#4366 - Fix treatment animion with no weapon equiped

This commit is contained in:
PabstMirror 2016-09-21 15:55:29 -05:00
parent 236d1f9669
commit 39fa0b5d0e

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@ -163,7 +163,12 @@ if (currentWeapon _caller == secondaryWeapon _caller) then {
_caller selectWeapon (primaryWeapon _caller);
};
private _wpn = ["non", "rfl", "pst"] select (1 + ([primaryWeapon _caller, handgunWeapon _caller] find (currentWeapon _caller)));
private _wpn = switch (true) do {
case ((currentWeapon _caller) == ""): {"non"};
case ((currentWeapon _caller) == (primaryWeapon _caller)): {"rfl"};
case ((currentWeapon _caller) == (handgunWeapon _caller)): {"pst"};
default {"non"};
};
private _callerAnim = [_callerAnim, "[wpn]", _wpn] call CBA_fnc_replace;
if (vehicle _caller == _caller && {_callerAnim != ""}) then {
if (primaryWeapon _caller == "") then {