Fix #231: correct gun ready and shots-left reporting#251
Open
Ally-for-Hire wants to merge 1 commit intoACE-Project-Team:devfrom
Open
Fix #231: correct gun ready and shots-left reporting#251Ally-for-Hire wants to merge 1 commit intoACE-Project-Team:devfrom
Ally-for-Hire wants to merge 1 commit intoACE-Project-Team:devfrom
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Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be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.
Addresses #231
This updates acf_gun state reporting so wire outputs reflect the actual chamber state instead of just the reload timer. Guns now report Ready = 1 only when NextFire has elapsed and a non-empty round is still loaded, which fixes the case where a gun could stay "ready" after running out of ammo.
It also corrects Shots Left for empty chambers. Single-shot guns were still reporting one round in the gun even when all linked crates were empty and the chamber had already been cleared. The output now returns 0 whenever BulletData.Type == "Empty".
The fix intentionally avoids auto-calling LoadAmmo() from Think(). That preserves existing unload behavior, so using Unload can still leave the gun empty instead of immediately reloading from a linked crate once the timer expires.