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

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@ -1,20 +1,18 @@
/*
* XEH_preInit.sqf
*
* Author: Garth 'L-H' de Wet
* Initialises the explosives system
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* None
*
* Public: No
*/
* Author: Garth 'L-H' de Wet
* Initialises the explosives system
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* None
*
* Public: No
*/
#include "script_component.hpp"
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.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Explosive <OBJECT>
* 2: Magazine classname <STRING>
* 3: Extra variables <ARRAY>
*
* Return Value:
* None
*
* Example:
* [player, _explosive, "SatchelCharge_Remote_Mag", [ConfigFile >> "CfgACE_Triggers" >> "Command"]] call ACE_Explosives_fnc_addClacker;
*
* Public: Yes
*/
* 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>
* 1: Explosive <OBJECT>
* 2: Magazine classname <STRING>
* 3: Extra variables <ARRAY>
*
* Return Value:
* None
*
* Example:
* [player, _explosive, "SatchelCharge_Remote_Mag", [ConfigFile >> "CfgACE_Triggers" >> "Command"]] call ACE_Explosives_fnc_addClacker;
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_unit", "_explosive", "_clacker", "_config", "_magazineClass", "_requiredItems", "_hasRequired"];
_unit = _this select 0;

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@ -1,20 +1,18 @@
/*
* fnc_canDefuse.sqf
*
* Author: Garth 'L-H' de Wet
* Whether a unit can perform the defuse action
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Able to defuse <BOOL>
*
* Example:
* if ([player] call ACE_Explosives_fnc_canDefuse) then {hint "Can Defuse";};
*
* Public: Yes
*/
* Author: Garth 'L-H' de Wet
* Whether a unit can perform the defuse action
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Able to defuse <BOOL>
*
* Example:
* if ([player] call ACE_Explosives_fnc_canDefuse) then {hint "Can Defuse";};
*
* Public: Yes
*/
#include "script_component.hpp"
private "_unit";
_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
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Able to detonate <BOOL>
*
* Example:
* if ([player] call ACE_Explosives_fnc_canDetonate) then { hint "Can Detonate"; };
*
* Public: Yes
*/
* Author: Garth 'L-H' de Wet
* Whether the unit is able to detonate explosives
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Able to detonate <BOOL>
*
* Example:
* if ([player] call ACE_Explosives_fnc_canDetonate) then { hint "Can Detonate"; };
*
* Public: Yes
*/
#include "script_component.hpp"
private "_unit";
_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.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Explosive <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, ACE_Interaction_Target] call ACE_Explosives_fnc_defuseExplosive;
*
* Public: Yes
*/
* Author: Garth 'L-H' de Wet
* Causes the unit to defuse the passed explosive.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Explosive <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player, ACE_Interaction_Target] call ACE_Explosives_fnc_defuseExplosive;
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_unit", "_explosive"];
_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.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Max range (-1 to ignore) <NUMBER>
* 2: Explosive <ARRAY>
* 0: Explosive <OBJECT>
* 1: Fuse time <NUMBER>
*
* Return Value:
* None
*
* Example:
* [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
*/
* Author: Garth 'L-H' de Wet
* Causes the unit to defuse the passed explosive.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Max range (-1 to ignore) <NUMBER>
* 2: Explosive <ARRAY>
* 0: Explosive <OBJECT>
* 1: Fuse time <NUMBER>
