Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Advanced Throwing - Fix multiple round grenades #10492

Open
wants to merge 1 commit into
base: master
Choose a base branch
from

Conversation

johnb432
Copy link
Contributor

@johnb432 johnb432 commented Nov 9, 2024

When merged this pull request will:

  • Grenades with multiple rounds (e.g. SOG's vn_v40_grenade_mag) would not behave nicely with advanced throwing, which was hard coded to only handle grenades with 1 round.

IMPORTANT

  • If the contribution affects the documentation, please include your changes in this pull request so the documentation will appear on the website.
  • Development Guidelines are read, understood and applied.
  • Title of this PR uses our standard template Component - Add|Fix|Improve|Change|Make|Remove {changes}.

@johnb432 johnb432 added the kind/bug-fix Release Notes: **FIXED:** label Nov 9, 2024
@johnb432 johnb432 added this to the 3.18.2 milestone Nov 9, 2024
@diwako
Copy link
Contributor

diwako commented Nov 9, 2024

Tried it out.
It works if you do not switch the grenade while having the nade preview.

If you throw a grenade from a magazine that has a more than 1 ammo, then switch the grenade mag, preview again, switch a few more times then until you get back to the grenade magazine with more than 1 ammo and then throw again, then the magazine suddenly is full again and only 1 grenade as subtracted.

There is also some strange occurrences of no grenades being removed from the magazine, but that is a bit too inconsistent to reproduce.

All of the wrong behavior has something to do with switchen the selected grenades.

@Timi007
Copy link
Contributor

Timi007 commented Nov 9, 2024

I just posted issue #10493. Does this PR also handle canceling the throw correctly?

@diwako
Copy link
Contributor

diwako commented Nov 9, 2024

I just posted issue #10493. Does this PR also handle canceling the throw correctly?

As long as the grenade is not primed or thrown no ammo will be deducted.

@johnb432 johnb432 linked an issue Nov 9, 2024 that may be closed by this pull request
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
kind/bug-fix Release Notes: **FIXED:**
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Advanced Throwing ignores ammo count of grenades
3 participants