henbagle / LE1CommunityPatch

Issue tracker for the Community Patch mod for Mass Effect 1: Legendary Edition
13 stars 0 forks source link

Sprinting while getting in the Mako causes the Mako to not have crosshairs #23

Closed henbagle closed 2 years ago

henbagle commented 3 years ago

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

henbagle commented 3 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.

henbagle commented 2 years ago

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.