*
* Return Value:
* None
*
* Example:
* [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
*/
#include "script_component.hpp"
private ["_item","_result", "_ignoreRange", "_unit", "_range"];
_unit = _this select 0;

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@ -1,20 +1,18 @@
/*
* fnc_getDetonators.sqf
*
* Author: Garth 'L-H' de Wet
* Returns all the detonators of the unit
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Configs of all detonators <ARRAY>
*
* Example:
* _detonators = [player] call ACE_Explosives_fnc_getDetonators;
*
* Public: Yes
*/
* Author: Garth 'L-H' de Wet
* Returns all the detonators of the unit
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Configs of all detonators <ARRAY>
*
* Example:
* _detonators = [player] call ACE_Explosives_fnc_getDetonators;
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_unit", "_items", "_result", "_config"];
_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.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Trigger classname - filter (optional) <STRING>
*
* Return Value:
* Explosives <ARRAY>
*
* Example:
* _allExplosives = [player] call ACE_Explosives_fnc_getPlacedExplosives;
* _deadmanExplosives = [player, "DeadManSwitch"] call ACE_Explosives_fnc_getPlacedExplosives;
*
* Public: Yes
*/
* Author: Garth 'L-H' de Wet
* Gets all placed explosives by unit, optionally filtered by specific trigger type.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Trigger classname - filter (optional) <STRING>
*
* Return Value:
* Explosives <ARRAY>
*
* Example:
* _allExplosives = [player] call ACE_Explosives_fnc_getPlacedExplosives;
* _deadmanExplosives = [player, "DeadManSwitch"] call ACE_Explosives_fnc_getPlacedExplosives;
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_unit", "_clackerList", "_adjustedList", "_list", "_filter"];
_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
*
* Arguments:
* Amount scrolled <NUMBER>
*
* Return Value:
* Handled <BOOL>
*
* Example:
* 1.2 call ACE_Explosives_fnc_HandleScrollWheel;
*
* Public: No
*/
* Author: Garth 'L-H' de Wet
* Handles rotating of Explosives
*
* Arguments:
* Amount scrolled <NUMBER>
*
* Return Value:
* Handled <BOOL>
*
* Example:
* 1.2 call ACE_Explosives_fnc_HandleScrollWheel;
*
* Public: No
*/
#include "script_component.hpp"
private ["_obj"];
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.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* The unit has explosives <BOOL>
*
* Example:
* _hasExplosives = [player] call ACE_Explosives_fnc_hasExplosives;
*
* Public: Yes
*/
* Author: Garth 'L-H' de Wet
* Whether the passed unit has any explosives on them.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* The unit has explosives <BOOL>
*
* Example:
* _hasExplosives = [player] call ACE_Explosives_fnc_hasExplosives;
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_unit", "_result", "_magazines"];
_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.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Configs of all detonators <ARRAY>
*
* Example:
* _hasPlacedExplosives = [player] call ACE_Explosives_fnc_hasPlacedExplosives;
*
* Public: Yes
*/
* 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>
*
* Return Value:
* Configs of all detonators <ARRAY>
*
* Example:
* _hasPlacedExplosives = [player] call ACE_Explosives_fnc_hasPlacedExplosives;
*
* Public: Yes
*/
#include "script_component.hpp"
(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
*
* Arguments:
* Module things.
*
* Return Value:
* None
*
* Example:
* Called By BIS.
*
* Public: No
*/
* Author: Garth 'L-H' de Wet
* Initialises the explosives module
*
* Arguments:
* Module things.
*
* Return Value:
* None
*
* Example:
* Called By BIS.
