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Split checkammo function
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@ -14,7 +14,7 @@ class Extended_PostInit_EventHandlers {
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class Extended_Take_EventHandlers {
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class CAManBase {
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class ACE_AmmoIndicatorReload {
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clientTake = QUOTE(if (_this select 0 == ACE_player && {(_this select 1) in [ARR_3(uniformContainer (_this select 0), vestContainer (_this select 0), backpackContainer (_this select 0))]} && {_this select 2 == currentMagazine (_this select 0)}) then {[ARR_3(_this select 0, vehicle (_this select 0), true)] call FUNC(checkAmmo)};);
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clientTake = QUOTE(if (_this select 0 == ACE_player && {(_this select 1) in [ARR_3(uniformContainer (_this select 0), vestContainer (_this select 0), backpackContainer (_this select 0))]} && {_this select 2 == currentMagazine (_this select 0)}) then {[ARR_2(_this select 0, vehicle (_this select 0))] call FUNC(displayAmmo)};);
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};
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};
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};
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@ -15,7 +15,7 @@ if !(hasInterface) exitWith {};
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{(vehicle ACE_player) isKindOf 'StaticWeapon'}) exitWith {false};
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// Statement
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[ACE_player, vehicle ACE_player, false] call FUNC(checkAmmo);
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[ACE_player] call FUNC(checkAmmo);
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true
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},
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[19, [false, true, false]],
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@ -4,6 +4,7 @@ ADDON = false;
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PREP(canLinkBelt);
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PREP(checkAmmo);
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PREP(displayAmmo);
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PREP(startLinkingBelt);
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ADDON = true;
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@ -1,12 +1,10 @@
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/*
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* Author: commy2
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*
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* Author: commy2 and CAA-Picard
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* Count the ammo of the currently loaded magazine or count rifle grenades. Play animation and display message.
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*
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* Argument:
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* 0: The player (Object)
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* 1: The vehicle (Object)
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* 2: Skip the animation? Used after reloading (Bool)
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* 0: Player <OBJECT>
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* 1: Target. Optional, if not suplied the player counts his personal or static weapon ammo <OBJECT>
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*
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* Return value:
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* Nothing
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@ -15,87 +13,24 @@
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#define COUNT_BARS 12
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private ["_unit", "_vehicle"];
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EXPLODE_1_PVT(_this,_unit);
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_unit = _this select 0;
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_vehicle = _this select 1;
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private ["_target"];
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_target = vehicle _unit;
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if (_unit != _vehicle && !(_vehicle isKindOf "StaticWeapon")) then {
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_vehicle = _unit;
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if (count _this > 1) then {
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_target = _this select 1;
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} else {
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// If the unit is on foot, count it's own ammo
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if (_unit == _target) exitWith {};
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// If it's mounted on a movile weapon, count it's own ammo
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if !(_target isKindOf "StaticWeapon") then {
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_target = _unit;
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};
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};
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[_vehicle, currentWeapon _vehicle, currentMuzzle _vehicle, currentMagazine _vehicle, _this select 2] spawn {
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_vehicle = _this select 0;
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_weapon = _this select 1;
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_muzzle = _this select 2;
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_magazine = _this select 3;
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_skipDelay = _this select 4;
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_unit playActionNow "Gear";
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if (currentWeapon _vehicle == "") exitWith {};
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if (typeName _muzzle != "STRING") then {_muzzle = _weapon};
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_showNumber = false;
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_ammo = 0;
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_maxRounds = 1;
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_count = 0;
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// not grenade launcher
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if (_muzzle == _weapon) then {
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_maxRounds = getNumber (configFile >> "CfgMagazines" >> _magazine >> "count") max 1;
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_ammo = _vehicle ammo _weapon;
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if (_maxRounds >= COUNT_BARS) then {
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_count = round (COUNT_BARS * _ammo / _maxRounds);
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if (_ammo > 0) then {_count = _count max 1};
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if (_ammo < _maxRounds) then {_count = _count min (COUNT_BARS - 1)};
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} else {
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_count = _ammo;
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};
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// grenade launcher
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} else {
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_showNumber = true;
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_count = if (_magazine != "") then {
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{_x == _magazine} count (magazines _vehicle + [_magazine])
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} else {
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{_x in getArray (configFile >> "CfgWeapons" >> _weapon >> _muzzle >> "Magazines")} count magazines _vehicle
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};
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};
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if !(_skipDelay) then {
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_vehicle playActionNow "Gear";
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sleep 1
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};
