Fix turrets without weapon treated as gunner (#6636)

This commit is contained in:
Dystopian 2018-10-13 20:07:51 +03:00 committed by PabstMirror
parent d7c7ead574
commit 4ff8fc13ff

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@ -70,13 +70,17 @@ if (!isNull _target &&
if ((!(_turretPath isEqualTo [])) && {_target lockedTurret _turretPath}) exitWith {TRACE_1("lockedTurret",_x);}; if ((!(_turretPath isEqualTo [])) && {_target lockedTurret _turretPath}) exitWith {TRACE_1("lockedTurret",_x);};
if (_effectiveRole == "turret") then { if (_effectiveRole == "turret") then {
if ((getNumber (([_target, _turretPath] call CBA_fnc_getTurret) >> "isCopilot")) == 1) exitWith { private _turretConfig = [_target, _turretPath] call CBA_fnc_getTurret;
if (getNumber (_turretConfig >> "isCopilot") == 1) exitWith {
_effectiveRole = "driver"; _effectiveRole = "driver";
}; };
if (_cargoIndex < 0) exitWith { if (
_effectiveRole = "gunner"; // door gunners / 2nd turret _cargoIndex >= 0 // FFV
|| {"" isEqualTo getText (_turretConfig >> "gun")} // turret without weapon
) exitWith {
_effectiveRole = "cargo";
}; };
_effectiveRole = "cargo"; // probably a FFV _effectiveRole = "gunner"; // door gunners / 2nd turret
}; };
TRACE_2("",_effectiveRole,_x); TRACE_2("",_effectiveRole,_x);
if (_effectiveRole != _desiredRole) exitWith {}; if (_effectiveRole != _desiredRole) exitWith {};