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

Fix defused UXOs being able to be defused again and detected by mine detector #5623

Merged
merged 1 commit into from
Oct 15, 2017
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion addons/explosives/functions/fnc_interactEH.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -41,7 +41,7 @@ if (!("ACE_DefusalKit" in (items ACE_player))) exitWith {};
//If player moved >5 meters from last pos, then rescan
if (((getPosASL ace_player) distance _setPosition) > 5) then {
{
if (((_x distance ACE_player) < 15) && {!(_x in _minesHelped)}) then {
if (((_x distance ACE_player) < 15) && {!(_x in _minesHelped)} && {(getModelInfo _x) select 0 != "empty.p3d"}) then {

private _config = configFile >> "CfgAmmo" >> typeOf _x;
private _size = getNumber (_config >> QGVAR(size));
Expand Down
2 changes: 1 addition & 1 deletion addons/minedetector/functions/fnc_getDetectedObject.sqf
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,7 @@ private _distance = -1;
private _objectType = typeOf _x;

_isDetectable = GVAR(detectableClasses) getVariable _objectType;
if (isNil "_isDetectable") then {
if (isNil "_isDetectable" || {(getModelInfo _x) select 0 == "empty.p3d"}) then {
_isDetectable = false;
};

Expand Down