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Clientside display text option for weapon jamming
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@ -19,3 +19,14 @@ class CfgPatches {
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#include "CfgVehicles.hpp"
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#include "CfgWeapons.hpp"
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class ACE_Settings {
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class GVAR(DisplayTextOnJam) {
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typeName = "BOOL";
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isClientSetable = 1;
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value = 1;
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displayName = "$STR_ACE_overheating_SettingDisplayTextName";
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description = "$STR_ACE_overheating_SettingDisplayTextDesc";
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};
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};
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@ -42,7 +42,6 @@ if (_weapon in _jammedWeapons) then {
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};
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_unit playActionNow _clearJamAction;
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};
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if (_weapon == primaryWeapon _unit) then {
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playSound QGVAR(fixing_rifle);
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} else {
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@ -50,5 +49,9 @@ if (_weapon in _jammedWeapons) then {
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playSound QGVAR(fixing_pistol);
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};
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};
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};
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if (GVAR(DisplayTextOnJam)) then {
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[localize "STR_ACE_Overheating_WeaponUnjammed"] call EFUNC(common,displayTextStructured);
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};
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};
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@ -61,7 +61,7 @@ if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then {
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_statement = {
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playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _this select 0];
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if (!(missionNamespace getVariable [QGVAR(knowAboutJam), false]) && {(_this select 1) ammo currentWeapon (_this select 1) > 0}) then {
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if (!(missionNamespace getVariable [QGVAR(knowAboutJam), false]) && {(_this select 1) ammo currentWeapon (_this select 1) > 0} && {GVAR(DisplayTextOnJam)}) then {
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[localize "STR_ACE_Overheating_WeaponJammed"] call EFUNC(common,displayTextStructured);
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GVAR(knowAboutJam) = true;
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};
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@ -2,6 +2,12 @@
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<!-- Edited with tabler - 2014-12-17 -->
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<Project name="ACE">
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<Package name="Overheating">
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<Key ID="STR_ACE_overheating_SettingDisplayTextName">
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<English>Display text on jam</English>
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</Key>
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<Key ID="STR_ACE_overheating_SettingDisplayTextDesc">
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<English>Display a notification whenever your weapon gets jammed</English>
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</Key>
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<Key ID="STR_ACE_Overheating_SpareBarrelName">
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<English>Spare barrel</English>
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<German>Ersatzlauf</German>
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