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Code Cleanup Grenades, fix dedicated server AI thrown flasbangs do nothing
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@ -1,3 +1,4 @@
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class CfgAmmo {
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class FlareCore;
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class FlareBase: FlareCore {
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@ -1,3 +1,4 @@
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class Extended_PreInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_preInit));
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@ -13,7 +14,7 @@ class Extended_PostInit_EventHandlers {
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class Extended_FiredBIS_EventHandlers {
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class CAManBase {
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class ADDON {
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clientFiredBIS = QUOTE( _this call FUNC(throwGrenade) );
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firedBIS = QUOTE(_this call FUNC(throwGrenade));
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};
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};
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};
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@ -1,9 +1,6 @@
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class CfgVehicles {
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class NATO_Box_Base;
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class EAST_Box_Base;
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class IND_Box_Base;
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class Box_NATO_Support_F;
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class Box_NATO_Grenades_F: NATO_Box_Base {
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class TransportItems {
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MACRO_ADDITEM(ACE_HandFlare_White,12);
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@ -12,6 +9,7 @@ class CfgVehicles {
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};
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};
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class EAST_Box_Base;
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class Box_East_Grenades_F: EAST_Box_Base {
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class TransportItems {
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MACRO_ADDITEM(ACE_HandFlare_Yellow,12);
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@ -20,6 +18,7 @@ class CfgVehicles {
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};
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};
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class IND_Box_Base;
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class Box_IND_Grenades_F: IND_Box_Base {
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class TransportItems {
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MACRO_ADDITEM(ACE_HandFlare_Yellow,12);
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@ -28,6 +27,7 @@ class CfgVehicles {
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};
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};
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class Box_NATO_Support_F;
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class ACE_Box_Misc: Box_NATO_Support_F {
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class TransportItems {
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MACRO_ADDITEM(ACE_HandFlare_White,12);
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@ -1,21 +1,26 @@
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class CfgWeapons {
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class GrenadeLauncher;
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class Throw: GrenadeLauncher {
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muzzles[] += {"ACE_HandFlare_WhiteMuzzle","ACE_HandFlare_RedMuzzle","ACE_HandFlare_GreenMuzzle","ACE_HandFlare_YellowMuzzle","ACE_M84Muzzle"};
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class ThrowMuzzle;
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class ACE_HandFlare_WhiteMuzzle: ThrowMuzzle {
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magazines[] = {"ACE_HandFlare_White"};
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};
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class ACE_HandFlare_RedMuzzle: ThrowMuzzle {
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magazines[] = {"ACE_HandFlare_Red"};
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};
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class ACE_HandFlare_GreenMuzzle: ThrowMuzzle {
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magazines[] = {"ACE_HandFlare_Green"};
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};
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class ACE_HandFlare_YellowMuzzle: ThrowMuzzle {
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magazines[] = {"ACE_HandFlare_Yellow"};
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};
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class ACE_M84Muzzle: ThrowMuzzle {
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magazines[] = {"ACE_M84"};
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};
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@ -2,7 +2,7 @@
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#include "script_component.hpp"
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["flashbangExplosion", DFUNC(flashbangExplosionEH)] call EFUNC(common,addEventHandler);
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["flashbangExplosion", {_this call FUNC(flashbangExplosionEH)}] call EFUNC(common,addEventHandler);
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if (!hasInterface) exitWith {};
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@ -21,4 +21,4 @@ GVAR(flashbangPPEffectCC) ppEffectForceInNVG true;
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[] call FUNC(nextMode);
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},
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{false},
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[9, [false, false, false]], false] call cba_fnc_addKeybind; //8 Key
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[9, [false, false, false]], false] call CBA_fnc_addKeybind; //8 Key
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@ -15,13 +15,14 @@
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*/
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#include "script_component.hpp"
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private ["_affected", "_strength", "_posGrenade", "_angleDiff", "_light", "_losCount", "_dirToUnitVector", "_eyeDir", "_eyePos"];
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params ["_grenade"];
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private ["_affected", "_strength", "_posGrenade", "_eyePos", "_losCount", "_eyeDir", "_dirToUnitVector", "_angleDiff", "_light"];
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_affected = _grenade nearEntities ["CAManBase", 20];
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{
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if ((local _x) && {alive _x}) then {
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if (local _x && {alive _x}) then {
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_strength = 1 - ((_x distance _grenade) min 15) / 15;
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@ -30,14 +31,17 @@ _affected = _grenade nearEntities ["CAManBase", 20];
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if (_x != ACE_player) then {
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//must be AI
