Fixed incorrect indenting with headers in explosives.

This commit is contained in:
Garth L-H de Wet 2015-02-02 10:35:17 +02:00
parent eafc9e659c
commit 2440e4fa69
27 changed files with 406 additions and 460 deletions

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@ -1,20 +1,18 @@
/* /*
* XEH_postInit.sqf * Author: Garth 'L-H' de Wet
* * Initialises the player object for the explosive system.
* Author: Garth 'L-H' de Wet *
* Initialises the player object for the explosive system. * Arguments:
* * None
* Arguments: *
* None * Return Value:
* * None
* Return Value: *
* None * Example:
* * None
* Example: *
* None * Public: No
* */
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
if !(hasInterface) exitWith {}; if !(hasInterface) exitWith {};
GVAR(PlacedCount) = 0; GVAR(PlacedCount) = 0;

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@ -1,20 +1,18 @@
/* /*
* XEH_preInit.sqf * Author: Garth 'L-H' de Wet
* * Initialises the explosives system
* Author: Garth 'L-H' de Wet *
* Initialises the explosives system * Arguments:
* * None
* Arguments: *
* None * Return Value:
* * None
* Return Value: *
* None * Example:
* * None
* Example: *
* None * Public: No
* */
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
ADDON = false; ADDON = false;

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@ -1,23 +1,21 @@
/* /*
* fnc_addClacker.sqf * Author: Garth 'L-H' de Wet
* * Adds an explosive as a clacker item to the passed unit if the unit has the required item.
* Author: Garth 'L-H' de Wet *
* Adds an explosive as a clacker item to the passed unit if the unit has the required item. * Arguments:
* * 0: Unit <OBJECT>
* Arguments: * 1: Explosive <OBJECT>
* 0: Unit <OBJECT> * 2: Magazine classname <STRING>
* 1: Explosive <OBJECT> * 3: Extra variables <ARRAY>
* 2: Magazine classname <STRING> *
* 3: Extra variables <ARRAY> * Return Value:
* * None
* Return Value: *
* None * Example:
* * [player, _explosive, "SatchelCharge_Remote_Mag", [ConfigFile >> "CfgACE_Triggers" >> "Command"]] call ACE_Explosives_fnc_addClacker;
* Example: *
* [player, _explosive, "SatchelCharge_Remote_Mag", [ConfigFile >> "CfgACE_Triggers" >> "Command"]] call ACE_Explosives_fnc_addClacker; * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_explosive", "_clacker", "_config", "_magazineClass", "_requiredItems", "_hasRequired"]; private ["_unit", "_explosive", "_clacker", "_config", "_magazineClass", "_requiredItems", "_hasRequired"];
_unit = _this select 0; _unit = _this select 0;

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/* /*
* fnc_canDefuse.sqf * Author: Garth 'L-H' de Wet
* * Whether a unit can perform the defuse action
* Author: Garth 'L-H' de Wet *
* Whether a unit can perform the defuse action * Arguments:
* * 0: Unit <OBJECT>
* Arguments: *
* 0: Unit <OBJECT> * Return Value:
* * Able to defuse <BOOL>
* Return Value: *
* Able to defuse <BOOL> * Example:
* * if ([player] call ACE_Explosives_fnc_canDefuse) then {hint "Can Defuse";};
* Example: *
* if ([player] call ACE_Explosives_fnc_canDefuse) then {hint "Can Defuse";}; * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
private "_unit"; private "_unit";
_unit = _this select 0; _unit = _this select 0;

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@ -1,20 +1,18 @@
/* /*
* fnc_canDetonate.sqf * Author: Garth 'L-H' de Wet
* * Whether the unit is able to detonate explosives
* Author: Garth 'L-H' de Wet *
* Whether the unit is able to detonate explosives * Arguments:
* * 0: Unit <OBJECT>
* Arguments: *
* 0: Unit <OBJECT> * Return Value:
* * Able to detonate <BOOL>
* Return Value: *
* Able to detonate <BOOL> * Example:
* * if ([player] call ACE_Explosives_fnc_canDetonate) then { hint "Can Detonate"; };
* Example: *
* if ([player] call ACE_Explosives_fnc_canDetonate) then { hint "Can Detonate"; }; * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
private "_unit"; private "_unit";
_unit = _this select 0; _unit = _this select 0;

