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Добавил для скриптов проверку db.actor:active_item():get_weapon():UseScopeTexture()
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3 files changed

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-3
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3 files changed

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ogsr_engine/xrGame/derived_client_classes.cpp

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@@ -470,7 +470,7 @@ void CWeaponScript::script_register(lua_State *L)
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.def("get_fire_point2" , &CWeapon::get_CurrentFirePoint2)
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.def( "get_fire_direction" , &CWeapon::get_LastFD )
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.def( "ready_to_kill" , &CWeapon::ready_to_kill )
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.def("UseScopeTexture", &CWeapon::UseScopeTexture)
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,
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class_<CWeaponMagazined, CWeapon> ("CWeaponMagazined")
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.def_readonly("shot_num" , &CWeaponMagazined::m_iShotNum)

ogsr_engine/xrGame/game_object_space.h

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@@ -67,7 +67,6 @@ namespace GameObject {
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eOnUpdateAddonsVisibiility,
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eOnUpdateHUDAddonsVisibiility,
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eOnAddonInit,
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eOnSecondScopeSwitch,
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// These specifically say actor as I intend to add callbacks for NPCs firing their weapons.
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eOnActorWeaponStartFiring,

ogsr_engine/xrGame/script_game_object_script.cpp

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@@ -122,7 +122,6 @@ void CScriptGameObject::script_register(lua_State *L)
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value("update_addons_visibility", int(GameObject::eOnUpdateAddonsVisibiility)),
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value("update_hud_addons_visibility", int(GameObject::eOnUpdateHUDAddonsVisibiility)),
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value("on_addon_init", int(GameObject::eOnAddonInit)),
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value("second_scope_switch", int(GameObject::eOnSecondScopeSwitch)),
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// value("on_hud_animation_end", int(GameObject::eOnHudAnimationEnd)),
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// Added by Cribbledirge Start
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value("on_actor_weapon_start_firing", int(GameObject::eOnActorWeaponStartFiring)),

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