Make switch weapon interrupt autorun

Fixes #1850
This commit is contained in:
ebaydayz
2017-01-02 14:41:53 -05:00
parent d5a3cdb2e3
commit d124a5d2f7
3 changed files with 5 additions and 1 deletions

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@@ -43,6 +43,7 @@
[FIXED] Long search delay when filling water bottles, drinking from hands and drinking from empty cans on Chernarus. #1835 @schwanzkopfhegel
[FIXED] Players can not purchase a negative number of items anymore.
[FIXED] Removed antiwall glitch blocks for vanilla hospitals since Epoch uses DayZero hospitals. @jOoPs
[FIXED] Switching weapons properly interrupts autorun now. #1850 @DeVloek
[NOTE] The fixes below are included in the 1.0.6 Build C server package released December 29th, 2016 (http://dayzepoch.com/a2dayzepoch.php)
[FIXED] Hive child 309 errors that resulted in broken saving of newly built storage object inventory. @icomrade

View File

@@ -26,6 +26,7 @@ dz_fn_switchWeapon =
{
if (vehicle player != player) exitWith {};
if Player_IsOnLadder() exitWith {};
if (dayz_autoRun) then {call dayz_autoRunOff;};
private ["_current","_primary","_secondary","_swapWeapons"];

View File

@@ -32,9 +32,11 @@ if (isNil "keyboard_keys") then {
if (!dayz_autoRun) then {
dayz_autoRun = true;
dayz_autoRunThread = [] spawn {
_weapon = currentWeapon player;
while {dayz_autoRun} do {
// SurfaceIsWater does not work for ponds
if (player != vehicle player or (surfaceIsWater getPosASL player) or ((call fn_nearWaterHole) select 0) or r_fracture_legs) exitWith {
// Check weapon to detect Arma action (dayz action is handled in dz_fn_switchWeapon)
if (player != vehicle player or (surfaceIsWater getPosASL player) or ((call fn_nearWaterHole) select 0) or (currentWeapon player != _weapon) or r_fracture_legs) exitWith {
call dayz_autoRunOff;
};
player playAction "FastF";