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@ -1,21 +1,19 @@
/* /*
* fnc_defuseExplosive.sqf * Author: Garth 'L-H' de Wet
* * Causes the unit to defuse the passed explosive.
* Author: Garth 'L-H' de Wet *
* Causes the unit to defuse the passed explosive. * Arguments:
* * 0: Unit <OBJECT>
* Arguments: * 1: Explosive <OBJECT>
* 0: Unit <OBJECT> *
* 1: Explosive <OBJECT> * Return Value:
* * None
* Return Value: *
* None * Example:
* * [player, ACE_Interaction_Target] call ACE_Explosives_fnc_defuseExplosive;
* Example: *
* [player, ACE_Interaction_Target] call ACE_Explosives_fnc_defuseExplosive; * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_explosive"]; private ["_unit", "_explosive"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,25 +1,23 @@
/* /*
* fnc_detonateExplosive.sqf * Author: Garth 'L-H' de Wet
* * Causes the unit to defuse the passed explosive.
* Author: Garth 'L-H' de Wet *
* Causes the unit to defuse the passed explosive. * Arguments:
* * 0: Unit <OBJECT>
* Arguments: * 1: Max range (-1 to ignore) <NUMBER>
* 0: Unit <OBJECT> * 2: Explosive <ARRAY>
* 1: Max range (-1 to ignore) <NUMBER> * 0: Explosive <OBJECT>
* 2: Explosive <ARRAY> * 1: Fuse time <NUMBER>
* 0: Explosive <OBJECT> *
* 1: Fuse time <NUMBER> * Return Value:
* * None
* Return Value: *
* None * Example:
* * [player, 100, [Explosive, 1]] call ACE_Explosives_fnc_detonateExplosive; // has to be within range
* Example: * [player, -1, [Explosive, 1]] call ACE_Explosives_fnc_detonateExplosive; // range ignored.
* [player, 100, [Explosive, 1]] call ACE_Explosives_fnc_detonateExplosive; // has to be within range *
* [player, -1, [Explosive, 1]] call ACE_Explosives_fnc_detonateExplosive; // range ignored. * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_item","_result", "_ignoreRange", "_unit", "_range"]; private ["_item","_result", "_ignoreRange", "_unit", "_range"];
_unit = _this select 0; _unit = _this select 0;

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/* /*
* fnc_getDetonators.sqf * Author: Garth 'L-H' de Wet
* * Returns all the detonators of the unit
* Author: Garth 'L-H' de Wet *
* Returns all the detonators of the unit * Arguments:
* * 0: Unit <OBJECT>
* Arguments: *
* 0: Unit <OBJECT> * Return Value:
* * Configs of all detonators <ARRAY>
* Return Value: *
* Configs of all detonators <ARRAY> * Example:
* * _detonators = [player] call ACE_Explosives_fnc_getDetonators;
* Example: *
* _detonators = [player] call ACE_Explosives_fnc_getDetonators; * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_items", "_result", "_config"]; private ["_unit", "_items", "_result", "_config"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,22 +1,20 @@
/* /*
* fnc_getPlacedExplosives.sqf * Author: Garth 'L-H' de Wet
* * Gets all placed explosives by unit, optionally filtered by specific trigger type.
* Author: Garth 'L-H' de Wet *
* Gets all placed explosives by unit, optionally filtered by specific trigger type. * Arguments:
* * 0: Unit <OBJECT>
* Arguments: * 1: Trigger classname - filter (optional) <STRING>
* 0: Unit <OBJECT> *
* 1: Trigger classname - filter (optional) <STRING> * Return Value:
* * Explosives <ARRAY>
* Return Value: *
* Explosives <ARRAY> * Example:
* * _allExplosives = [player] call ACE_Explosives_fnc_getPlacedExplosives;
* Example: * _deadmanExplosives = [player, "DeadManSwitch"] call ACE_Explosives_fnc_getPlacedExplosives;
* _allExplosives = [player] call ACE_Explosives_fnc_getPlacedExplosives; *
* _deadmanExplosives = [player, "DeadManSwitch"] call ACE_Explosives_fnc_getPlacedExplosives; * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_clackerList", "_adjustedList", "_list", "_filter"]; private ["_unit", "_clackerList", "_adjustedList", "_list", "_filter"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,20 +1,18 @@
/* /*
* fnc_handleScrollWheel.sqf * Author: Garth 'L-H' de Wet
* * Handles rotating of Explosives
* Author: Garth 'L-H' de Wet *
* Handles rotating of Explosives * Arguments:
* * Amount scrolled <NUMBER>
* Arguments: *
* Amount scrolled <NUMBER> * Return Value:
* * Handled <BOOL>
* Return Value: *
* Handled <BOOL> * Example:
* * 1.2 call ACE_Explosives_fnc_HandleScrollWheel;
* Example: *
* 1.2 call ACE_Explosives_fnc_HandleScrollWheel; * Public: No
* */
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_obj"]; private ["_obj"];
if (isNull(GVAR(Setup)) || {ACE_Modifier == 0} || !GVAR(pfeh_running)) exitWith {false}; if (isNull(GVAR(Setup)) || {ACE_Modifier == 0} || !GVAR(pfeh_running)) exitWith {false};

