fix(Weapon Combo Boxes): use unique ids for weapon combos (#3428)
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lonelybud 2024-07-25 17:38:41 +05:30 committed by GitHub
parent 086f42f21e
commit 449ebf4c42
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@ -130,7 +130,7 @@ namespace big
components::command_checkbox<"modifyexplosionradius">();
ImGui::InputFloat("VIEW_WEAPON_EXPLOSION_RADIUS"_T.data(), &g.weapons.set_explosion_radius, .1, 200, "%.1f");
ImGui::PushID("custom_weapon_view");
ImGui::SeparatorText("CUSTOM_WEAPONS"_T.data());
ImGui::Checkbox("VIEW_WEAPON_CUSTOM_GUN_ONLY_FIRES_WHEN_THE_WEAPON_IS_OUT"_T.data(), &g.self.custom_weapon_stop);
@ -154,6 +154,7 @@ namespace big
ImGui::EndCombo();
}
ImGui::PopID();
switch (selected)
{
@ -228,6 +229,7 @@ namespace big
ImGui::PopItemWidth();
}
ImGui::PushID("ammunation_view");
if (ImGui::CollapsingHeader("VIEW_WEAPON_AMMUNATION"_T.data()))
{
static Hash selected_weapon_hash, selected_weapon_attachment_hash{};
@ -326,6 +328,7 @@ namespace big
WEAPON::SET_PED_WEAPON_TINT_INDEX(self::ped, selected_weapon_hash, tint);
});
}
ImGui::PopID();
if (ImGui::CollapsingHeader("VIEW_WEAPON_PERSIST_WEAPONS"_T.data()))
{
ImGui::PushID(1);