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Safe Mode - Fix disabled laser on safety switch (#6639)
* Fix disabled laser on safety switch * Add workaround for switching to primary weapon * Add UGL check
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@ -60,7 +60,19 @@ if (_unit getVariable [QGVAR(actionID), -1] == -1) then {
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};
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};
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if (_muzzle isEqualType "") then {
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if (_muzzle isEqualType "") then {
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private _laserEnabled = _unit isIRLaserOn _weapon || {_unit isFlashlightOn _weapon};
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_unit selectWeapon _muzzle;
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_unit selectWeapon _muzzle;
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if (
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_laserEnabled
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&& {
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_muzzle == primaryWeapon _unit // prevent UGL switch
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|| {"" == primaryWeapon _unit} // Arma switches to primary weapon if exists
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}
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) then {
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{_unit action [_x, _unit]} forEach ["GunLightOn", "IRLaserOn"];
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};
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};
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};
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// play fire mode selector sound
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// play fire mode selector sound
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@ -30,8 +30,20 @@ if (_safedWeapons isEqualTo []) then {
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_unit setVariable [QGVAR(actionID), -1];
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_unit setVariable [QGVAR(actionID), -1];
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};
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};
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private _laserEnabled = _unit isIRLaserOn _weapon || {_unit isFlashlightOn _weapon};
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_unit selectWeapon _muzzle;
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_unit selectWeapon _muzzle;
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if (
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_laserEnabled
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&& {
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_muzzle == primaryWeapon _unit // prevent UGL switch
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|| {"" == primaryWeapon _unit} // Arma switches to primary weapon if exists
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}
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) then {
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{_unit action [_x, _unit]} forEach ["GunLightOn", "IRLaserOn"];
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};
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if (inputAction "nextWeapon" > 0) then {
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if (inputAction "nextWeapon" > 0) then {
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// switch to the last mode to roll over to first after the default nextWeapon action
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// switch to the last mode to roll over to first after the default nextWeapon action
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// get weapon modes
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// get weapon modes
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