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Helmet HUDs skip over HUDs that are already in effect on the player (#…
…5600) # About the pull request Makes it so that if you have an active HUD, a helmet visor that does the same thing will not be considered when switching through visors in your helmet. Credit to harryob for his help with the code. # Explain why it's good for the game Visors are usually a pain to switch through when their functionality isn't needed, take for example, the squad optic, which does the same job as the headset (HUD-wise). This change makes it so you don't need to switch through unneeded HUDs. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: Stakeyng qol: Removes the need to cycle through helmet visors that contain HUD effects that are already active on your character. /:cl: --------- Co-authored-by: harryob <[email protected]>
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