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https://github.com/acemod/ACE3.git
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Grenades Cleanup
Shouldn't be any change to functionality Headers Formating simplifying (waitAndExecute) exceptions/canInteract for keybind
This commit is contained in:
parent
fb3a610649
commit
1a61148053
@ -6,7 +6,7 @@ class Extended_PreInit_EventHandlers {
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class Extended_PostInit_EventHandlers {
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class Extended_PostInit_EventHandlers {
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class ADDON {
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class ADDON {
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clientInit = QUOTE( call COMPILE_FILE(XEH_postInitClient) );
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init = QUOTE( call COMPILE_FILE(XEH_postInit) );
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};
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};
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};
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};
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28
addons/grenades/XEH_postInit.sqf
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28
addons/grenades/XEH_postInit.sqf
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@ -0,0 +1,28 @@
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// by commy2
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#include "script_component.hpp"
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["flashbangExplosion", {_this call FUNC(flashbangExplosionEH)}] call EFUNC(common,addEventHandler);
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if !(hasInterface) exitWith {};
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GVAR(flashbangPPEffectCC) = ppEffectCreate ["ColorCorrections", 4265];
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GVAR(flashbangPPEffectCC) ppEffectForceInNVG true;
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// Add keybinds
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["ACE3",
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localize "STR_ACE_Grenades_SwitchGrenadeMode",
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{
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// Conditions: canInteract
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_exceptions = [QEGVAR(captives,isNotEscorting)];
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if !(_exceptions call EGVAR(common,canInteract)) exitWith {false};
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// Conditions: specific
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if (!([ACE_player] call EFUNC(common,canUseWeapon))) exitWith {false};
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// Statement
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[] call FUNC(nextMode);
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},
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[9, [false, false, false]], //8 key
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false,
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"keydown"
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] call cba_fnc_registerKeybind;
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@ -1,13 +0,0 @@
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// by commy2
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#include "script_component.hpp"
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GVAR(flashbangPPEffectCC) = ppEffectCreate ["ColorCorrections", 4265];
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GVAR(flashbangPPEffectCC) ppEffectForceInNVG true;
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["ACE3",
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localize "STR_ACE_Grenades_SwitchGrenadeMode",
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{_this call FUNC(nextMode)},
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[9, [false, false, false]], //8 key
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false,
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"keydown"] call cba_fnc_registerKeybind;
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@ -2,12 +2,9 @@
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ADDON = false;
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ADDON = false;
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PREP(flashbangEffectStages);
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PREP(flashbangExplosionEH);
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PREP(flashbangExplosionEH);
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PREP(flashbangThrownFuze);
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PREP(flashbangThrownFuze);
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PREP(nextMode);
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PREP(nextMode);
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PREP(throwGrenade);
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PREP(throwGrenade);
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["flashbangExplosion", { _this call DFUNC(flashbangExplosionEH) }] call EFUNC(common,addEventHandler);
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ADDON = true;
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ADDON = true;
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@ -1,57 +0,0 @@
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/*
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* Author: KoffeinFlummi, Pabst Mirror
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*
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* Handles the different stages of the flash bang effect recovery
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*
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* Arguments:
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* ARRAY[
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* 0-ARRAY - PARAMS:
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* 0: NUMBER - Stage, controls a case statement
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* 1: NUMBER - Time To Wait Until
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* 2: VARIES - Stage's Variable
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* 1-NUMBER perFrame handle
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* Return Value:
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* None
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*/
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#include "script_component.hpp"
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private ["_stage", "_waitUntilTime"];
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_stage = (_this select 0) select 0;
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_waitUntilTime = (_this select 0) select 1;
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if (_waitUntilTime > time) exitWith {};
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//remove frameEH
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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switch (_stage) do {
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case(EFFECT_STAGE_RESETAI): {
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private "_unit";
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_unit = (_this select 0) select 2;
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_unit enableAI "MOVE";
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_unit enableAI "ANIM";
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_unit enableAI "AUTOTARGET";
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_unit enableAI "TARGET";
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_unit enableAI "FSM";
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_unit setSkill (skill _unit * 50);
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};
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case(EFFECT_STAGE_DELETELIGHT): {
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private "_light";
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_light = (_this select 0) select 2;
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deleteVehicle _light;
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};
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case(EFFECT_STAGE_PARTIALRECOVERY): {
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private "_strength";
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_strength = (_this select 0) select 2;
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
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};
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case(EFFECT_STAGE_FULLRECOVERY): {
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GVAR(flashbangPPEffectCC) ppEffectEnable false;
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};
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default {
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TRACE_1("EffectStage Bad Stage", _stage);
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};
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};
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@ -1,20 +1,23 @@
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/*
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/*
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* Author: KoffeinFlummi
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* Author: KoffeinFlummi
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*
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* Creates the flashbang effect and knock out AI units.
