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Grenades - Add grenade rolling #10005
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Solved easier than anticipated with |
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Tested this (without RHS/SOG) and it works quite nicely, tested rolling in and out of buildings, up and down hills etc. Nicely done.
* Grenades - Rolling only add PFEH when needed * Corrected minor typo, moved variable init in preInit, fixed bugs --------- Co-authored-by: johnb432 <[email protected]>
Made some minor changes
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Tested FFV and same stuff I tested last time, all good.
* Add grenade rolling * Added some safeguards * Use `setVectorDirAndUp` instead of rotation * Don't allow players to roll grenades when in vehicles * Grenades - Rolling only add PFEH when needed (acemod#10015) * Grenades - Rolling only add PFEH when needed * Corrected minor typo, moved variable init in preInit, fixed bugs --------- Co-authored-by: johnb432 <[email protected]> * Don't switch modes if grenade can't be thrown * Minor tweaks --------- Co-authored-by: PabstMirror <[email protected]>
When merged this pull request will:
Grenades such asAdded a config entry forrhs_mag_nspd
andrhs_mag_rdg2_black
are not set on their side properly and tumble instead of roll.setVectorDirAndUp
.Don't allow grenades to be rolled which have fuse times under 1 second.rhsgref_mag_rkg3em
just isn't meant for this type of thing and fails horribly.I was thinking of adding a config entry for the rotation of the grenade (default would be 90°) for the first issue, but I'm not sure what to do about the second issue. Thoughts on both?IMPORTANT
Component - Add|Fix|Improve|Change|Make|Remove {changes}
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