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@ -1,20 +1,18 @@
/* /*
* fnc_hasExplosives.sqf * Author: Garth 'L-H' de Wet
* * Whether the passed unit has any explosives on them.
* Author: Garth 'L-H' de Wet *
* Whether the passed unit has any explosives on them. * Arguments:
* * 0: Unit <OBJECT>
* Arguments: *
* 0: Unit <OBJECT> * Return Value:
* * The unit has explosives <BOOL>
* Return Value: *
* The unit has explosives <BOOL> * Example:
* * _hasExplosives = [player] call ACE_Explosives_fnc_hasExplosives;
* Example: *
* _hasExplosives = [player] call ACE_Explosives_fnc_hasExplosives; * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_result", "_magazines"]; private ["_unit", "_result", "_magazines"];
_result = false; _result = false;

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@ -1,19 +1,17 @@
/* /*
* fnc_hasPlacedExplosives.sqf * Author: Garth 'L-H' de Wet
* * Whether the passed unit has placed any explosives or has a clacker that was used when explosives were placed.
* Author: Garth 'L-H' de Wet *
* Whether the passed unit has placed any explosives or has a clacker that was used when explosives were placed. * Arguments:
* * 0: Unit <OBJECT>
* Arguments: *
* 0: Unit <OBJECT> * Return Value:
* * Configs of all detonators <ARRAY>
* Return Value: *
* Configs of all detonators <ARRAY> * Example:
* * _hasPlacedExplosives = [player] call ACE_Explosives_fnc_hasPlacedExplosives;
* Example: *
* _hasPlacedExplosives = [player] call ACE_Explosives_fnc_hasPlacedExplosives; * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
(count (_this call FUNC(getPlacedExplosives)) > 0) (count (_this call FUNC(getPlacedExplosives)) > 0)

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@ -1,20 +1,18 @@
/* /*
* fnc_module.sqf * Author: Garth 'L-H' de Wet
* * Initialises the explosives module
* Author: Garth 'L-H' de Wet *
* Initialises the explosives module * Arguments:
* * Module things.
* Arguments: *
* Module things. * Return Value:
* * None
* Return Value: *
* None * Example:
* * Called By BIS.
* Example: *
* Called By BIS. * Public: No
* */
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
if !(isServer) exitWith {}; if !(isServer) exitWith {};
_logic = _this select 0; _logic = _this select 0;

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/* /*
* fnc_openDetonateUI.sqf * Author: Garth 'L-H' de Wet
* * Opens the UI for explosive detonation selection
* Author: Garth 'L-H' de Wet *
* Opens the UI for explosive detonation selection * Arguments:
* * 0: Unit <OBJECT>
* Arguments: * 1: Trigger classname <STRING>
* 0: Unit <OBJECT> *
* 1: Trigger classname <STRING> * Return Value:
* * None
* Return Value: *
* None * Example:
* * [player, "ACE_M26_Clacker"] call ACE_Explosives_fnc_openDetonateUI;
* Example: *
* [player, "ACE_M26_Clacker"] call ACE_Explosives_fnc_openDetonateUI; * Public: No
* */
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit","_result", "_item"]; private ["_unit","_result", "_item"];
call EFUNC(interaction,hideMenu); call EFUNC(interaction,hideMenu);

