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	Fixed Pickup Bug
Pickup weapon that was not in your hand lead to one weapon being "deleted" 0 Rifle (null) 1 Pistole (M92) 2 Hand (Hand) 3 Knife (null) When u had the "Hand" equipped and picked up another Pistole (e.g. USP), M92 would not be accessable anymore. ITS NOW FIXED! DAS IST WAS ZÄHLT!
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		| @@ -41,7 +41,7 @@ public class WeaponManager : NetworkBehaviour | ||||
|  | ||||
|             }else if (Input.GetButtonDown("Drop")) { // q Droping weapon  | ||||
|                 if (activeWeapons[currentWeaponIndex] != null) { | ||||
|                     dropWeapon(); // Throws weapon away | ||||
|                     dropWeapon(currentWeaponIndex); // Throws weapon away | ||||
|                     switchWeapon(1); | ||||
|                     activeWeapons[currentWeaponIndex].SetActive(true); | ||||
|                 } | ||||
| @@ -117,8 +117,8 @@ public class WeaponManager : NetworkBehaviour | ||||
|     } | ||||
|  | ||||
|     private bool putWeaponInArray(int index, RaycastHit hit) { | ||||
|         if (activeWeapons[currentWeaponIndex] != null) { | ||||
|             dropWeapon(); // Throws weapon away | ||||
|         if (activeWeapons[index] != null) { | ||||
|             dropWeapon(index); // Throws weapon away | ||||
|         } | ||||
|         activeWeapons[index] = hit.transform.gameObject; | ||||
|         activeWeapons[index].SetActive(true); | ||||
| @@ -131,9 +131,9 @@ public class WeaponManager : NetworkBehaviour | ||||
|         return true; | ||||
|     } | ||||
|  | ||||
|     private bool dropWeapon() { | ||||
|         if(currentWeaponIndex != 2) { | ||||
|             GameObject currentWeapon = activeWeapons[currentWeaponIndex]; | ||||
|     private bool dropWeapon(int index) { | ||||
|         if(index != 2) { | ||||
|             GameObject currentWeapon = activeWeapons[index]; | ||||
|             currentWeapon.SetActive(true); | ||||
|             Rigidbody rigid = currentWeapon.GetComponent<Rigidbody>(); | ||||
|             rigid.useGravity = true; | ||||
| @@ -141,7 +141,7 @@ public class WeaponManager : NetworkBehaviour | ||||
|             rigid.velocity = cam.transform.forward * 10 + cam.transform.up * 2; | ||||
|             currentWeapon.GetComponent<BoxCollider>().enabled = true; | ||||
|             currentWeapon.gameObject.transform.SetParent(null); | ||||
|             activeWeapons[currentWeaponIndex] = null; | ||||
|             activeWeapons[index] = null; | ||||
|  | ||||
|             return true; | ||||
|         } | ||||
|   | ||||
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