Hi @hasty flume I'm going to post a reply here, for the benefit of others.
I've looked into your report and I believe what you are experiencing, is that you can not quite correctly shoot, whilst running. This makes logical sense, however what happens is that if you are running and decide to start firing it is likely that you will press the fire milliseconds **before **stopping running. In this case, the game will swallow your fire request and you are correct .. you will need to release fire, then start firing again.
I have actually realised whilst looking into this that I have conditioned myself playing OHD in this situation to wait until I have fully exited running before attempting to start firing. It is strange that your brain does this, but hey humans are cool at adapting sometimes! π
Of course this should not be necessary. To get around this usually we use "input latching" to prevent the user request from being lost.
There is already input latching in Casualfield, this is for throwing grenades etc. and also healing. You will find that in Vanilla, if you do not wait for a swap equipment animation to complete .. it will sometimes not throw a grenade, bandage. In CF up to some milliseconds before animation complete these user request will be "latched" and executed as soon as the animation is complete.
To improve input for your original report, I have now added latching to general fire down and also reload. Therefore if you hold down fire whilst running and have kept it held whilst exiting running, it will start to fire. This feels a lot more natural and should be less frustrating.
This will make it into the next **ALPHA **build of Casualfield, where among other features & fixes I am also attempting to optimise client-side performance (FPS).