*
* Public: No
*/
#include "script_component.hpp"
if !(isServer) exitWith {};
_logic = _this select 0;

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@ -1,21 +1,19 @@
/*
* fnc_openDetonateUI.sqf
*
* Author: Garth 'L-H' de Wet
* Opens the UI for explosive detonation selection
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Trigger classname <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "ACE_M26_Clacker"] call ACE_Explosives_fnc_openDetonateUI;
*
* Public: No
*/
* Author: Garth 'L-H' de Wet
* Opens the UI for explosive detonation selection
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Trigger classname <STRING>
*
* Return Value:
* None
*
* Example:
* [player, "ACE_M26_Clacker"] call ACE_Explosives_fnc_openDetonateUI;
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit","_result", "_item"];
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
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player] call ACE_Explosives_fnc_openPlaceUI;
*
* Public: No
*/
* Author: Garth 'L-H' de Wet
* Opens the UI for explosive placement selection
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player] call ACE_Explosives_fnc_openPlaceUI;
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit","_mags", "_item", "_index", "_actions"];
_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
*
* Arguments:
* 0: Magazine <STRING>
*
* Return Value:
* None
*
* Example:
* ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_openTimerSetUI;
*
* Public: No
*/
* Author: Garth 'L-H' de Wet
* Opens the UI for timer setting of an explosive
*
* Arguments:
* 0: Magazine <STRING>
*
* Return Value:
* None
*
* Example:
* ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_openTimerSetUI;
*
* Public: No
*/
#include "script_component.hpp"
private ["_mag"];
_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
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [player] call ACE_Explosives_fnc_openTransmitterUI;
*
* Public: No
*/
* Author: Garth 'L-H' de Wet
* Opens the UI for selecting the transmitter
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [player] call ACE_Explosives_fnc_openTransmitterUI;
*
* Public: No
*/
#include "script_component.hpp"
private ["_items", "_unit", "_count", "_actions", "_config"];
_unit = _this select 0;

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@ -1,20 +1,18 @@
/*
* fnc_openTriggerSelectionUI.sqf
*
* Author: Garth 'L-H' de Wet
* Opens the UI for explosive trigger selection
*
* Arguments:
* 0: Explosive Magazine <STRING>
*
* Return Value:
* None
*
* Example:
* [lbData [8866, lbCurSel 8866]] call ACE_Explosives_fnc_openTriggerSelectionUI;
*
* Public: No
*/
* Author: Garth 'L-H' de Wet
* Opens the UI for explosive trigger selection
*
* Arguments:
* 0: Explosive Magazine <STRING>
*
* Return Value:
* None
*
* Example:
* [lbData [8866, lbCurSel 8866]] call ACE_Explosives_fnc_openTriggerSelectionUI;
*
* Public: No
*/
#include "script_component.hpp"
private ["_magazine", "_hasRequiredItems","_triggerTypes", "_actions", "_detonators", "_required", "_magTriggers"];
_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
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Position to place explosive <POSITION>
* 2: Rotation <NUMBER>
* 3: Magazine class <STRING>
* 4: Config of trigger <CONFIG>
* 5: Variables required for the trigger type <ARRAY>
* 6: Should direction be set <BOOL>
*
* Return Value:
* Placed explosive <OBJECT>
*
* Example:
* _explosive = [player, player modelToWorld [0,0.5, 0.1], 134,
* "SatchelCharge_Remote_Mag", "Command", []] call ACE_Explosives_fnc_placeExplosive;
*
* Public: Yes
*/
* Author: Garth 'L-H' de Wet
* Places an explosive at the requested position
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Position to place explosive <POSITION>
* 2: Rotation <NUMBER>
* 3: Magazine class <STRING>
* 4: Config of trigger <CONFIG>
* 5: Variables required for the trigger type <ARRAY>
* 6: Should direction be set <BOOL>
*
* Return Value:
* Placed explosive <OBJECT>
*
* Example:
* _explosive = [player, player modelToWorld [0,0.5, 0.1], 134,
* "SatchelCharge_Remote_Mag", "Command", []] call ACE_Explosives_fnc_placeExplosive;
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_pos", "_dir", "_magazineClass", "_ammo", "_triggerSpecificVars", "_unit", "_triggerConfig", "_explosive"];
_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
* to settle in a location suitable for the explosive to be created.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call ACE_Explosives_fnc_place_Approve;
*
* Public: No
*/
* Author: Garth 'L-H' de Wet
* 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
*
* Return Value:
* None
*
* Example:
* call ACE_Explosives_fnc_place_Approve;
*
* Public: No
*/
#include "script_component.hpp"
if (GVAR(pfeh_running)) then {
[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
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call ACE_Explosives_fnc_place_Cancel;
*
* Public: Yes
*/
* Author: Garth 'L-H' de Wet
* Cancels placement of the explosive
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* call ACE_Explosives_fnc_place_Cancel;
*
* Public: Yes
*/
#include "script_component.hpp"
if (GVAR(pfeh_running)) then {
[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.
