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port reload
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@ -1,73 +0,0 @@
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class CfgPatches {
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class AGM_Reload {
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units[] = {};
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weapons[] = {};
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requiredVersion = 0.60;
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requiredAddons[] = {AGM_Core};
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version = "0.95";
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versionStr = "0.95";
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versionAr[] = {0,95,0};
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author[] = {"commy2", "KoffeinFlummi"};
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authorUrl = "https://github.com/commy2/";
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};
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};
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class CfgFunctions {
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class AGM_Reload {
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class AGM_Reload {
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file = "\AGM_Reload\functions";
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class checkAmmo;
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};
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};
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};
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class Extended_Take_EventHandlers {
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class CAManBase {
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class AGM_AmmoIndicatorReload {
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clientTake = "if (_this select 0 == AGM_player && {(_this select 1) in [uniformContainer (_this select 0), vestContainer (_this select 0), backpackContainer (_this select 0)]} && {_this select 2 == currentMagazine (_this select 0)}) then {[_this select 0, vehicle (_this select 0), true] call AGM_Reload_fnc_checkAmmo};";
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};
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};
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};
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class AGM_Core_Default_Keys {
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class checkAmmo {
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displayName = "$STR_AGM_Reload_checkAmmo";
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condition = "[_player] call AGM_Core_fnc_canUseWeapon || {_vehicle isKindOf 'StaticWeapon'}";
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statement = "[_player, _vehicle, false] call AGM_Reload_fnc_checkAmmo";
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key = 19;
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shift = 0;
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control = 1;
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alt = 0;
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};
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};
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class CfgActions {
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class LoadMagazine;
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class LoadEmptyMagazine : LoadMagazine {
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showWindow = 0;
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textDefault = "";
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};
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};
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class RscControlsGroup;
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class RscText;
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class RscInGameUI {
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class RscUnitInfo {
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// Soldier only
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class WeaponInfoControlsGroupLeft: RscControlsGroup {
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class controls {
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class CA_AmmoCount: RscText {
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sizeEx = 0;
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};
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};
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};
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// Vehicles only
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/*class WeaponInfoControlsGroupRight: RscControlsGroup {
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class controls {
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class CA_AmmoCount: RscText {
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sizeEx = 0;
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};
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};
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};*/
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};
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};
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1
addons/reload/$PBOPREFIX$
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1
addons/reload/$PBOPREFIX$
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@ -0,0 +1 @@
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z\ace\addons\reload
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8
addons/reload/CfgActions.hpp
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8
addons/reload/CfgActions.hpp
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@ -0,0 +1,8 @@
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class CfgActions {
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class LoadMagazine;
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class LoadEmptyMagazine : LoadMagazine {
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showWindow = 0;
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textDefault = "";
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};
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};
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14
addons/reload/CfgEventHandlers.hpp
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14
addons/reload/CfgEventHandlers.hpp
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@ -0,0 +1,14 @@
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class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_preInit));
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};
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};
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class Extended_Take_EventHandlers {
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class CAManBase {
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class ACE_AmmoIndicatorReload {
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clientTake = QUOTE(if (_this select 0 == ACE_player && {(_this select 1) in [ARR_3(uniformContainer (_this select 0), vestContainer (_this select 0), backpackContainer (_this select 0))]} && {_this select 2 == currentMagazine (_this select 0)}) then {[ARR_3(_this select 0, vehicle (_this select 0), true)] call FUNC(checkAmmo)};);
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};
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};
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};
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24
addons/reload/RscInGameUI.hpp
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24
addons/reload/RscInGameUI.hpp
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class RscControlsGroup;
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class RscText;
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class RscInGameUI {
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class RscUnitInfo {
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// Soldiers
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class WeaponInfoControlsGroupLeft: RscControlsGroup {
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class controls {
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class CA_AmmoCount: RscText {
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sizeEx = 0;
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};
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};
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};
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// Vehicles
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/*class WeaponInfoControlsGroupRight: RscControlsGroup {
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class controls {
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class CA_AmmoCount: RscText {
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sizeEx = 0;
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};
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};
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};*/
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};
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};
