Merge branch 'master' into medical-focus-feature

This commit is contained in:
Glowbal 2016-02-07 12:11:25 +01:00
commit 84878c3d8b
510 changed files with 5993 additions and 2666 deletions

View File

@ -53,6 +53,7 @@ Coren <coren4@gmail.com>
Crusty Crusty
Dharma Bellamkonda <dharma.bellamkonda@gmail.com> Dharma Bellamkonda <dharma.bellamkonda@gmail.com>
Dimaslg <dimaslg@telecable.es> Dimaslg <dimaslg@telecable.es>
dixon13 <dixonbegay@gmail.com>
Drill <drill87@gmail.com> Drill <drill87@gmail.com>
Dudakov aka [OMCB]Kaban <dudakov.s@gmail.com> Dudakov aka [OMCB]Kaban <dudakov.s@gmail.com>
Dslyecxi <dslyecxi@gmail.com> Dslyecxi <dslyecxi@gmail.com>
@ -63,11 +64,13 @@ Falke75
Ferenczi Ferenczi
Ferenzi Ferenzi
Filip Basara <filip.basara93@googlemail.com> Filip Basara <filip.basara93@googlemail.com>
fr89k <kaschitoku@web.de>
FreeZbe <freeseb@gmail.com> FreeZbe <freeseb@gmail.com>
geraldbolso1899 geraldbolso1899
Ghost Ghost
Gianmarco Varriale (TeamNuke) <admin@forhost.org> Gianmarco Varriale (TeamNuke) <admin@forhost.org>
GieNkoV <gienkov.grzegorz@gmail.com> GieNkoV <gienkov.grzegorz@gmail.com>
GitHawk <githawk@gmx.net>
gpgpgpgp gpgpgpgp
Grzegorz Grzegorz
Hamburger SV Hamburger SV
@ -103,6 +106,7 @@ Robert Boklahánics <bokirobi@gmail.com>
ruPaladin <happyworm24@rambler.ru> ruPaladin <happyworm24@rambler.ru>
simon84 <badguy360th@gmail.com> simon84 <badguy360th@gmail.com>
Sniperwolf572 <tenga6@gmail.com> Sniperwolf572 <tenga6@gmail.com>
System98
SzwedzikPL <szwedzikpl@gmail.com> SzwedzikPL <szwedzikpl@gmail.com>
Tachi <zaveruha007@gmail.com> Tachi <zaveruha007@gmail.com>
Toaster <jonathan.pereira@gmail.com> Toaster <jonathan.pereira@gmail.com>
@ -113,3 +117,4 @@ voiper
VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com> VyMajoris(W-Cephei)<vycanismajoriscsa@gmail.com>
Winter <simon@agius-muscat.net> Winter <simon@agius-muscat.net>
zGuba zGuba
Grey-Soldierman <gungamer101@hotmail.com>

View File

@ -1,5 +1,5 @@
<p align="center"> <p align="center">
<img src="https://github.com/acemod/ACE3/blob/master/extras/assets/logo/black/ACE3-Logo.jpg" width="480"> <img src="https://github.com/acemod/ACE3/raw/master/extras/assets/logo/black/ACE3-Logo.jpg" width="480">
</p> </p>
<p align="center"> <p align="center">

View File

@ -28,7 +28,7 @@ if (currentWeapon ACE_player != primaryWeapon ACE_player) exitWith { false };
2 cutText ["", "PLAIN"]; 2 cutText ["", "PLAIN"];
EGVAR(weather,WindInfo) = false; EGVAR(weather,WindInfo) = false;
0 cutText ["", "PLAIN"]; (["RscWindIntuitive"] call BIS_fnc_rscLayer) cutText ["", "PLAIN"];
GVAR(Protractor) = true; GVAR(Protractor) = true;
[{ [{

View File

@ -1,6 +1,11 @@
#define COMPONENT advanced_ballistics #define COMPONENT advanced_ballistics
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_ADVANCEDBALLISTICS #ifdef DEBUG_ENABLED_ADVANCEDBALLISTICS
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL
#endif #endif

