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

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";