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_text = if (_showNumber) then {
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parseText format ["<t align='center' >%1x</t>", _count]
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} else {
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_color = [
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2 * (1 - _ammo / _maxRounds) min 1,
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2 * _ammo / _maxRounds min 1,
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00
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];
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_string = "";
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for "_a" from 1 to _count do {
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_string = _string + "|";
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};
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_text = [_string, _color] call EFUNC(common,stringToColoredText);
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_string = "";
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for "_a" from (_count + 1) to (_maxRounds min COUNT_BARS) do {
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_string = _string + "|";
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};
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composeText [
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_text,
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[_string, [0.5, 0.5, 0.5]] call EFUNC(common,stringToColoredText)
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]
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};
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_picture = getText (configFile >> "CfgMagazines" >> _magazine >> "picture");
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[_text, _picture] call EFUNC(common,displayTextPicture);
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};
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[FUNC(displayAmmo), [_target], 1, 0.1] call EFUNC(common,waitAndExecute);
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94
addons/reload/functions/fnc_displayAmmo.sqf
Normal file
94
addons/reload/functions/fnc_displayAmmo.sqf
Normal file
@ -0,0 +1,94 @@
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/*
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* Author: commy2 and CAA-Picard
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* Display the ammo of the currently loaded magazine of the target or count rifle grenades.
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*
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* Argument:
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* 0: Target <OBJECT>
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*
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* Return value:
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* Nothing
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*/
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#include "script_component.hpp"
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#define COUNT_BARS 12
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EXPLODE_1_PVT(_this,_target);
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private ["_weapon","_muzzle","_magazine","_showNumber","_ammo","_maxRounds","_count","_text","_color","_picture"];
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_weapon = currentWeapon _target;
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_muzzle = currentMuzzle _target;
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_magazine = currentMagazine _target;
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// currentWeapon returns "" for static weapons before they are shot once
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if (_target isKindOf "StaticWeapon") then {
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if (_weapon == "") then {
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if (count (weapons _target) == 1) then {
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_weapon = (weapons _target) select 0;
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_muzzle = _weapon;
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};
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};
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};
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if (_weapon == "") exitWith {};
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if (typeName _muzzle != "STRING") then {_muzzle = _weapon};
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_showNumber = false;
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_ammo = 0;
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_maxRounds = 1;
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_count = 0;
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// not grenade launcher
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if (_muzzle == _weapon) then {
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_maxRounds = getNumber (configFile >> "CfgMagazines" >> _magazine >> "count") max 1;
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_ammo = _target ammo _weapon;
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if (_maxRounds >= COUNT_BARS) then {
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_count = round (COUNT_BARS * _ammo / _maxRounds);
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if (_ammo > 0) then {_count = _count max 1};
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if (_ammo < _maxRounds) then {_count = _count min (COUNT_BARS - 1)};
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} else {
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_count = _ammo;
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};
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// grenade launcher
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} else {
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_showNumber = true;
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_count = if (_magazine != "") then {
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{_x == _magazine} count (magazines _target + [_magazine])
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} else {
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{_x in getArray (configFile >> "CfgWeapons" >> _weapon >> _muzzle >> "Magazines")} count magazines _target
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};
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};
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_text = if (_showNumber) then {
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parseText format ["<t align='center' >%1x</t>", _count]
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} else {
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_color = [
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2 * (1 - _ammo / _maxRounds) min 1,
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2 * _ammo / _maxRounds min 1,
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00
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];
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_string = "";
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for "_a" from 1 to _count do {
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_string = _string + "|";
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};
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_text = [_string, _color] call EFUNC(common,stringToColoredText);
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_string = "";
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for "_a" from (_count + 1) to (_maxRounds min COUNT_BARS) do {
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_string = _string + "|";
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};
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composeText [
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_text,
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[_string, [0.5, 0.5, 0.5]] call EFUNC(common,stringToColoredText)
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]
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};
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_picture = getText (configFile >> "CfgMagazines" >> _magazine >> "picture");
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[_text, _picture] call EFUNC(common,displayTextPicture);
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