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Advanced Throwing - Fix multiple round grenades #10492

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johnb432
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@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.

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  • 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
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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
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Timi007 commented Nov 9, 2024

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

@diwako
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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
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Advanced Throwing ignores ammo count of grenades
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