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@ -1,20 +1,18 @@
/* /*
* fnc_openPlaceUI.sqf * Author: Garth 'L-H' de Wet
* * Opens the UI for explosive placement selection
* Author: Garth 'L-H' de Wet *
* Opens the UI for explosive placement selection * Arguments:
* * 0: Unit <OBJECT>
* Arguments: *
* 0: Unit <OBJECT> * Return Value:
* * None
* Return Value: *
* None * Example:
* * [player] call ACE_Explosives_fnc_openPlaceUI;
* Example: *
* [player] call ACE_Explosives_fnc_openPlaceUI; * Public: No
* */
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit","_mags", "_item", "_index", "_actions"]; private ["_unit","_mags", "_item", "_index", "_actions"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,20 +1,18 @@
/* /*
* fnc_openTimerSetUI.sqf * Author: Garth 'L-H' de Wet
* * Opens the UI for timer setting of an explosive
* Author: Garth 'L-H' de Wet *
* Opens the UI for timer setting of an explosive * Arguments:
* * 0: Magazine <STRING>
* Arguments: *
* 0: Magazine <STRING> * Return Value:
* * None
* Return Value: *
* None * Example:
* * ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_openTimerSetUI;
* Example: *
* ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_openTimerSetUI; * Public: No
* */
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_mag"]; private ["_mag"];
_mag = _this select 0; _mag = _this select 0;

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@ -1,20 +1,18 @@
/* /*
* fnc_openTransmitterUI.sqf * Author: Garth 'L-H' de Wet
* * Opens the UI for selecting the transmitter
* Author: Garth 'L-H' de Wet *
* Opens the UI for selecting the transmitter * Arguments:
* * 0: Unit <OBJECT>
* Arguments: *
* 0: Unit <OBJECT> * Return Value:
* * Nothing
* Return Value: *
* Nothing * Example:
* * [player] call ACE_Explosives_fnc_openTransmitterUI;
* Example: *
* [player] call ACE_Explosives_fnc_openTransmitterUI; * Public: No
* */
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_items", "_unit", "_count", "_actions", "_config"]; private ["_items", "_unit", "_count", "_actions", "_config"];
_unit = _this select 0; _unit = _this select 0;

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/* /*
* fnc_openTriggerSelectionUI.sqf * Author: Garth 'L-H' de Wet
* * Opens the UI for explosive trigger selection
* Author: Garth 'L-H' de Wet *
* Opens the UI for explosive trigger selection * Arguments:
* * 0: Explosive Magazine <STRING>
* Arguments: *
* 0: Explosive Magazine <STRING> * Return Value:
* * None
* Return Value: *
* None * Example:
* * [lbData [8866, lbCurSel 8866]] call ACE_Explosives_fnc_openTriggerSelectionUI;
* Example: *
* [lbData [8866, lbCurSel 8866]] call ACE_Explosives_fnc_openTriggerSelectionUI; * Public: No
* */
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_magazine", "_hasRequiredItems","_triggerTypes", "_actions", "_detonators", "_required", "_magTriggers"]; private ["_magazine", "_hasRequiredItems","_triggerTypes", "_actions", "_detonators", "_required", "_magTriggers"];
_magazine = _this select 0; _magazine = _this select 0;

