2015-08-04 01:08:21 +00:00
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/*
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* Author: commy2
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*
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* Find the next Grenade Muzzle.
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*
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* Argument:
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* 0: Grenade Type ("All", "Frag", "NonFrag") <STRING>
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*
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* Return value:
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* Class name of next throw muzzle <STRING>
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*/
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2015-01-17 17:26:51 +00:00
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#include "script_component.hpp"
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2015-08-04 01:08:21 +00:00
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private ["_allMags", "_allMuzzles", "_magazines", "_start", "_index", "_nextMuzzle"];
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2015-01-17 17:26:51 +00:00
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2015-08-04 01:08:21 +00:00
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params ["_type"];
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2015-01-17 17:26:51 +00:00
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_allMags = missionNamespace getVariable [format [QGVAR(%1Magazines), _type], []];
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_allMuzzles = missionNamespace getVariable [format [QGVAR(%1Muzzles), _type], []];
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_magazines = magazines ACE_player;
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_start = [GVAR(CurrentGrenadeMuzzleOther), GVAR(CurrentGrenadeMuzzleFrag)] select GVAR(CurrentGrenadeMuzzleIsFrag);
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_index = _allMuzzles find _start;
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scopeName "SearchMain";
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_nextMuzzle = "";
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for "_index" from (_index + 1) to (count _allMuzzles - 1) do {
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{
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if (_x in (_allMags select _index)) exitWith {_nextMuzzle = _allMuzzles select _index; breakTo "SearchMain"};
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} count _magazines;
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};
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if (_nextMuzzle != "") exitWith {_nextMuzzle};
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for "_index" from 0 to _index do {
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{
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if (_x in (_allMags select _index)) exitWith {_nextMuzzle = _allMuzzles select _index; breakTo "SearchMain"};
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} count _magazines;
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};
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_nextMuzzle
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