update 1.2.0
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@@ -300,16 +300,44 @@ namespace EmeraldAI
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{
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for (int i = 0; i < Type1EquippableWeapons.Count; i++)
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{
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if (Type1EquippableWeapons[i].HeldObject != null) Type1EquippableWeapons[i].HeldObject.SetActive(false); //Disable the held weapon
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if (Type1EquippableWeapons[i].HolsteredObject != null) Type1EquippableWeapons[i].HolsteredObject.SetActive(true); //Enable the holstered weapon
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if (EmeraldComponent.AnimationComponent.m_AnimationProfile.Type1Animations.PullOutWeapon.AnimationClip != null && EmeraldComponent.AnimationComponent.m_AnimationProfile.Type1Animations.PutAwayWeapon.AnimationClip != null)
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{
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if (Type1EquippableWeapons[i].HeldObject != null && Type1EquippableWeapons[i].HolsteredObject != null)
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{
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Type1EquippableWeapons[i].HeldObject.SetActive(false); //Disable the held weapon
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Type1EquippableWeapons[i].HolsteredObject.SetActive(true); //Enable the holstered weapon
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}
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else
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{
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if (Type1EquippableWeapons[i].HeldObject) Type1EquippableWeapons[i].HeldObject.SetActive(true); //Enable the held weapon
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}
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}
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else
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{
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if (Type1EquippableWeapons[i].HeldObject) Type1EquippableWeapons[i].HeldObject.SetActive(true); //Enable the held weapon
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}
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}
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}
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else if (EmeraldComponent.CombatComponent.CurrentWeaponType == EmeraldCombat.WeaponTypes.Type2)
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{
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for (int i = 0; i < Type2EquippableWeapons.Count; i++)
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{
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if (Type2EquippableWeapons[i].HeldObject != null) Type2EquippableWeapons[i].HeldObject.SetActive(false); //Disable the held weapon
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if (Type2EquippableWeapons[i].HolsteredObject != null) Type2EquippableWeapons[i].HolsteredObject.SetActive(true); //Enable the holstered weapon
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if (EmeraldComponent.AnimationComponent.m_AnimationProfile.Type2Animations.PullOutWeapon.AnimationClip != null && EmeraldComponent.AnimationComponent.m_AnimationProfile.Type2Animations.PutAwayWeapon.AnimationClip != null)
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{
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if (Type2EquippableWeapons[i].HeldObject != null && Type2EquippableWeapons[i].HolsteredObject != null)
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{
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Type2EquippableWeapons[i].HeldObject.SetActive(false); //Disable the held weapon
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Type2EquippableWeapons[i].HolsteredObject.SetActive(true); //Enable the holstered weapon
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}
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else
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{
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if (Type2EquippableWeapons[i].HeldObject) Type2EquippableWeapons[i].HeldObject.SetActive(true); //Enable the held weapon
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}
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}
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else
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{
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if (Type2EquippableWeapons[i].HeldObject) Type2EquippableWeapons[i].HeldObject.SetActive(true); //Enable the held weapon
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}
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}
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}
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}
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