// by commy2 _muzzle = call AGM_WeaponSelect_fnc_getSelectedGrenade; _isInput = inputAction "CycleThrownItems" > 0; if !(_isInput isEqualTo (missionNamespace getVariable ["AGM_WeaponSelect_CycleThrownItemsState", false])) then { if (_isInput) then { if (_muzzle == "") then { [_this select 1] spawn AGM_WeaponSelect_fnc_selectGrenadeAll; } else { [_this select 1] spawn AGM_WeaponSelect_fnc_selectGrenadeAll;// }; }; AGM_WeaponSelect_CycleThrownItemsState = _isInput; }; if !([_this select 1] call AGM_Core_fnc_canUseWeapon) exitWith {false}; if (_muzzle == "") exitWith {["All"] call AGM_WeaponSelect_fnc_findNextGrenadeMagazine != ""}; // fix auto muzzle swap after entering or leaving a vehicle if (_this select 0 != missionNamespace getVariable ["AGM_WeaponSelect_CurrentGrenadeMuzzleVehicle", objNull]) then { [_this select 1, _muzzle] call AGM_WeaponSelect_fnc_setNextGrenadeMuzzle; AGM_WeaponSelect_CurrentGrenadeMuzzleVehicle = _this select 0; }; if ((_this select 1) ammo _muzzle == 0) exitWith { if (AGM_WeaponSelect_CurrentGrenadeMuzzleIsFrag) then {AGM_WeaponSelect_CurrentGrenadeMuzzleFrag = ""} else {AGM_WeaponSelect_CurrentGrenadeMuzzleOther = ""}; [uiNamespace getVariable "AGM_dlgSoldier", false] call AGM_WeaponSelect_fnc_toggleGrenadeCount; true }; false