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https://github.com/GTA-ASM/SanAndreasUnity
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current weapon is determined based on current slot
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parent
42f8dedf2a
commit
2b0f955352
2 changed files with 9 additions and 7 deletions
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@ -79,8 +79,7 @@ namespace SanAndreasUnity.Behaviours {
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#endregion
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private Weapon m_currentWeapon;
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public Weapon CurrentWeapon { get => m_currentWeapon; private set { m_currentWeapon = value; if (NetStatus.IsServer) m_ped.m_net_weaponGameObject = value != null ? value.gameObject : null; } }
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public Weapon CurrentWeapon { get => this.weapons[this.currentWeaponSlot]; }
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private Transform CurrentWeaponTransform { get { return CurrentWeapon != null ? CurrentWeapon.transform : null; } }
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private int m_frameWhenSwitchedWeapon = 0;
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@ -292,14 +291,15 @@ namespace SanAndreasUnity.Behaviours {
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if (slotIndex >= 0) {
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CurrentWeapon = weapons [slotIndex];
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//CurrentWeapon = weapons [slotIndex];
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var w = weapons [slotIndex];
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// show the weapon
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if (CurrentWeapon != null)
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UnHideWeapon (CurrentWeapon);
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if (w != null)
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UnHideWeapon (w);
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} else {
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CurrentWeapon = null;
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//CurrentWeapon = null;
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}
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currentWeaponSlot = slotIndex;
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@ -343,7 +343,7 @@ namespace SanAndreasUnity.Behaviours {
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if (slotIndex == currentWeaponSlot) {
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// update current weapon variable
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CurrentWeapon = weapons [slotIndex];
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//CurrentWeapon = weapons [slotIndex];
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// update it's transform
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this.UpdateWeaponTransform ();
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@ -19,6 +19,8 @@
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- sync aim direction
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- when (un)hiding weapons, you can't disable their game object
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- **vehicle is bumping on clients** - disable (or destroy) wheel colliders, and sync them - this should not be done on local player, see below
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