Merge pull request #3908 from acemod/funBag

Only do gunbag things when target has a gunbag
This commit is contained in:
Glowbal
2016-06-12 23:25:55 +02:00
committed by GitHub

View File

@ -5,7 +5,7 @@ class CfgVehicles {
class ACE_MainActions { class ACE_MainActions {
class GVAR(WeapontoGunbag) { class GVAR(WeapontoGunbag) {
displayName = CSTRING(toGunbag); displayName = CSTRING(toGunbag);
condition = QUOTE([ARR_2(_player,_target)] call FUNC(canInteract) == 0); condition = QUOTE(([_target] call FUNC(hasGunbag)) && {[ARR_2(_player,_target)] call FUNC(canInteract) == 0});
statement = QUOTE([ARR_2(_player,_target)] call FUNC(toGunbag)); statement = QUOTE([ARR_2(_player,_target)] call FUNC(toGunbag));
showDisabled = 0; showDisabled = 0;
priority = 1; priority = 1;
@ -13,7 +13,7 @@ class CfgVehicles {
}; };
class GVAR(WeaponoffGunbag) { class GVAR(WeaponoffGunbag) {
displayName = CSTRING(offGunbag); displayName = CSTRING(offGunbag);
condition = QUOTE([ARR_2(_player,_target)] call FUNC(canInteract) == 1); condition = QUOTE(([_target] call FUNC(hasGunbag)) && {[ARR_2(_player,_target)] call FUNC(canInteract) == 1});
statement = QUOTE([ARR_2(_player,_target)] call FUNC(offGunbag)); statement = QUOTE([ARR_2(_player,_target)] call FUNC(offGunbag));
showDisabled = 0; showDisabled = 0;
priority = 1; priority = 1;