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Sprinting while getting in the Mako causes the Mako to not have crosshairs #23

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henbagle opened this issue Jul 18, 2021 · 2 comments
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@henbagle
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Describe the bug
Sprinting while getting in the Mako causes the Mako to not have crosshairs

Expected behavior
Crosshair to reappear when you enter the Mako

Mass-Effect-Legendary-Edition-20_Trim_Trim.-.Sithdoom.mp4
@henbagle
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Most of the logic for the hiding and showing of the crosshair appears to be in native code. There is some logic in the scaleform P-code, and some logic in the GameModeManager and in each GameMode, but the part we would want to change appears to be in native.

@henbagle
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Fixed. SFXGameModeDefault.TryEnterVehicle script updated via M3M to read the following.

public final exec function bool TryEnterVehicle()
{
    local BioVehicleBase Vehicle;
    local bool bRetval;
    
    Vehicle = BioVehicleBase(Outer.m_oPlayerSelection.m_oCurrentSelectionTarget);
    if (Vehicle == None)
    {
        return FALSE;
    }
    if (Vehicle.m_oBehavior.IsWithinUseRange(Outer.Pawn.Location))
    {
        bRetval = Vehicle.TriggerEventClass(Class'BioSeqEvt_VehicleEnter', Outer.Pawn);
        if (!bRetval)
        {
            if (Outer.bStorming || int(Outer.bWantsToStorm) == 1)
            {
                Outer.bWantsToStorm = 0;
                Outer.bStorming = FALSE;
            }
            bRetval = Outer.BioEnterVehicle(Vehicle);
        }
    }
    if (bRetval)
    {
        BioWorldInfo(Outer.WorldInfo).ShowTutorial('METR_VehicleEnter', TRUE);
    }
    return bRetval;
}

The Outer.bStorming If statement is what has been added.

@henbagle henbagle added this to the 1.3 milestone Jun 18, 2022
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