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https://github.com/acemod/ACE3.git
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Changed to using playerVehicleChanged.
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f652db1d2f
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@ -15,17 +15,3 @@ class Extended_FiredBIS_EventHandlers {
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};
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};
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};
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class Extended_InitPost_EventHandlers {
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class Mortar_01_base_F {
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class ADDON {
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init = QUOTE(_this call COMPILE_FILE(XEH_initPost));
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};
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};
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};
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class Extended_GetIn_EventHandlers {
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class Mortar_01_base_F {
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class ADDON {
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getIn = QUOTE(_this call COMPILE_FILE(XEH_getIn));
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};
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};
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};
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@ -1,16 +0,0 @@
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#include "script_component.hpp"
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params ["_mortar","_crewPosition","_unit","_turretPath"];
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TRACE_4("",_mortar,_crewPosition,_unit,_turretPath);
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if (_unit != player) exitWith {LOG("Exit")};
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if (!EGVAR(common,settingsInitFinished)) exitWith {
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EGVAR(common,runAtSettingsInitialized) pushBack [{
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if (GVAR(useAmmoHandling)) then {
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_this call FUNC(mortarInit);
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};
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}, _mortar];
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};
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_mortar call FUNC(mortarInit);
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@ -1,16 +0,0 @@
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#include "script_component.hpp"
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params ["_mortar"];
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TRACE_1("",_mortar);
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if (gunner _mortar != player) exitWith {LOG("Exit")};
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if (!EGVAR(common,settingsInitFinished)) exitWith {
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EGVAR(common,runAtSettingsInitialized) pushBack [{
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if (GVAR(useAmmoHandling)) then {
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_this call FUNC(mortarInit);
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};
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}, _this];
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};
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_this call FUNC(mortarInit);
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@ -2,7 +2,8 @@
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class CfgPatches {
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class ADDON {
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units[] = {};
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units[] = {"ACE_Box_82mm_Mo_HE","ACE_Box_82mm_Mo_Smoke",
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"ACE_Box_82mm_Mo_Illum","ACE_Box_82mm_Mo_Combo"};
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weapons[] = {"ACE_RangeTable_82mm","ace_mortar_82mm"};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_interaction"};
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@ -3,7 +3,7 @@
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* Handles player getting into new vehicle. Loads PFEG for mortar display if it is a mortar.
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*
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* Arguments:
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* 0:Player <OBJECT>
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* 0: Player <OBJECT>
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* 1: New Vehicle <OBJECT>
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*
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* Return Value:
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@ -23,6 +23,19 @@ private["_tubeWeaponName" ,"_fireModes", "_lastFireMode"];
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if (isNull _newVehicle) exitWith {};
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if (!(_newVehicle isKindOf "Mortar_01_base_F")) exitWith {};
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// Run magazine handling initialization if enabled
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if (!EGVAR(common,settingsInitFinished)) then {
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EGVAR(common,runAtSettingsInitialized) pushBack [{
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if (GVAR(useAmmoHandling) && {!(_this getVariable [QGVAR(initialized),false]) && !(_this getVariable [QGVAR(exclude),false])}) then {
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_this call FUNC(mortarInit);
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};
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}, _newVehicle];
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} else {
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if (GVAR(useAmmoHandling) && {!(_newVehicle getVariable [QGVAR(initialized),false]) && !(_newVehicle getVariable [QGVAR(exclude),false])}) then {
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_newVehicle call FUNC(mortarInit);
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};
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};
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_tubeWeaponName = (weapons _newVehicle) select 0;
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_fireModes = getArray (configFile >> "CfgWeapons" >> _tubeWeaponName >> "modes");
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@ -49,7 +62,7 @@ if (_lastFireMode != -1) then {
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//Save firemode on vehicle:
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_mortarVeh setVariable [QGVAR(lastFireMode), _currentChargeMode];
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if (shownArtilleryComputer && {!GVAR(allowComputerRangefinder)}) then {
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//Don't like this solution, but it works
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closeDialog 0;
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@ -15,23 +15,23 @@
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*/
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#include "script_component.hpp"
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if !(GVAR(useAmmoHandling)) exitWith {};
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params ["_mortar"];
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private ["_newWeapon","_currentWeapon"];
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if (_mortar getVariable [QGVAR(initialized),false] || _mortar getVariable [QGVAR(exclude),false]) exitWith {TRACE_1("Exit",_mortar)};
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// Remove all magazines
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if (count magazines _mortar > 0) then {
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{_mortar removeMagazineGlobal _x} forEach magazines _mortar;
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{
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[QGVAR(removeMagazine), [_mortar, _x]] call EFUNC(common,globalEvent);
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} forEach magazines _mortar;
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};
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// Replace current weapon with ammo handling weapon
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_currentWeapon = _mortar weaponsTurret [0] select 0;
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private _currentWeapon = _mortar weaponsTurret [0] select 0;
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private _newWeapon = "";
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if (_currentWeapon == "mortar_82mm") then {
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_newWeapon = "ace_mortar_82mm"
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_newWeapon = "ace_mortar_82mm";
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} else {
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_newWeapon = getText (configFile >> "CfgWeapons" >> _currentWeapon >> QGVAR(replaceWith));
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};
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