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Interaction - Add "pass grenade" interaction #10463
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When selecting the category, it will either use the last grenade that was passed or the next available one in the inventory.
In my personal opinion, that particular aspect of the PR is not intuitive (magazine passing doesn't have that, so why should grenade passing have it? also no documentation), not helpful (it only saves you the final mouse movement, so it save you pretty little; it's unlikely you'd be passing numerous grenades this way, you'd probably put it in a backpack or the ground) and therefore not useful.
I'd like to hear more from other members of the ACE team though, before you undertake any changes related to that.
Do I understand you correctly that you don't want to have this split into lethal and non-lethal grenades? Should all grenades be listed under "Pass grenade" directly? Edit: As for saving mouse movement and no documentation, the same can be said for the ACE tagging system. You can spray the last used tag by just selecting the top tagging action. This is, as far as I know, also not documented in the wiki. If needed, I can document this feature in the wiki. |
I kinda feel like it's too busy with a node for every grenade type carried and that a single pass grenade node that just passes your currently selected grenade would be fine. |
Yea, you're right, forgot about that despite having the code under my eyes.
Regardless of what will be done in the end, some documentation should be provided.
I agree with it being too busy, especially if you use the radial menu, but I do see the appeal of being able to pass any grenade. |
So do all agree to have only one "pass current grenade" action node and to pass the currently selected grenade? |
Ready for review |
Co-authored-by: johnb432 <[email protected]>
When merged this pull request will:
IMPORTANT
Component - Add|Fix|Improve|Change|Make|Remove {changes}
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