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Explosives - Add Cellphone/Detonator Keybinds #9687
Explosives - Add Cellphone/Detonator Keybinds #9687
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This allows ace_interact_menu_consolidateSingleChild to collapse trigger interactions for a single explosive code.
Triggers all explosives on current "active clacker", which auto-assigns to first connected clacker and is re-assignable via clacker self-interactions.
I'd leave defaults for detonation unbound. Alt is used for freelook and C for toggling combat pace, and both are used frequently. A "Cycle Active Detonator" keybind would be nice, as well. |
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On the whole, not a fan of the checks that are case sensitive (I realise that it was already a problem before this PR, but we shouldn't make it worse).
Co-Authored-By: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-Authored-By: johnb432 <58661205+johnb432@users.noreply.github.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
Code LGTM, review after testing. Side-note: looking at the explosives component in general is giving me a headache. |
Done 👌🏻 |
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
I believe this is pretty much complete. |
Reviewing this without getting distracted by the rest of the explosives module is a challenge but I'll get to it. |
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LGTM other than above
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
When merged this pull request will:
Add
Cellphone
Keybind (unbound by default) to open the Cellphone interface;Add
Detonate All on Active Detonator
Keybind (unbound by default) to detonate all explosives tied to the currentActive Detonator
;When connecting the first explosive to a detonator, that detonator will be selected as the active one, afterwards it's possible to switch the
Active Detonator
as desired via aSet Active Detonator
interaction on any non-active detonator;Add
Cycle Active Detonator
Keybind (unbound by default) to cycle between the currently carried triggers, thereby selecting which is theActive Detonator
, is visualized byCBA Notification
common/fnc_displayTextPicture
;Only show
Detonate All
interaction on a detonator if connected to more than 1 explosive, to allow theace_interact_menu_consolidateSingleChild
setting to consolidate that interaction;