Let inaccuracy decay while gun is holstered#1664
Open
Agiel wants to merge 1 commit intoNeotokyoRebuild:masterfrom
Open
Let inaccuracy decay while gun is holstered#1664Agiel wants to merge 1 commit intoNeotokyoRebuild:masterfrom
Agiel wants to merge 1 commit intoNeotokyoRebuild:masterfrom
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Description
Turns out ItemPreFrame isn't called while the gun is holstered, which should've been obvious. Less obvious is that it also isn't called while the gun is playing the deploy animation.
The first issue is solved by calling UpdateInaccuracy in ItemHolsterFrame.
The second by calling it in ItemBusyFrame.
I also realized that ItemPreFrame wasn't calling the base class method, which meant that MaintainIdealActivity wasn't being called. I'm not sure if this has been causing any issues previously, but I figure it can't hurt to fix while at it.
ItemHolsterFrame was previously overriden to not call the base class method to avoid automatically reloading holstered guns, but there's already an if-statement in the base class to handle that. I decided to call the base class method for consistency.
As an aside, it would probably make more sense to store the inaccuracy on the player, but I don't feel like doing a larger refactor right now.
Toolchain
Linked Issues