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@ -1,27 +1,25 @@
/* /*
* fnc_placeExplosive.sqf * Author: Garth 'L-H' de Wet
* * Places an explosive at the requested position
* Author: Garth 'L-H' de Wet *
* Places an explosive at the requested position * Arguments:
* * 0: Unit <OBJECT>
* Arguments: * 1: Position to place explosive <POSITION>
* 0: Unit <OBJECT> * 2: Rotation <NUMBER>
* 1: Position to place explosive <POSITION> * 3: Magazine class <STRING>
* 2: Rotation <NUMBER> * 4: Config of trigger <CONFIG>
* 3: Magazine class <STRING> * 5: Variables required for the trigger type <ARRAY>
* 4: Config of trigger <CONFIG> * 6: Should direction be set <BOOL>
* 5: Variables required for the trigger type <ARRAY> *
* 6: Should direction be set <BOOL> * Return Value:
* * Placed explosive <OBJECT>
* Return Value: *
* Placed explosive <OBJECT> * Example:
* * _explosive = [player, player modelToWorld [0,0.5, 0.1], 134,
* Example: * "SatchelCharge_Remote_Mag", "Command", []] call ACE_Explosives_fnc_placeExplosive;
* _explosive = [player, player modelToWorld [0,0.5, 0.1], 134, *
* "SatchelCharge_Remote_Mag", "Command", []] call ACE_Explosives_fnc_placeExplosive; * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_pos", "_dir", "_magazineClass", "_ammo", "_triggerSpecificVars", "_unit", "_triggerConfig", "_explosive"]; private ["_pos", "_dir", "_magazineClass", "_ammo", "_triggerSpecificVars", "_unit", "_triggerConfig", "_explosive"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,21 +1,19 @@
/* /*
* fnc_place_Approve.sqf * Author: Garth 'L-H' de Wet
* * Approves placement of the explosive, releases the placement object for it
* Author: Garth 'L-H' de Wet * to settle in a location suitable for the explosive to be created.
* Approves placement of the explosive, releases the placement object for it *
* to settle in a location suitable for the explosive to be created. * Arguments:
* * None
* Arguments: *
* None * Return Value:
* * None
* Return Value: *
* None * Example:
* * call ACE_Explosives_fnc_place_Approve;
* Example: *
* call ACE_Explosives_fnc_place_Approve; * Public: No
* */
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
if (GVAR(pfeh_running)) then { if (GVAR(pfeh_running)) then {
[QGVAR(Placement),"OnEachFrame"] call CALLSTACK(BIS_fnc_removeStackedEventHandler); [QGVAR(Placement),"OnEachFrame"] call CALLSTACK(BIS_fnc_removeStackedEventHandler);

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@ -1,20 +1,18 @@
/* /*
* fnc_place_Cancel.sqf * Author: Garth 'L-H' de Wet
* * Cancels placement of the explosive
* Author: Garth 'L-H' de Wet *
* Cancels placement of the explosive * Arguments:
* * None
* Arguments: *
* None * Return Value:
* * None
* Return Value: *
* None * Example:
* * call ACE_Explosives_fnc_place_Cancel;
* Example: *
* call ACE_Explosives_fnc_place_Cancel; * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
if (GVAR(pfeh_running)) then { if (GVAR(pfeh_running)) then {
[QGVAR(Placement),"OnEachFrame"] call CALLSTACK(BIS_fnc_removeStackedEventHandler); [QGVAR(Placement),"OnEachFrame"] call CALLSTACK(BIS_fnc_removeStackedEventHandler);

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@ -1,21 +1,19 @@
/* /*
* fnc_selectTrigger.sqf * Author: Garth 'L-H' de Wet
* * Selects a trigger for an explosive.
* Author: Garth 'L-H' de Wet *
* Selects a trigger for an explosive. * Arguments:
* * 0: Magazine <STRING>
* Arguments: * 1: Trigger mode <STRING>
* 0: Magazine <STRING> *
* 1: Trigger mode <STRING> * Return Value:
* * None
* Return Value: *
* None * Example:
* * ["SatchelCharge_Remote_Mag","Timer"] call ACE_Explosives_fnc_selectTrigger;
* Example: *
* ["SatchelCharge_Remote_Mag","Timer"] call ACE_Explosives_fnc_selectTrigger; * Public: No
* */
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_magazine","_trigger"]; private ["_magazine","_trigger"];
closeDialog 0; closeDialog 0;

