diff --git a/CHANGE LOG 1.0.6.3.txt b/CHANGE LOG 1.0.6.3.txt index 79f30338f..a5c8d6cb9 100644 --- a/CHANGE LOG 1.0.6.3.txt +++ b/CHANGE LOG 1.0.6.3.txt @@ -1 +1,2 @@ -[FIXED] Some more occurrences of zero_building interiors misaligned or at the wrong terrain height \ No newline at end of file +[FIXED] Some more occurrences of zero_building interiors misaligned or at the wrong terrain height (eaaedf2) +[FIXED] Player could switch into gunner's seat of ArmoredSUV while the hatch was being closed #2009 @TheFirstNoob \ No newline at end of file diff --git a/SQF/dayz_code/Configs/CfgVehicles/Car/ArmoredSUV.hpp b/SQF/dayz_code/Configs/CfgVehicles/Car/ArmoredSUV.hpp index 5c1b04a07..e3b9adf90 100644 --- a/SQF/dayz_code/Configs/CfgVehicles/Car/ArmoredSUV.hpp +++ b/SQF/dayz_code/Configs/CfgVehicles/Car/ArmoredSUV.hpp @@ -275,7 +275,7 @@ class ArmoredSUV_Base_PMC: Car radius = 1; onlyForPlayer = 1; condition = "isNull (this turretUnit [0]) && (this animationPhase 'HideGun_01' == 0)"; - statement = "this spawn {_this animate ['HideGun_01',1]; uiSleep 1; _this animate ['CloseCover1',1]; _this animate ['CloseCover2',1];};"; + statement = "this animate ['HideGun_01',1]; this spawn {uiSleep 1; _this animate ['CloseCover1',1]; _this animate ['CloseCover2',1];};"; }; }; }; diff --git a/SQF/dayz_code/compile/fn_damageActions.sqf b/SQF/dayz_code/compile/fn_damageActions.sqf index c63545fbc..2c51d9593 100644 --- a/SQF/dayz_code/compile/fn_damageActions.sqf +++ b/SQF/dayz_code/compile/fn_damageActions.sqf @@ -22,11 +22,9 @@ if (_inVehicle) then { _driver = driver (vehicle player); if (str (_assignedRole) != str (r_player_lastSeat)) then { call r_player_removeActions2; - if (_vehicle isKindOf "ArmoredSUV_Base_PMC" && {_vehicle animationPhase "HideGun_01" == 1} && {_vehicle emptyPositions "Gunner" == 0}) then { + if (_vehicle isKindOf "ArmoredSUV_Base_PMC" && {_vehicle animationPhase "HideGun_01" != 0} && {_vehicle emptyPositions "Gunner" == 0}) then { + //If player enters gunner's seat while hatch is closed then move them out (_vehicle turretUnit [0]) action ["moveToCargo",_vehicle,(count assignedCargo _vehicle)]; - _vehicle animate ["HideGun_01",0]; - _vehicle animate ["CloseCover1",0]; - _vehicle animate ["CloseCover2",0]; }; }; if (!r_player_unconscious && !r_action2) then {