Open SoDOOManiac opened 2 years ago
This commit is not quite correct. The addition of !m_bDetonatorArmed
subcondition at the start of the function makes the whole condition redundant and always failing since StartSatchelDetonate
is only called when m_bDetonatorArmed
is true
, by default code (see CWeapon_SLAM::SecondaryAttack
). This makes being able to detonate satchels anytime (with any undesired animation playing, ie. in the middle of a throw).
Furthermore, the choice of using throw-ready animation for the detonation during tripmine planting ready state isn't natural to me. I prefer using the "unarmed state" detonation animation.
Here is another solution, with the above issue fixed so that detonation is only allowed at "idling" states, including tripmine planting ready state.
@Adrianilloo, thank you, it's a nice surprise to see someone cares. I hope one day I will resume working on Contingency mod (from another account of mine) and will add the fix you suggested.
With this fix the player can detonate the satchel when holding a detonator (i.e. having a satchel in the world) and ready tripmine in hands, unlike in HL2DM https://youtu.be/pvfdsDBldqI