From 0c1fd4f65e08eff33b9b2a11681a3de776713ed6 Mon Sep 17 00:00:00 2001 From: johnb432 <58661205+johnb432@users.noreply.github.com> Date: Sat, 6 Jun 2026 14:59:33 +0200 Subject: [PATCH] Fix placing explosives while prone Fix bug introduced in #10805 --- addons/explosives/functions/fnc_setupExplosive.sqf | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/addons/explosives/functions/fnc_setupExplosive.sqf b/addons/explosives/functions/fnc_setupExplosive.sqf index a5a2aaa5048..5eabb028415 100644 --- a/addons/explosives/functions/fnc_setupExplosive.sqf +++ b/addons/explosives/functions/fnc_setupExplosive.sqf @@ -61,7 +61,7 @@ private _isSticky = getNumber (_configMagazine >> QGVAR(isSticky)) == 1; GVAR(pfeh_running) = true; GVAR(placeAction) = PLACE_WAITING; -GVAR(TweakedAngle) = 0; +GVAR(tweakedAngle) = 0; [{ BEGIN_COUNTER(pfeh); @@ -81,7 +81,7 @@ GVAR(TweakedAngle) = 0; if ((stance _unit) == "PRONE") then { // If prone, lower base and increase up angle of look - Makes it much easier to attach to underside of vehicles - _basePosASL vectorAdd [0, 0, -0.3]; + _basePosASL = _basePosASL vectorAdd [0, 0, -0.3]; _lookDirVector = ((positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL)) vectorFromTo ((positionCameraToWorld [0, 3, 10]) call EFUNC(common,positionToASL)); };