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Updated parameterization in Backpack module.
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@ -12,8 +12,8 @@
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* None.
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*/
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#include "script_component.hpp"
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PARAMS_3(_unit,_target,_backpack);
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private ["_sounds", "_position"];
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params ["_target", "_backpack"];
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// do cam shake if the target is the player
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if ([_target] call EFUNC(common,isPlayer)) then {
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@ -21,7 +21,6 @@ if ([_target] call EFUNC(common,isPlayer)) then {
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};
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// play a rustling sound
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private ["_sounds", "_position"];
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_sounds = [
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/*"a3\sounds_f\characters\ingame\AinvPknlMstpSlayWpstDnon_medic.wss",
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@ -29,8 +28,8 @@ _sounds = [
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"a3\sounds_f\characters\ingame\AinvPpneMstpSlayWpstDnon_medic.wss",
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"a3\sounds_f\characters\ingame\AinvPpneMstpSlayWrflDnon_medic.wss"*/
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QUOTE(PATHTO_R(sounds\zip_in.wav)),
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QUOTE(PATHTO_R(sounds\zip_out.wav))
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QUOTE(PATHTOF(sounds\zip_in.wav)),
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QUOTE(PATHTOF(sounds\zip_out.wav))
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];
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_position = _target modelToWorldVisual (_target selectionPosition "Spine3");
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@ -4,19 +4,18 @@
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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: A backpack object (Object)
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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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private ["_backpack", "_unit"];
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_backpack = _this select 0;
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_unit = objNull;
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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) exitWith {_unit = _x};
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} forEach (allUnits + allDeadMen);
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_unit
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if (backpackContainer _x == _backpack) then {_target = _x; breakTo "main"};
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} forEach nearestObjects [_unit, ["Man"],2];
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_target
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@ -11,20 +11,18 @@
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*/
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#include "script_component.hpp"
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private ["_unit", "_backpack"];
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_unit = _this select 0;
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_backpack = _this select 1;
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private "_target";
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params ["","_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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// get the unit that wears the backpack object
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private "_target";
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_target = [_backpack] call FUNC(getBackpackAssignedUnit);
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_target = _this call FUNC(getBackpackAssignedUnit);
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if (isNull _target) exitWith {false};
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// raise event on target unit
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["backpackOpened", _target, [_unit, _target, _backpack]] call EFUNC(common,targetEvent);
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["backpackOpened", _target, [_target, _backpack]] call EFUNC(common,targetEvent);
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// return false to open inventory as usual
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false
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