*
* Arguments:
* 0: Magazine <STRING>
* 1: Trigger mode <STRING>
*
* Return Value:
* None
*
* Example:
* ["SatchelCharge_Remote_Mag","Timer"] call ACE_Explosives_fnc_selectTrigger;
*
* Public: No
*/
* Author: Garth 'L-H' de Wet
* Selects a trigger for an explosive.
*
* Arguments:
* 0: Magazine <STRING>
* 1: Trigger mode <STRING>
*
* Return Value:
* None
*
* Example:
* ["SatchelCharge_Remote_Mag","Timer"] call ACE_Explosives_fnc_selectTrigger;
*
* Public: No
*/
#include "script_component.hpp"
private ["_magazine","_trigger"];
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
*
* Arguments:
* 0: Explosive <OBJECT>
* 1: Direction <NUMBER>
* 2: Pitch <NUMBER>
*
* Return Value:
* None
*
* Example:
* [_explosive, 150, 90] call ACE_Explosives_fnc_SetPos;
*
* Public: Yes
*/
* Author: Garth 'L-H' de Wet
* Sets the Dir and pitch of passed object
*
* Arguments:
* 0: Explosive <OBJECT>
* 1: Direction <NUMBER>
* 2: Pitch <NUMBER>
*
* Return Value:
* None
*
* Example:
* [_explosive, 150, 90] call ACE_Explosives_fnc_SetPos;
*
* Public: Yes
*/
#include "script_component.hpp"
private "_ex";
_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.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Classname of explosive to place. (CfgMagazine class) <STRING>
* 2: Trigger Config <CONFIG>
* 3: Timer (optional) <NUMBER>
*
* Return Value:
* None
*
* Example:
* [player, "SatchelCharge_Remote_Mag", "Command"] call ACE_Explosives_fnc_SetupExplosive;
*
* Public: Yes
*/
* Author: Garth 'L-H' de Wet
* Starts the setup process for the passed explosive. Player only.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Classname of explosive to place. (CfgMagazine class) <STRING>
* 2: Trigger Config <CONFIG>
* 3: Timer (optional) <NUMBER>
*
* Return Value:
* None
*
* Example:
* [player, "SatchelCharge_Remote_Mag", "Command"] call ACE_Explosives_fnc_SetupExplosive;
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_unit", "_class", "_config", "_timer"];
_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
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Target explosive <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [player, ACE_Interaction_Target] call ACE_Explosives_fnc_StartDefuse;
*
* Public: Yes
*/
* Author: Garth 'L-H' de Wet
* Starts defusing an explosive
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Target explosive <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [player, ACE_Interaction_Target] call ACE_Explosives_fnc_StartDefuse;
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_unit","_target"];
_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.
*
* Arguments:
* 0: Explosive <OBJECT>
* 1: Time till detonate <NUMBER>
*
* Return Value:
* None
*
* Example:
* [_explosive, 10] call ACE_Explosives_fnc_startTimer;
*
* Public: Yes
*/
* Author: Garth 'L-H' de Wet
* Starts a timer for an explosive.
*
* Arguments:
* 0: Explosive <OBJECT>
* 1: Time till detonate <NUMBER>
*
* Return Value:
* None
*
* Example:
* [_explosive, 10] call ACE_Explosives_fnc_startTimer;
*
* Public: Yes
*/
#include "script_component.hpp"
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
*
* Arguments:
* 0: Explosive magazine <STRING>
*
* Return Value:
* Supported triggers as CfgACE_Triggers config entries <ARRAY>
*
* Example:
* _supports = ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_TriggerType
*
* Public: Yes
*/
* Author: Garth 'L-H' de Wet
* Gets the types of triggers associated with the explosive
*
* Arguments:
* 0: Explosive magazine <STRING>
*
* Return Value:
* Supported triggers as CfgACE_Triggers config entries <ARRAY>
*
* Example:
* _supports = ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_TriggerType
*
* Public: Yes
*/
#include "script_component.hpp"
private "_result";
_result = [];