View File

@ -10,7 +10,7 @@
<Spanish>Mostrar información del viento</Spanish> <Spanish>Mostrar información del viento</Spanish>
<German>Windinformationen anzeigen</German> <German>Windinformationen anzeigen</German>
<Hungarian>Széladatok mutatása</Hungarian> <Hungarian>Széladatok mutatása</Hungarian>
<Czech>Zobrazit informace o větru</Czech> <Czech>Zobrazit údaje o větru</Czech>
<Portuguese>Mostrar Informação do Vento</Portuguese> <Portuguese>Mostrar Informação do Vento</Portuguese>
</Key> </Key>
<Key ID="STR_ACE_Advanced_Ballistics_ProtractorKey"> <Key ID="STR_ACE_Advanced_Ballistics_ProtractorKey">
@ -74,7 +74,7 @@
<Spanish>Activa la balística avanzada para francotiradores no locales (cuando se usa una mira telescópica)</Spanish> <Spanish>Activa la balística avanzada para francotiradores no locales (cuando se usa una mira telescópica)</Spanish>
<Polish>Aktywuje zaawansowaną balistykę dla nielokalnych snajperów (kiedy używają optyki)</Polish> <Polish>Aktywuje zaawansowaną balistykę dla nielokalnych snajperów (kiedy używają optyki)</Polish>
<German>Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)</German> <German>Aktiviert die erweiterte Ballistik für nicht lokale Scharfschützen (bei Benutzung von Optiken mit starker Vergrößerung)</German>
<Czech>Aktivuje pokročilou balistiku pro nelokální odstřelovače (když používá výkonnou optiku)</Czech> <Czech>Aktivuje pokročilou balistiku pro nelokální odstřelovače (při použití optiky)</Czech>
<Portuguese>Ativa balística avançada para caçadores não locais (quando usando miras telescópicas)</Portuguese> <Portuguese>Ativa balística avançada para caçadores não locais (quando usando miras telescópicas)</Portuguese>
<French>Active la balistique avancée pour les snipers non locaux (en utilisant les optiques avancées)</French> <French>Active la balistique avancée pour les snipers non locaux (en utilisant les optiques avancées)</French>
<Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi mesterlövészeknek (nagy-teljesítményű optika használatakor)</Hungarian> <Hungarian>Engedélyezi a fejlett ballisztikát nem-helyi mesterlövészeknek (nagy-teljesítményű optika használatakor)</Hungarian>
@ -118,7 +118,7 @@
<Spanish>Activada la balística avanzada para todos los jugadores no locales (activarlo puede degradar el rendimiento durante grandes tiroteos en multijugador).</Spanish> <Spanish>Activada la balística avanzada para todos los jugadores no locales (activarlo puede degradar el rendimiento durante grandes tiroteos en multijugador).</Spanish>
<Polish>Aktywuje zaawansowaną balistykę dla wszystkich nielokalnych graczy (aktywacja tej opcji może spodowować spory spadek wydajności podczas ciężkiej wymiany ognia)</Polish> <Polish>Aktywuje zaawansowaną balistykę dla wszystkich nielokalnych graczy (aktywacja tej opcji może spodowować spory spadek wydajności podczas ciężkiej wymiany ognia)</Polish>
<German>Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)</German> <German>Aktiviert die erweiterte Ballistik für alle nicht lokalen Spieler (das Aktivieren dieser Funktion kann zur Beeinträchtigung des Spielerlebnisses im Multiplayer führen)</German>
<Czech>Aktivovat pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles snímu za sekundu během těžké přestřelky v multiplayeru)</Czech> <Czech>Aktivuje pokročilou balistiku pro všechny nelokální hráče (aktivace této možnosti způsobuje pokles FPS během velké přestřelky v multiplayeru)</Czech>
<Portuguese>Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer)</Portuguese> <Portuguese>Ativa balística avançada para todos os jogadores não locais (ativando isso pode degradar a performance durante troca de tiros intensas no multiplayer)</Portuguese>
<French>Active la balistique avancé pour tous les joueurs non locaux (activer cette option peut avoir un impact sur les performance en multi durant les grands échanges de tirs)</French> <French>Active la balistique avancé pour tous les joueurs non locaux (activer cette option peut avoir un impact sur les performance en multi durant les grands échanges de tirs)</French>
<Hungarian>Engedélyezi a fejlett ballisztikát az összes nem-helyi játékosnak (ez a funkció leronthatja a teljesítményt intenzív többjátékos tűzharcok alatt)</Hungarian> <Hungarian>Engedélyezi a fejlett ballisztikát az összes nem-helyi játékosnak (ez a funkció leronthatja a teljesítményt intenzív többjátékos tűzharcok alatt)</Hungarian>

