443,13 @@ bool CBaseCombatWeapon::SetIdealActivity( Activity ideal ) int nextSequence = FindTransitionSequence( GetSequence(), m_nIdealSequence, NULL ); // Don't use transitions when we're deploying +#ifdef NEO + // or reloading: the reload ends after the sequence's duration, + // so a transition played first (such as the Tachi's lowtoidle after a sprint) would cut the reload short + if ( ideal != ACT_VM_DRAW && ideal != ACT_VM_RELOAD && ideal != ACT_VM_RELOAD_EMPTY && IsWeaponVisible() && nextSequence != m_nIdealSequence ) +#else if ( ideal != ACT_VM_DRAW && IsWeaponVisible() && nextSequence != m_nIdealSequence ) +#endif { //Set our activity to the next transitional animation SetActivity( ACT_TRANSITION );