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3
addons/reload/XEH_preInit.sqf
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3
addons/reload/XEH_preInit.sqf
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#include "script_component.hpp"
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PREP(checkAmmo);
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30
addons/reload/config.cpp
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30
addons/reload/config.cpp
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#include "script_component.hpp"
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class CfgPatches {
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class ADDON {
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units[] = {};
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_common"};
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author[] = {"commy2","KoffeinFlummi"};
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authorUrl = "https://github.com/commy2/";
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VERSION_CONFIG;
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};
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};
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#include "CfgEventHandlers.hpp"
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#include "CfgActions.hpp"
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class ACE_Default_Keys {
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class checkAmmo {
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displayName = "$STR_ACE_Reload_checkAmmo";
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condition = QUOTE([_player] call EFUNC(common,canUseWeapon) || {_vehicle isKindOf 'StaticWeapon'});
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statement = QUOTE([ARR_3(_player, _vehicle, false)] call FUNC(checkAmmo););
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key = 19;
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shift = 0;
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control = 1;
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alt = 0;
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};
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};
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#include "RscInGameUI.hpp"
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* Return value:
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* Return value:
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* Nothing
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* Nothing
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*/
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*/
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#include "script_component.hpp"
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#define COUNT_BARS 12
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#define COUNT_BARS 12
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private ["_unit", "_vehicle"];
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private ["_unit", "_vehicle"];
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_unit = _this select 0;
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_unit = _this select 0;
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for "_a" from 1 to _count do {
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for "_a" from 1 to _count do {
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_string = _string + "|";
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_string = _string + "|";
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};
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};
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_text = [_string, _color] call AGM_Core_fnc_stringToColoredText;
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_text = [_string, _color] call EFUNC(common,stringToColoredText);
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_string = "";
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_string = "";
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for "_a" from (_count + 1) to (_maxRounds min COUNT_BARS) do {
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for "_a" from (_count + 1) to (_maxRounds min COUNT_BARS) do {
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@ -91,11 +91,11 @@ if (_unit != _vehicle && !(_vehicle isKindOf "StaticWeapon")) then {
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composeText [
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composeText [
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_text,
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_text,
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[_string, [0.5, 0.5, 0.5]] call AGM_Core_fnc_stringToColoredText
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[_string, [0.5, 0.5, 0.5]] call EFUNC(common,stringToColoredText)
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]
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]
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};
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};
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_picture = getText (configFile >> "CfgMagazines" >> _magazine >> "picture");
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_picture = getText (configFile >> "CfgMagazines" >> _magazine >> "picture");
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[_text, _picture] call AGM_Core_fnc_displayTextPicture;
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[_text, _picture] call EFUNC(common,displayTextPicture);
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};
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};
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1
addons/reload/functions/script_component.hpp
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1
addons/reload/functions/script_component.hpp
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#include "\z\ace\addons\reload\script_component.hpp"
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addons/reload/script_component.hpp
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12
addons/reload/script_component.hpp
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#define COMPONENT reload
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#include "\z\ace\addons\main\script_mod.hpp"
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#ifdef DEBUG_ENABLED_RELOAD
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#define DEBUG_MODE_FULL
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#endif
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#ifdef DEBUG_ENABLED_RELOAD
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#define DEBUG_SETTINGS DEBUG_ENABLED_RELOAD
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#endif
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#include "\z\ace\addons\main\script_macros.hpp"
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Edited with tabler - 2014-09-09 -->
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<!-- Edited with tabler - 2014-09-09 -->
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<Project name="AGM">
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<Project name="ACE">
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<Package name="Reload">
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<Package name="Reload">
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<Key ID="STR_AGM_Reload_checkAmmo">
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<Key ID="STR_ACE_Reload_checkAmmo">
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<English>Check Ammo</English>
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<English>Check Ammo</English>
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<German>Munition prüfen</German>
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<German>Munition prüfen</German>
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<Spanish>Verificar munición</Spanish>
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<Spanish>Verificar munición</Spanish>
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<Portuguese>Conferir munições</Portuguese>
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<Portuguese>Conferir munições</Portuguese>
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<Russian>Kонтроль Боеприпасы</Russian>
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<Russian>Kонтроль Боеприпасы</Russian>
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</Key>
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</Key>
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<Key ID="STR_AGM_Reload_Ammo">
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<Key ID="STR_ACE_Reload_Ammo">
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<English>Ammo</English>
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<English>Ammo</English>
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<German>Munition</German>
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<German>Munition</German>
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<Spanish>Munición</Spanish>
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<Spanish>Munición</Spanish>
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