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reload event, some basic functions
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@ -4,3 +4,9 @@ class Extended_PreInit_EventHandlers {
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init = QUOTE(call COMPILE_FILE(XEH_preInit));
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init = QUOTE(call COMPILE_FILE(XEH_preInit));
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};
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};
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};
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};
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class Extended_PostInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_postInit));
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};
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};
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11
addons/reloadlaunchers/CfgWeapons.hpp
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11
addons/reloadlaunchers/CfgWeapons.hpp
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@ -0,0 +1,11 @@
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class CfgWeapons {
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class Launcher_Base_F;
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class launch_Titan_base: Launcher_Base_F {
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GVAR(enabled) = 1;
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};
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class launch_RPG32_F: Launcher_Base_F {
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GVAR(enabled) = 1;
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};
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};
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4
addons/reloadlaunchers/XEH_postInit.sqf
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4
addons/reloadlaunchers/XEH_postInit.sqf
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@ -0,0 +1,4 @@
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// by commy2
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#include "script_component.hpp"
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["reloadLauncher", {_this call DFUNC(reloadLauncher)}] call EFUNC(common,addEventhandler);
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@ -2,6 +2,8 @@
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ADDON = false;
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ADDON = false;
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PREP(empty);
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PREP(canLoad);
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PREP(load);
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PREP(reloadLauncher);
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ADDON = true;
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ADDON = true;
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@ -13,3 +13,4 @@ class CfgPatches {
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};
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};
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#include "CfgEventHandlers.hpp"
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#include "CfgEventHandlers.hpp"
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#include "CfgWeapons.hpp"
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56
addons/reloadlaunchers/functions/fnc_canLoad.sqf
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56
addons/reloadlaunchers/functions/fnc_canLoad.sqf
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@ -0,0 +1,56 @@
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/*
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* Author: commy2
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*
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* Check of the unit can reload the launcher of target unit.
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*
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* Argument:
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* 0: Unit to to the reload (Object)
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* 1: Unit eqipped with launcher (Object)
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*
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* Return value:
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* NONE
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*/
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#include "script_component.hpp"
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private ["_unit", "_target"];
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_unit = _this select 0;
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_target = _this select 1;
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if (!alive _target) exitWith {false};
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if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
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private "_weapon";
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_weapon = secondaryWeapon _unit;
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// has secondary weapon equipped
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if (_weapon == "" || {currentWeapon _target != _weapon}) exitWith {false};
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// check if the target really needs to be reloaded
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if (currentMagazine _target != "") exitWith {false};
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// check if the launcher is compatible
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private "_config";
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_config = configFile >> "CfgWeapons" >> _weapon;
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if (getNumber (_config >> QGVAR(enabled)) == 0) exitWith {false};
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// get magazine of reloader
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private "_magazines";
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_magazines = magazines _unit;
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{
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_magazines deleteAt (_magazines find _x);
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} forEach secondaryWeaponMagazine _unit;
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// check if the reloader has a magazine compatible with targets launcher
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private "_hasMagazine";
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_hasMagazine = false;
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{
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if (_x in _magazines) exitWith {
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_hasMagazine = true;
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};
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} forEach getArray (_config >> "magazines");
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_hasMagazine
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@ -1,3 +0,0 @@
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#include "script_component.hpp"
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diag_log text format["This is here as an example!!!"];
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29
addons/reloadlaunchers/functions/fnc_load.sqf
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29
addons/reloadlaunchers/functions/fnc_load.sqf
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@ -0,0 +1,29 @@
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/*
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* Author: commy2
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*
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* Reload a launcher
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*
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* Argument:
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* 0: Unit with magazine (Object)
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* 1: Unit with launcher (Object)
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* 2: weapon name (String)
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* 3: missile name (String)
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*
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* Return value:
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* NONE
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*/
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#include "script_component.hpp"
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private ["_unit", "_target", "_weapon", "_magazine"];
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_unit = _this select 0;
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_target = _this select 1;
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_weapon = _this select 2;
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_magazine = _this select 3;
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//do stuff
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/**/
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// reload launcher on remote machine
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["reloadLauncher", _target, [_target, _weapon, _magazine]] call EFUNC(common,targetEvent);
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28
addons/reloadlaunchers/functions/fnc_reloadLauncher.sqf
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28
addons/reloadlaunchers/functions/fnc_reloadLauncher.sqf
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/*
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* Author: commy2
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*
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* Reload a launcher
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*
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* Argument:
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* 0: Unit to reload (Object)
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* 1: weapon name (String)
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* 2: missile name (String)
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*
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* Return value:
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* NONE
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*/
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#include "script_component.hpp"
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private ["_unit", "_weapon", "_magazine"];
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_unit = _this select 0;
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_weapon = _this select 1;
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_magazine = _this select 2;
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_unit selectWeapon _weapon;
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if (currentWeapon _unit != _weapon) exitWith {};
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if (currentMagazine _unit != "") exitWith {};
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// command is wip, reload time for launchers is not intended.
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_unit addWeaponItem [_weapon, _magazine];
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