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Fix for being unable to detonate the satchel when holding a detonator (i.e. having a satchel in the world) and ready tripmine in hands. #532

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SoDOOManiac
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With this fix the player can detonate the satchel when holding a detonator (i.e. having a satchel in the world) and ready tripmine in hands, unlike in HL2DM
https://youtu.be/pvfdsDBldqI

…ing a detonator (i.e. having a satchel in the world) and ready tripmine in hands.
@Adrianilloo
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Adrianilloo commented Aug 16, 2024

This commit is not quite correct. The addition of !m_bDetonatorArmed subcondition at the start of the function makes the whole condition redundant and always failing since StartSatchelDetonate is only called when m_bDetonatorArmed is true, by default code (see CWeapon_SLAM::SecondaryAttack). This makes being able to detonate satchels anytime (with any undesired animation playing, ie. in the middle of a throw).

Furthermore, the choice of using throw-ready animation for the detonation during tripmine planting ready state isn't natural to me. I prefer using the "unarmed state" detonation animation.

Here is another solution, with the above issue fixed so that detonation is only allowed at "idling" states, including tripmine planting ready state.

@SoDOOManiac
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@Adrianilloo, thank you, it's a nice surprise to see someone cares.
I hope one day I will resume working on Contingency mod (from another account of mine) and will add the fix you suggested.

XutaxKamay pushed a commit to XutaxKamay/css_enhanced that referenced this pull request Aug 27, 2024
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2 participants