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@ -1,22 +1,20 @@
/* /*
* fnc_setPosition.sqf * Author: Garth 'L-H' de Wet
* * Sets the Dir and pitch of passed object
* Author: Garth 'L-H' de Wet *
* Sets the Dir and pitch of passed object * Arguments:
* * 0: Explosive <OBJECT>
* Arguments: * 1: Direction <NUMBER>
* 0: Explosive <OBJECT> * 2: Pitch <NUMBER>
* 1: Direction <NUMBER> *
* 2: Pitch <NUMBER> * Return Value:
* * None
* Return Value: *
* None * Example:
* * [_explosive, 150, 90] call ACE_Explosives_fnc_SetPos;
* Example: *
* [_explosive, 150, 90] call ACE_Explosives_fnc_SetPos; * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
private "_ex"; private "_ex";
_ex = _this select 0; _ex = _this select 0;

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@ -1,23 +1,21 @@
/* /*
* fnc_setupExplosive.sqf * Author: Garth 'L-H' de Wet
* * Starts the setup process for the passed explosive. Player only.
* Author: Garth 'L-H' de Wet *
* Starts the setup process for the passed explosive. Player only. * Arguments:
* * 0: Unit <OBJECT>
* Arguments: * 1: Classname of explosive to place. (CfgMagazine class) <STRING>
* 0: Unit <OBJECT> * 2: Trigger Config <CONFIG>
* 1: Classname of explosive to place. (CfgMagazine class) <STRING> * 3: Timer (optional) <NUMBER>
* 2: Trigger Config <CONFIG> *
* 3: Timer (optional) <NUMBER> * Return Value:
* * None
* Return Value: *
* None * Example:
* * [player, "SatchelCharge_Remote_Mag", "Command"] call ACE_Explosives_fnc_SetupExplosive;
* Example: *
* [player, "SatchelCharge_Remote_Mag", "Command"] call ACE_Explosives_fnc_SetupExplosive; * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_class", "_config", "_timer"]; private ["_unit", "_class", "_config", "_timer"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,21 +1,19 @@
/* /*
* fnc_startDefuse.sqf * Author: Garth 'L-H' de Wet
* * Starts defusing an explosive
* Author: Garth 'L-H' de Wet *
* Starts defusing an explosive * Arguments:
* * 0: Unit <OBJECT>
* Arguments: * 1: Target explosive <OBJECT>
* 0: Unit <OBJECT> *
* 1: Target explosive <OBJECT> * Return Value:
* * Nothing
* Return Value: *
* Nothing * Example:
* * [player, ACE_Interaction_Target] call ACE_Explosives_fnc_StartDefuse;
* Example: *
* [player, ACE_Interaction_Target] call ACE_Explosives_fnc_StartDefuse; * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit","_target"]; private ["_unit","_target"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,21 +1,19 @@
/* /*
* fnc_startTimer.sqf * Author: Garth 'L-H' de Wet
* * Starts a timer for an explosive.
* Author: Garth 'L-H' de Wet *
* Starts a timer for an explosive. * Arguments:
* * 0: Explosive <OBJECT>
* Arguments: * 1: Time till detonate <NUMBER>
* 0: Explosive <OBJECT> *
* 1: Time till detonate <NUMBER> * Return Value:
* * None
* Return Value: *
* None * Example:
* * [_explosive, 10] call ACE_Explosives_fnc_startTimer;
* Example: *
* [_explosive, 10] call ACE_Explosives_fnc_startTimer; * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
EXPLODE_2_PVT(_this,_explosive,_delay); EXPLODE_2_PVT(_this,_explosive,_delay);

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@ -1,20 +1,18 @@
/* /*
* fnc_triggerType.sqf * Author: Garth 'L-H' de Wet
* * Gets the types of triggers associated with the explosive
* Author: Garth 'L-H' de Wet *
* Gets the types of triggers associated with the explosive * Arguments:
* * 0: Explosive magazine <STRING>
* Arguments: *
* 0: Explosive magazine <STRING> * Return Value:
* * Supported triggers as CfgACE_Triggers config entries <ARRAY>
* Return Value: *
* Supported triggers as CfgACE_Triggers config entries <ARRAY> * Example:
* * _supports = ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_TriggerType
* Example: *
* _supports = ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_TriggerType * Public: Yes
* */
* Public: Yes
*/
#include "script_component.hpp" #include "script_component.hpp"
private "_result"; private "_result";
_result = []; _result = [];