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Merge pull request #2059 from MikeMatrix/documentationFixWeaponselect
Updated function documentation of Weaponselect
This commit is contained in:
commit
66f2dfa31e
@ -1,14 +1,19 @@
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/*
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* Author: esteldunedain
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*
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* Count how many grenade magazines the unit has on the uniform and vest.
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*
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* Argument:
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* 0: Muzzle name
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Muzzle Class <STRING>
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*
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* Return value:
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* 0: Number of magazines
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* 1: First magazine name
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* Return Value:
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* 0: Number of magazines <NUMBER>
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* 1: First magazine name <STRING>
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*
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* Example:
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* [player, currentMuzzle player] call ace_weaponselect_fnc_countMagazinesForGrenadeMuzzle
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -1,14 +1,18 @@
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/*
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* Author: esteldunedain
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*
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* Display a grenade type and quantity.
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*
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* Argument:
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* 0: magazine class
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* 1: number of magazines
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* Arguments:
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* 0: magazine class <STRING>
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* 1: number of magazines <NUMBER>
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*
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* Return value:
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* Return Value:
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* None
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*
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* Example:
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* [currentMagazine player, 3] call ace_weaponselect_fnc_displayGrenadeTypeAndNumber
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -18,7 +22,7 @@ private ["_color", "_name", "_text", "_picture"];
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params ["_magazine", "_numberofMagazines"];
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_color = [[1,0,0], [1,1,1]] select (_numberofMagazines > 0);
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_color = [[1, 0, 0], [1, 1, 1]] select (_numberofMagazines > 0);
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_name = getText (configFile >> "CfgMagazines" >> _magazine >> "displayNameShort");
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_text = [format["%1 x%2", _name, _numberofMagazines], _color] call EFUNC(common,stringToColoredText);
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@ -1,13 +1,17 @@
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/*
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* Author: commy2
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*
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* Find the next Grenade Magazine.
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*
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* Argument:
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* Arguments:
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* 0: Grenade Type ("All", "Frag", "NonFrag") <STRING>
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*
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* Return value:
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* Return Value:
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* Magazine classname <STRING>
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*
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* Example:
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* ["All"] call ace_weaponselect_fnc_findNextGrenadeMagazine
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -1,13 +1,17 @@
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/*
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* Author: commy2
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*
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* Find the next Grenade Muzzle.
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*
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* Argument:
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* Arguments:
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* 0: Grenade Type ("All", "Frag", "NonFrag") <STRING>
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*
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* Return value:
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* Return Value:
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* Class name of next throw muzzle <STRING>
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*
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* Example:
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* ["All"] call ace_weaponselect_fnc_findNextGrenadeMuzzle
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -1,13 +1,17 @@
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/*
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* Author: commy2
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*
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* Fire Vehicle Smoke Launcher.
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*
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* Argument:
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* Arguments:
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* 0: Vehicle <OBJECT>
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*
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* Return value:
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* Return Value:
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* None
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*
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* Example:
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* [vehicle player] call ace_weaponselect_fnc_fireSmokeLauncher
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -1,13 +1,17 @@
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/*
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* Author: commy2
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*
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* Returns the selected Grenade Muzzle.
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*
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* Argument:
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* Arguments:
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* None
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*
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* Return value:
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* Class name of selected throw muzzle. <STRING>
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* Return Value:
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* Class name of selected throw muzzle <STRING>
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*
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* Example:
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* [] call ace_weaponselect_fnc_getSelectedGrenade
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -1,14 +1,18 @@
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/*
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* Author: commy2
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*
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* Play the change firemode sound for specified weapon at units position.
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*
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* Argument:
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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*
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* Return value:
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* Return Value:
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* None
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*
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* Example:
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* [player, currentWeapon player] call ace_weaponselect_fnc_playChangeFiremodeSound
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -1,13 +1,17 @@
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/*
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* Author: commy2
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*
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* The unit will put its current weapon away.
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*
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* Argument:
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return value:
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* Return Value:
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* None
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*
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* Example:
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* [player] call ace_weaponselect_fnc_putWeaponAway
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*
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* Public: NO
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*/
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#include "script_component.hpp"
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@ -1,13 +1,17 @@
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/*
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* Author: esteldunedain, commy2
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*
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* Cycle through all grenades.
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*
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* Argument:
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return value:
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* Return Value:
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* None
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*
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* Example:
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* [player] call ace_weaponselect_fnc_selectGrenadeAll
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -1,13 +1,17 @@
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/*
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* Author: esteldunedain, commy2
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*
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* Cycle through frags.
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*
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* Argument:
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return value:
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* Return Value:
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* None
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*
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* Example:
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* [player] call ace_weaponselect_fnc_selectGrenadeFrag
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*
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* Public: No
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*/
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#include "script_component.hpp"
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/*
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* Author: esteldunedain, commy2
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*
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* Cycle through non explosive grenades.
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*
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* Argument:
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return value:
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* Return Value:
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* None
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*
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* Example:
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* [player] call ace_weaponselect_fnc_selectGrenadeOther
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*
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* Public: No
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*/
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#include "script_component.hpp"
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/*
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* Author: commy2
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*
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* The player will select the specified weapon or will change to the next firing mode if the weapon was already selected.
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*
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* Argument:
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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*
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* Return value:
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* Return Value:
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* None
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*
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* Example:
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* [player, currentWeapon player] call ace_weaponselect_fnc_selectWeaponMode
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*
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* Public: No
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*/
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#include "script_component.hpp"
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/*
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* Author: commy2
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*
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* The player will select the specified weapon and change to the first additional muzzle. E.g. the grenade launcher of a assault rifle.
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*
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* Argument:
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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*
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* Return value:
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* Return Value:
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* None
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*
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* Example:
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* [player, currentWeapon player] call ace_weaponselect_fnc_selectWeaponMuzzle
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*
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* Public: No
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*/
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#include "script_component.hpp"
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/*
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* Author: commy2
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*
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* Select weapon for unit in vehicle.
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*
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* Argument:
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Vehicle <OBJECT>
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* 2: Weapon index <NUMBER>
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*
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* Return value:
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* Return Value:
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* None
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*
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* Example:
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* [player, vehicle player, 1] call ace_weaponselect_fnc_selectWeaponVehicle
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*
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* Public: No
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*/
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#include "script_component.hpp"
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/*
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* Author: esteldunedain
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*
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* Select the next grenade muzzle to throw.
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*
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* Argument:
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Muzzlename <STRING>
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*
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* Return value:
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* Return Value:
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* None
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*
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* Example:
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* [player, currentMuzzle player] call ace_weaponselect_fnc_setNextGrenadeMuzzle
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -1,9 +1,8 @@
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/*
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* Author: commy2
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*
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* Display Grenade information on grenade throw.
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*
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* Argument:
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* Arguments:
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* 0: unit - Object the event handler is assigned to <OBJECT>
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* 1: weapon - Fired weapon <STRING>
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* 2: muzzle - Muzzle that was used <STRING>
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@ -12,8 +11,13 @@
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* 5: magazine - magazine name which was used <STRING>
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* 6: projectile - Object of the projectile that was shot <OBJECT>
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*
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* Return value:
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* Return Value:
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* None
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*
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* Example:
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* [_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile] call ace_weaponselect_fnc_throwGrenade
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*
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* Public: No
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*/
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#include "script_component.hpp"
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