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Carrying - Handle simultaneously carry action (#99)
* Make sure on the server side that the owner is in fact not already carried * Use replicated variables for determining if someone is carrier/carried * Correct comment * Check on server if target in fact not carried
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addons/carrying/Scripts/Game/ACE_Carrying/Character/SCR_CharacterControllerComponent.c
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Original file line number | Diff line number | Diff line change |
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//------------------------------------------------------------------------------------------------ | ||
modded class SCR_CharacterControllerComponent : CharacterControllerComponent | ||
{ | ||
[RplProp()] | ||
protected bool m_bACE_Carrying_IsCarrier = false; | ||
[RplProp()] | ||
protected bool m_bACE_Carrying_IsCarried = false; | ||
|
||
//------------------------------------------------------------------------------------------------ | ||
void ACE_Carrying_SetIsCarrier(bool isCarrier) | ||
{ | ||
m_bACE_Carrying_IsCarrier = isCarrier; | ||
Replication.BumpMe(); | ||
} | ||
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//------------------------------------------------------------------------------------------------ | ||
bool ACE_Carrying_IsCarrier() | ||
{ | ||
return m_bACE_Carrying_IsCarrier; | ||
} | ||
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//------------------------------------------------------------------------------------------------ | ||
void ACE_Carrying_SetIsCarried(bool isCarried) | ||
{ | ||
m_bACE_Carrying_IsCarried = isCarried; | ||
Replication.BumpMe(); | ||
} | ||
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//------------------------------------------------------------------------------------------------ | ||
bool ACE_Carrying_IsCarried() | ||
{ | ||
return m_bACE_Carrying_IsCarried; | ||
} | ||
} |
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