diff --git a/SQF/dayz_code/compile/fn_unconscious.sqf b/SQF/dayz_code/compile/fn_unconscious.sqf index c0de6e20b..03d47be9f 100644 --- a/SQF/dayz_code/compile/fn_unconscious.sqf +++ b/SQF/dayz_code/compile/fn_unconscious.sqf @@ -90,8 +90,10 @@ if (player == vehicle player) then { "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; -//Prevent firing while weapon is still shown on back. AmovPpneMstpSnonWnonDnon_healed has disableWeapons=0 in config (should be =1) -waitUntil {uiSleep 1; !(animationState player in ["ainjppnemstpsnonwnondnon_rolltofront","amovppnemstpsnonwnondnon_healed","amovppnemstpsnonwnondnon"])}; +if ({getNumber (configFile >> "CfgWeapons" >> _x >> "type") in [1,2]} count (weapons player) > 0) then { + //Prevent firing while weapon is still shown on back or holstered. AmovPpneMstpSnonWnonDnon_healed has disableWeapons=0 in config (should be 1) + waitUntil {uiSleep 1; !(animationState player in ["ainjppnemstpsnonwnondnon_rolltofront","amovppnemstpsnonwnondnon_healed","amovppnemstpsnonwnondnon"])}; +}; //once more to be safe disableUserInput false; disableUserInput false;