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Apply the ufeh to ACE_Grenades
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@ -3,8 +3,7 @@
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* Determines whether to place dust on the goggles, based on calibre of weapon fired and other requirements. Called from the unified fired EH only for the local player.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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* None. Parameters inherited from EFUNC(common,firedEH)
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*
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* Return Value:
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* Function is handled? <BOOL>
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@ -10,11 +10,3 @@ class Extended_PostInit_EventHandlers {
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init = QUOTE(call COMPILE_FILE(XEH_postInit));
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};
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};
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class Extended_FiredBIS_EventHandlers {
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class CAManBase {
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class ADDON {
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firedBIS = QUOTE(_this call FUNC(throwGrenade));
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};
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};
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};
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@ -22,3 +22,9 @@ GVAR(flashbangPPEffectCC) ppEffectForceInNVG true;
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},
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{false},
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[9, [false, false, false]], false] call CBA_fnc_addKeybind; //8 Key
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// Register fire event handler
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["firedPlayer", DFUNC(throwGrenade)] call EFUNC(common,addEventHandler);
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["firedPlayerNonLocal", DFUNC(throwGrenade)] call EFUNC(common,addEventHandler);
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["firedNonPlayer", DFUNC(throwGrenade)] call EFUNC(common,addEventHandler);
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@ -1,15 +1,9 @@
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/*
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* Author: commy2
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* Adjust the grenades throwing direction and speed to the selected throwing mode.
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* Adjust the grenades throwing direction and speed to the selected throwing mode. Called from the unified fired EH only for CAManBase
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*
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* Arguments:
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* 0: unit - Object the event handler is assigned to <OBJECT>
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* 1: weapon - Fired weapon <STRING>
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* 2: muzzle - Muzzle that was used <STRING>
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* 3: mode - Current mode of the fired weapon <STRING>
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* 4: ammo - Ammo used <STRING>
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* 5: magazine - magazine name which was used <STRING>
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* 6: projectile - Object of the projectile that was shot <OBJECT>
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* None. Parameters inherited from EFUNC(common,firedEH)
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*
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* Return Value:
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* None
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@ -21,7 +15,8 @@
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*/
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#include "script_component.hpp"
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params ["_unit", "_weapon", "", "", "_ammo", "", "_projectile"];
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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
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TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
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if (_weapon != "Throw") exitWith {};
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