better input handling during initial trader

This commit is contained in:
Shtoyan 2022-07-19 20:11:43 +04:00
parent a8793a950c
commit 1944c5bd94

View File

@ -482,23 +482,24 @@ function bool KeyEvent(EInputKey Key, EInputAction Action, float Delta)
} }
} }
// Open trader on movement // Open trader on movement if it's a pre-game
if (NicePackMutator.bIsPreGame && NicePackMutator.bInitialTrader && (NicePackMutator.bStillDuringInitTrader || !nicePlayer.bOpenedInitTrader) && nicePlayer.Pawn != none)
{
if (Alias ~= "MoveForward" || Alias ~= "MoveBackward" || Alias ~= "TurnLeft" || Alias ~= "TurnRight" if (Alias ~= "MoveForward" || Alias ~= "MoveBackward" || Alias ~= "TurnLeft" || Alias ~= "TurnRight"
|| Alias ~= "StrafeLeft" || Alias ~= "StrafeRight" || Alias ~= "Axis") || Alias ~= "StrafeLeft" || Alias ~= "StrafeRight" || Alias ~= "Axis")
{ {
// Open trader if it's a pre-game // nicePlayer.ClientOpenMenu("NicePack.NiceGUIBuyMenu",,"Test stuff",string(15));
if (NicePackMutator.bIsPreGame && NicePackMutator.bInitialTrader && (NicePackMutator.bStillDuringInitTrader || !nicePlayer.bOpenedInitTrader) && nicePlayer.Pawn != none)
{
nicePlayer.ShowBuyMenu("Initial trader", KFHumanPawn(nicePlayer.Pawn).MaxCarryWeight); nicePlayer.ShowBuyMenu("Initial trader", KFHumanPawn(nicePlayer.Pawn).MaxCarryWeight);
nicePlayer.bOpenedInitTrader = true; nicePlayer.bOpenedInitTrader = true;
return true; return true;
} }
// nicePlayer.ClientOpenMenu("NicePack.NiceGUIBuyMenu",,"Test stuff",string(15));
} }
// Reload if we've detected a reload alias in this button's command // Reload if we've detected a reload alias in this button's command
if (niceWeap != none && !nicePlayer.bUseServerReload && if (niceWeap != none && !nicePlayer.bUseServerReload &&
(bNeedsReload || Alias ~= "ReloadMeNow" || Alias ~= "ReloadWeapon")) (bNeedsReload || Alias ~= "ReloadMeNow" || Alias ~= "ReloadWeapon"))
niceWeap.ClientReloadMeNow(); niceWeap.ClientReloadMeNow();
return false; return false;
} }