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Fix adv. throw key handling when reloading (#5336)
* Fix throw key handling when reloading * Consider UGL reload to ace_common_isReloading var * Fix if space, change private var assign * Shorten UGL check
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@ -21,6 +21,7 @@ GVAR(ammoMagLookup) = call CBA_fnc_createNamespace;
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["ACE3 Weapons", QGVAR(prepare), localize LSTRING(Prepare), {
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// Condition
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if (!([ACE_player] call FUNC(canPrepare))) exitWith {false};
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if (EGVAR(common,isReloading)) exitWith {true};
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// Statement
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[ACE_player] call FUNC(prepare);
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@ -32,6 +32,5 @@ GVAR(enabled) &&
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#endif
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{!(call EFUNC(common,isFeatureCameraActive))} &&
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{!EGVAR(common,isReloading)} &&
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{[_unit, objNull, ["isNotInside", "isNotSitting"/*, "isNotOnLadder"*/]] call EFUNC(common,canInteractWith)} && // Ladder needs positioning fixes on throw
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{_unit call CBA_fnc_canUseWeapon} // Disable in non-FFV seats due to surface detection issues
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@ -373,7 +373,9 @@ GVAR(isReloading) = false;
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private _weapon = currentWeapon ACE_player;
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if (_weapon != "") then {
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private _gesture = getText (configfile >> "CfgWeapons" >> _weapon >> "reloadAction");
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private _muzzle = currentMuzzle ACE_player;
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private _wpnConfig = configFile >> "CfgWeapons" >> _weapon;
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private _gesture = getText ([_wpnConfig >> _muzzle, _wpnConfig] select (_weapon isEqualTo _muzzle) >> "reloadAction");
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if (_gesture == "") exitWith {}; //Ignore weapons with no reload gesture (binoculars)
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private _isLauncher = _weapon isKindOf ["Launcher", configFile >> "CfgWeapons"];
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private _config = ["CfgGesturesMale", "CfgMovesMaleSdr"] select _isLauncher;
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