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Safemode - Refactor #10111
Safemode - Refactor #10111
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Do we want weapon safety to remain on a specific weapon and muzzle basis or should we change it so that it's like persistent lights/lasers, where only the weapon type (primary, handgun, secondary) matters? The current code of both master and this PR don't work with the RHS grip system (I imagine the tactical reloading of NIArms, as well its grip system, and 3CB BAF's grip system don't work either). If we switched to a weapon type based system, it would address that, but it means that if you have some mod that can handle multiple of the same weapon type (e.g. multiple primary weapons), it would apply the safety based on that and not the weapon/muzzle. Thoughts? |
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
I'm happy with the code as is I looked at HLC and RHS, neither seem to offer a easy hook for us to use
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* Refactor safemode * Further improvements and fixes * Update XEH_postInit.sqf * Don't allow binoculars to be set to safe * Add API for getting weapon safety status * Update fnc_jamWeapon.sqf * Added doc * Update fnc_playChangeFiremodeSound.sqf * Update addons/overheating/functions/fnc_jamWeapon.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Update addons/weaponselect/functions/fnc_selectWeaponMode.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> --------- Co-authored-by: PabstMirror <pabstmirror@gmail.com>
When merged this pull request will:
safemode
part.ace_safemode_fnc_getWeaponSafety
.playSound
withplaySoundUI
(see Replace Playsound with PlaysoundUI #9199).ace_common_fnc_getWeaponMuzzles
return config-case sensitive names.IMPORTANT
Component - Add|Fix|Improve|Change|Make|Remove {changes}
.