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objectParent command replacing fnc_getBackpackAssignedUnit
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@ -3,7 +3,6 @@
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ADDON = false;
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PREP(backpackOpened);
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PREP(getBackpackAssignedUnit);
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PREP(isBackpack);
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PREP(onOpenInventory);
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@ -1,22 +0,0 @@
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/*
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* Author: commy2
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*
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* Returns the unit that has the given backpack object equipped.
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*
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* Argument:
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* 0: Executing Unit (Object)
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* 1: A backpack object (Object)
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*
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* Return value:
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* Unit that has the backpack equipped. (Object)
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*/
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#include "script_component.hpp"
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scopeName "main";
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params ["_unit","_backpack"];
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_target = objNull;
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{
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if (backpackContainer _x == _backpack) then {_target = _x; breakTo "main"};
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} count nearestObjects [_unit, ["Man"], 5];
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if (isNull _target) exitWith {ACE_Player};
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_target
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@ -1,7 +1,7 @@
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/*
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* Author: commy2
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*
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* Handle the open inventory event. Display message on traget client.
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* Handle the open inventory event. Display message on target client.
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*
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* Argument:
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* Input from "InventoryOpened" eventhandler
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@ -11,16 +11,17 @@
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*/
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#include "script_component.hpp"
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private "_target";
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params ["","_backpack"];
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params ["_unit","_backpack"];
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// exit if the target is not a backpack
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if !([_backpack] call FUNC(isBackpack)) exitWith {};
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// exit if the target is not a real backpack, i.e. parachute, static weapon bag etc.
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if !([_backpack] call FUNC(isBackpack)) exitWith {false};
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// get the unit that wears the backpack object
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_target = _this call FUNC(getBackpackAssignedUnit);
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private "_target";
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_target = objectParent _backpack;
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if (isNull _target) exitWith {false};
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// raise event on target unit
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["backpackOpened", _target, [_target, _backpack]] call EFUNC(common,targetEvent);
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