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* Creates the flashbang effect and knock out AI units.
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*
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*
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* Arguments:
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* Arguments:
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* 0: The grenade <OBJECT>
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* 0: The grenade (Object)
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*
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*
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* Return Value:
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* Return Value:
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* Nothing
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* None
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*
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*/
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* Example:
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* [theGrenade] call ace_grenades_fnc_flashbangExplosionEH
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*
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* Public: No
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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private ["_grenade", "_affected", "_strength", "_posGrenade", "_posUnit", "_angleGrenade", "_angleView", "_angleDiff", "_light"];
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private ["_affected", "_strength", "_posGrenade", "_posUnit", "_angleGrenade", "_angleView", "_angleDiff", "_light"];
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_grenade = _this select 0;
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PARAMS_1(_grenade);
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_affected = _grenade nearEntities ["CAManBase", 50];
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_affected = _grenade nearEntities ["CAManBase", 50];
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@ -32,7 +35,15 @@ _affected = _grenade nearEntities ["CAManBase", 50];
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_x disableAI "FSM";
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_x disableAI "FSM";
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_x setSkill ((skill _x) / 50);
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_x setSkill ((skill _x) / 50);
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[FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_RESETAI, (time + (7 * _strength)), _x]] call CBA_fnc_addPerFrameHandler;
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[{
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PARAMS_1(_unit);
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_unit enableAI "MOVE";
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_unit enableAI "ANIM";
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_unit enableAI "AUTOTARGET";
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_unit enableAI "TARGET";
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_unit enableAI "FSM";
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_unit setSkill (skill _unit * 50);
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}, [_x], (7 * _strength), 0.1] call EFUNC(common,waitAndExecute); //0.1 precision is fine for AI
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} else {
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} else {
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//Do effects for player
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//Do effects for player
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// is there line of sight to the grenade?
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// is there line of sight to the grenade?
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@ -54,7 +65,7 @@ _affected = _grenade nearEntities ["CAManBase", 50];
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_angleGrenade = ((_posGrenade select 0) - (_posUnit select 0)) atan2 ((_posGrenade select 1) - (_posUnit select 1));
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_angleGrenade = ((_posGrenade select 0) - (_posUnit select 0)) atan2 ((_posGrenade select 1) - (_posUnit select 1));
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_angleGrenade = (_angleGrenade + 360) % 360;
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_angleGrenade = (_angleGrenade + 360) % 360;
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_angleView = (eyeDirection player select 0) atan2 (eyeDirection player select 1);
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_angleView = (eyeDirection ACE_player select 0) atan2 (eyeDirection ACE_player select 1);
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_angleView = (_angleView + 360) % 360;
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_angleView = (_angleView + 360) % 360;
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_angleDiff = 180 - abs (abs (_angleGrenade - _angleView) - 180);
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_angleDiff = 180 - abs (abs (_angleGrenade - _angleView) - 180);
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@ -63,13 +74,17 @@ _affected = _grenade nearEntities ["CAManBase", 50];
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_strength = _strength - _strength * (_angleDiff / 135);
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_strength = _strength - _strength * (_angleDiff / 135);
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// create flash to illuminate environment
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// create flash to illuminate environment
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_light = "#lightpoint" createVehicleLocal getPos _grenade;
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_light = "#lightpoint" createVehicleLocal (getPos _grenade);
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_light setLightBrightness 200;
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_light setLightBrightness 200;
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_light setLightAmbient [1,1,1];
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_light setLightAmbient [1,1,1];
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_light setLightColor [1,1,1];
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_light setLightColor [1,1,1];
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_light setLightDayLight true;
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_light setLightDayLight true;
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[FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_DELETELIGHT, (time + (0.1)), _light]] call CBA_fnc_addPerFrameHandler;
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//Delete the light after 0.1 seconds
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[{
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PARAMS_1(_light);
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deleteVehicle _light;
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}, [_light], 0.1, 0] call EFUNC(common,waitAndExecute);
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// blind player
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// blind player
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if (_strength > 0.1) then {
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if (_strength > 0.1) then {
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@ -77,8 +92,17 @@ _affected = _grenade nearEntities ["CAManBase", 50];
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
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GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
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[FUNC(flashbangEffectStages), 0, [EFFECT_STAGE_PARTIALRECOVERY, (time + (7 * _strength)), _strength]] call CBA_fnc_addPerFrameHandler;
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//PARTIALRECOVERY - start decreasing effect over time
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[FUNC(flashbangEffectStages), 0, [ EFFECT_STAGE_FULLRECOVERY, (time + (17 * _strength))]] call CBA_fnc_addPerFrameHandler;
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[{
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PARAMS_1(_strength);
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
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}, [_strength], (7 * _strength), 0] call EFUNC(common,waitAndExecute);
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//FULLRECOVERY - end effect
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[{
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GVAR(flashbangPPEffectCC) ppEffectEnable false;
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}, [], (17 * _strength), 0] call EFUNC(common,waitAndExecute);
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};
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};
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};
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};
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};
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};
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@ -1,14 +1,21 @@