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[_x, true] call EFUNC(common,disableAI);
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_x setSkill ((skill _x) / 50);
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_x setSkill (skill _x / 50);
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[{
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params ["_unit"];
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//Make sure we don't enable AI for unconscious units
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if (!(_unit getVariable ["ace_isunconscious", false])) then {
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if (!(_unit getVariable ["ace_isUnconscious", false])) then {
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[_unit, false] call EFUNC(common,disableAI);
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};
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_unit setSkill (skill _unit * 50);
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}, [_x], (7 * _strength)] call EFUNC(common,waitAndExecute);
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} else {
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@ -49,7 +53,7 @@ _affected = _grenade nearEntities ["CAManBase", 20];
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//Check for line of sight (check 4 points in case grenade is stuck in an object or underground)
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_losCount = {
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(!lineIntersects [(_posGrenade vectorAdd _x), _eyePos, _grenade, ACE_player])
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!lineIntersects [_posGrenade vectorAdd _x, _eyePos, _grenade, ACE_player]
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} count [[0,0,0], [0,0,0.2], [0.1, 0.1, 0.1], [-0.1, -0.1, 0.1]];
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TRACE_1("Line of sight count (out of 4)",_losCount);
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@ -57,9 +61,9 @@ _affected = _grenade nearEntities ["CAManBase", 20];
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_strength = _strength / 10;
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};
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//Add ace_hearing ear ringing sound effect
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if ((isClass (configFile >> "CfgPatches" >> "ACE_Hearing")) && {_strength > 0}) then {
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[_x, (20 * _strength)] call EFUNC(hearing,earRinging);
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// add ace_hearing ear ringing sound effect
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if (isClass (configFile >> "CfgPatches" >> "ACE_Hearing") && {_strength > 0}) then {
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[_x, 20 * _strength] call EFUNC(hearing,earRinging);
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};
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// account for people looking away by slightly
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@ -68,16 +72,16 @@ _affected = _grenade nearEntities ["CAManBase", 20];
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_dirToUnitVector = _eyePos vectorFromTo _posGrenade;
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_angleDiff = acos (_eyeDir vectorDotProduct _dirToUnitVector);
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//From 0-45deg, full effect
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// from 0-45deg, full effect
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if (_angleDiff > 45) then {
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_strength = _strength - _strength * ((_angleDiff - 45) / 120);
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};
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TRACE_1("Final strength for player",_strength);
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//Add ace_medical pain effect:
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if ((isClass (configFile >> "CfgPatches" >> "ACE_Medical")) && {_strength > 0.1}) then {
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[ACE_player, (_strength / 2)] call EFUNC(medical,adjustPainLevel);
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// add ace_medical pain effect:
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if (isClass (configFile >> "CfgPatches" >> "ACE_Medical") && {_strength > 0.1}) then {
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[ACE_player, _strength / 2] call EFUNC(medical,adjustPainLevel);
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};
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// create flash to illuminate environment
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@ -87,14 +91,14 @@ _affected = _grenade nearEntities ["CAManBase", 20];
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_light setLightColor [1,1,1];
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_light setLightDayLight true;
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//Delete the light after 0.1 seconds
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// delete the light after 0.1 seconds
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[{
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params ["_light"];
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deleteVehicle _light;
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}, [_light], 0.1] call EFUNC(common,waitAndExecute);
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// blind player
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if (_strength > 0.1 && hasInterface) then {
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if (hasInterface && {_strength > 0.1}) then {
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GVAR(flashbangPPEffectCC) ppEffectEnable true;
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
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@ -102,14 +106,15 @@ _affected = _grenade nearEntities ["CAManBase", 20];
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//PARTIALRECOVERY - start decreasing effect over ACE_time
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[{
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params ["_strength"];
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
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}, [_strength], (7 * _strength), 0] call EFUNC(common,waitAndExecute);
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}, [_strength], 7 * _strength] call EFUNC(common,waitAndExecute);
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//FULLRECOVERY - end effect
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[{
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GVAR(flashbangPPEffectCC) ppEffectEnable false;
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}, [], (17 * _strength)] call EFUNC(common,waitAndExecute);
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}, [], 17 * _strength] call EFUNC(common,waitAndExecute);
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};
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};
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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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params ["_projectile"];
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if (alive _projectile) then {
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@ -21,5 +22,6 @@ if (alive _projectile) then {
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private "_affected";
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_affected = _projectile nearEntities ["CAManBase", 50];
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["flashbangExplosion", _affected, [_projectile]] call EFUNC(common,targetEvent);
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};
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