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overheating: hard code path to parent script_components
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@ -1,5 +1,5 @@
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// by commy2 and CAA-Picard
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// by commy2 and CAA-Picard
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#include "script_component.hpp"
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#include "\z\ace\addons\overheating\script_component.hpp"
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_this spawn {
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_this spawn {
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_player = _this select 0;
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_player = _this select 0;
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// by commy2
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// by commy2
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#include "script_component.hpp"
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#include "\z\ace\addons\overheating\script_component.hpp"
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private ["_unit", "_weapon", "_skipAnim", "_jammedWeapons"];
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private ["_unit", "_weapon", "_skipAnim", "_jammedWeapons"];
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@ -11,7 +11,7 @@
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* Return value:
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* Return value:
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* New temperature (number)
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* New temperature (number)
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*/
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*/
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#include "script_component.hpp"
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#include "\z\ace\addons\overheating\script_component.hpp"
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private ["_temperature", "_barrelMass", "_totalTime", "_barrelSurface", "_time", "_deltaTime"];
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private ["_temperature", "_barrelMass", "_totalTime", "_barrelSurface", "_time", "_deltaTime"];
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// based on KK_fnc_playerWeaponMulfunction from KillzoneKid
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// based on KK_fnc_playerWeaponMulfunction from KillzoneKid
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#include "script_component.hpp"
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#include "\z\ace\addons\overheating\script_component.hpp"
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private ["_unit", "_weapon", "_jammedWeapons"];
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private ["_unit", "_weapon", "_jammedWeapons"];
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// by commy2 and CAA-Picard
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// by commy2 and CAA-Picard
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#include "script_component.hpp"
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#include "\z\ace\addons\overheating\script_component.hpp"
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private ["_unit", "_weapon", "_ammo", "_projectile", "_velocity", "_variableName", "_overheat", "_temperature", "_time", "_energyIncrement", "_barrelMass", "_scaledTemperature"];
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private ["_unit", "_weapon", "_ammo", "_projectile", "_velocity", "_variableName", "_overheat", "_temperature", "_time", "_energyIncrement", "_barrelMass", "_scaledTemperature"];
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// by commy2
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// by commy2
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#include "script_component.hpp"
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#include "\z\ace\addons\overheating\script_component.hpp"
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private ["_player", "_weapon"];
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private ["_player", "_weapon"];
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// by commy2
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// by commy2
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#include "script_component.hpp"
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#include "\z\ace\addons\overheating\script_component.hpp"
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private ["_player", "_weapon"];
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private ["_player", "_weapon"];
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@ -7,8 +7,6 @@ _player = _this select 0;
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_weapon = _this select 1;
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_weapon = _this select 1;
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// don't consume the barrel, but rotate through them.
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// don't consume the barrel, but rotate through them.
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//player removeItem "ACE_SpareBarrel";
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[localize "STR_ACE_Overheating_SwappedBarrel", QUOTE(PATHOF(UI\spare_barrel_ca.paa))] call EFUNC(common,displayTextPicture);
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[localize "STR_ACE_Overheating_SwappedBarrel", QUOTE(PATHOF(UI\spare_barrel_ca.paa))] call EFUNC(common,displayTextPicture);
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_player setVariable [format [QGVAR(%1), _weapon], [0, 0], false];
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_player setVariable [format [QGVAR(%1), _weapon], [0, 0], false];
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