CSW - Handle turret locality safer #10272
Merged
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Outdated suggestions cannot be applied.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.
When merged this pull request will:
Addressed in CSW - Improve "disableWeaponAssembly" status effect usage #10273, by removing the delay by a frame.FUNC(initVehicle)
: Nothing guarantees that the CSW will still be local in the next frame, so better to see if CSW is local in the next frame.FUNC(proxyWeapon)
: Both calls to it (with the change above) check if the turret is local and quit if it isn't, so it should be fine. My worry is if it's called from a 3rd party, but idk how likely that is, so I'm unsure how needed this change is.FUNC(staticWeaponInit_unloadExtraMags)
: Removes magazines from all turrets, a frame after the vehicle has been initialised, which technically leaves some time for a unit to be moved into a turret, which could force a locality switch if said unit is remote.IMPORTANT
Component - Add|Fix|Improve|Change|Make|Remove {changes}
.