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//Waits for the grenade fuze to trigger and 'explode'
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/*
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* Author: commy2
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* Waits for the flashbang grenade fuze to trigger and 'explode'
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*
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* Arguments:
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* 0: projectile - Flashbang Grenade <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [theFlashbang] call ace_grenades_fnc_flashbangThrownFuze
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*
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* Public: No
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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_projectile = (_this select 0) select 0;
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PARAMS_1(_projectile);
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_waitUntilTime = (_this select 0) select 1;
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if (_waitUntilTime > time) exitWith {};
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//remove frameEH
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[(_this select 1)] call cba_fnc_removePerFrameHandler;
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if (alive _projectile) then {
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if (alive _projectile) then {
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playSound3D ["A3\Sounds_F\weapons\Explosion\explosion_mine_1.wss", _projectile, false, getPosASL _projectile, 5, 1.2, 400];
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playSound3D ["A3\Sounds_F\weapons\Explosion\explosion_mine_1.wss", _projectile, false, getPosASL _projectile, 5, 1.2, 400];
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/*
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/*
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* Author: commy2
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* Author: commy2
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*
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* Select the next throwing mode and display message.
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* Select the next throwing mode and display message.
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*
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*
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* Argument:
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* Arguments:
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* Nothing
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* Nothing
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*
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*
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* Return value:
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* Return Value:
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* Nothing
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* Handeled <BOOL>
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*
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* Example:
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* [] call ace_grenades_fnc_nextMode
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*
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* Public: No
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*/
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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private ["_mode", "_hint"];
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private ["_mode", "_hint"];
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if (!([ACE_player] call EFUNC(common,canUseWeapon))) exitWith {false};
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_mode = missionNamespace getVariable [QGVAR(currentThrowMode), 0];
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_mode = missionNamespace getVariable [QGVAR(currentThrowMode), 0];
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if (_mode == 4) then {
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if (_mode == 4) then {
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@ -30,11 +31,11 @@ if (_mode == 3) then {
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};
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};
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_hint = [
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_hint = [
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localize "STR_ACE_Grenades_NormalThrow",
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localize "STR_ACE_Grenades_NormalThrow",
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localize "STR_ACE_Grenades_HighThrow",
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localize "STR_ACE_Grenades_HighThrow",
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localize "STR_ACE_Grenades_PreciseThrow",
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localize "STR_ACE_Grenades_PreciseThrow",
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localize "STR_ACE_Grenades_RollGrenade",
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localize "STR_ACE_Grenades_RollGrenade",
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localize "STR_ACE_Grenades_DropGrenade"
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localize "STR_ACE_Grenades_DropGrenade"
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] select _mode;
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] select _mode;
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[_hint] call EFUNC(common,displayTextStructured);
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[_hint] call EFUNC(common,displayTextStructured);
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/*
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/*
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* Author: commy2
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* Author: commy2
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*
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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.
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*
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*
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* Arguments:
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* Argument:
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* 0: unit - Object the event handler is assigned to <OBJECT>
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* input from "Fired" eventhandler
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* 1: weapon - Fired weapon <STRING>
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*
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* 2: muzzle - Muzzle that was used <STRING>
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* Return value:
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* 3: mode - Current mode of the fired weapon <STRING>
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* Nothing
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* 4: ammo - Ammo used <STRING>
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*/
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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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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [clientFiredBIS-XEH] call ace_grenades_fnc_throwGrenade
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*
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* Public: No
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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private ["_unit", "_weapon", "_projectile", "_mode", "_fuzeTime"];
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private ["_unit", "_weapon", "_projectile", "_mode", "_fuzeTime"];
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@ -57,5 +66,5 @@ if (_mode != 0) then {
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if (typeOf _projectile == "ACE_G_M84") then {
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if (typeOf _projectile == "ACE_G_M84") then {
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_fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "fuseDistance");
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_fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "fuseDistance");
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// _fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "explosionTime"); //@toDo pretty sure this should be explosionTime not fuseDistance
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// _fuzeTime = getNumber (configFile >> "CfgAmmo" >> typeOf _projectile >> "explosionTime"); //@toDo pretty sure this should be explosionTime not fuseDistance
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[FUNC(flashbangThrownFuze), 0, [_projectile, (time + _fuzeTime)]] call CBA_fnc_addPerFrameHandler;
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[FUNC(flashbangThrownFuze), [_projectile], _fuzeTime, 0] call EFUNC(common,waitAndExecute);
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};
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};
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Block a user