2016-10-12 22:35:24 +00:00
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/*
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* Author: jaynus / nou
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* Handles AI shooting a locking missile
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*
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* Arguments:
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* 0: Target <OBJECT>
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* 1: Ammo <STRING>
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* 2: Shooter <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [cursorTarget, "x", player] call ace_missileguidance_fnc_changeMissileDirection;
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*
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* Public: No
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*/
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// #define DEBUG_MODE_FULL
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2016-05-30 16:37:03 +00:00
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#include "script_component.hpp"
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2016-10-12 22:35:24 +00:00
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params ["_target", "_ammo", "_shooter"];
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if (GVAR(enabled) < 1) exitWith {}; // bail if enabled
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2016-05-30 16:37:03 +00:00
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if !(local (gunner _shooter) || {local _shooter}) exitWith {}; // bail if not shooter
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2016-10-12 22:35:24 +00:00
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_shooter setVariable [QGVAR(vanilla_target),_target, false];
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TRACE_2("setting vanilla target",_shooter,_target);
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