Closed henbagle closed 2 years ago
Most of the logic for the hiding and showing of the crosshair appears to be in native code. There is some logic in the scaleform P-code, and some logic in the GameModeManager and in each GameMode, but the part we would want to change appears to be in native.
Fixed. SFXGameModeDefault.TryEnterVehicle script updated via M3M to read the following.
public final exec function bool TryEnterVehicle()
{
local BioVehicleBase Vehicle;
local bool bRetval;
Vehicle = BioVehicleBase(Outer.m_oPlayerSelection.m_oCurrentSelectionTarget);
if (Vehicle == None)
{
return FALSE;
}
if (Vehicle.m_oBehavior.IsWithinUseRange(Outer.Pawn.Location))
{
bRetval = Vehicle.TriggerEventClass(Class'BioSeqEvt_VehicleEnter', Outer.Pawn);
if (!bRetval)
{
if (Outer.bStorming || int(Outer.bWantsToStorm) == 1)
{
Outer.bWantsToStorm = 0;
Outer.bStorming = FALSE;
}
bRetval = Outer.BioEnterVehicle(Vehicle);
}
}
if (bRetval)
{
BioWorldInfo(Outer.WorldInfo).ShowTutorial('METR_VehicleEnter', TRUE);
}
return bRetval;
}
The Outer.bStorming
If statement is what has been added.
Describe the bug Sprinting while getting in the Mako causes the Mako to not have crosshairs
Expected behavior Crosshair to reappear when you enter the Mako
https://user-images.githubusercontent.com/8151477/126054164-6d1fc15f-5dfc-4ca2-bdd9-89b6f2f950da.mp4