View File

@ -1,6 +1,11 @@
#define COMPONENT ai #define COMPONENT ai
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_AI #ifdef DEBUG_ENABLED_AI
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL
#endif #endif

View File

@ -1,6 +1,11 @@
#define COMPONENT aircraft #define COMPONENT aircraft
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_AIRCRAFT #ifdef DEBUG_ENABLED_AIRCRAFT
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL
#endif #endif

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -0,0 +1,75 @@
ambient[]={1,1,1,1};
diffuse[]={2,2,2,0};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.054000214,0.054000214,0.058000047,0};
specularPower=50.700001;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="z\ace\addons\apl\data\entrchtool_nohq.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage2
{
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
uvSource="tex";
class uvTransform
{
aside[]={4,0,0};
up[]={0,6,0};
dir[]={0,0,2};
pos[]={0,0,0};
};
Filter="Anizotropic";
};
class Stage3
{
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
Filter="Anizotropic";
};
class Stage4
{
texture="z\ace\addons\apl\data\entrchtool_as.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage5
{
texture="z\ace\addons\apl\data\entrchtool_smdi.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage6
{
texture="a3\data_f\env_co.paa";
uvSource="none";
};

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -1,6 +1,11 @@
#define COMPONENT APL #define COMPONENT APL
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_APL #ifdef DEBUG_ENABLED_APL
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL
#endif #endif

View File

@ -1,6 +1,11 @@
#define COMPONENT atragmx #define COMPONENT atragmx
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_ATRAGMX #ifdef DEBUG_ENABLED_ATRAGMX
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL
#endif #endif

View File

@ -49,7 +49,7 @@ if (_unit == _attachToVehicle) then { //Self Attachment
} else { } else {
GVAR(placeAction) = PLACE_WAITING; GVAR(placeAction) = PLACE_WAITING;
[_unit, QGVAR(vehAttach), true] call EFUNC(common,setForceWalkStatus); [_unit, "forceWalk", "ACE_Attach", true] call EFUNC(common,statusEffect_set);
[{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call EFUNC(common,execNextFrame); [{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call EFUNC(common,execNextFrame);
_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)]; _unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)];
@ -88,7 +88,7 @@ if (_unit == _attachToVehicle) then { //Self Attachment
{!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then { {!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then {
[_idPFH] call CBA_fnc_removePerFrameHandler; [_idPFH] call CBA_fnc_removePerFrameHandler;
[_unit, QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus); [_unit, "forceWalk", "ACE_Attach", false] call EFUNC(common,statusEffect_set);
[] call EFUNC(interaction,hideMouseHint); [] call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler); [_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
_unit removeAction _actionID; _unit removeAction _actionID;

View File

@ -1,6 +1,11 @@
#define COMPONENT attach #define COMPONENT attach
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_ATTACH #ifdef DEBUG_ENABLED_ATTACH
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL
#endif #endif

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project name="ACE"> <Project name="ACE">
<Package name="Attach"> <Package name="Attach">
<Key ID="STR_ACE_Attach_AttachDetach"> <Key ID="STR_ACE_Attach_AttachDetach">
@ -7,7 +7,7 @@
<Spanish>Acoplar objeto &gt;&gt;</Spanish> <Spanish>Acoplar objeto &gt;&gt;</Spanish>
<Polish>Przyczep &gt;&gt;</Polish> <Polish>Przyczep &gt;&gt;</Polish>
<French>Attacher l'objet &gt;&gt;</French> <French>Attacher l'objet &gt;&gt;</French>
<Czech>Připnout předmět &gt;&gt;</Czech> <Czech>Připnout &gt;&gt;</Czech>
<Portuguese>Fixar item &gt;&gt;</Portuguese> <Portuguese>Fixar item &gt;&gt;</Portuguese>
<Italian>Attacca l'oggetto &gt;&gt;</Italian> <Italian>Attacca l'oggetto &gt;&gt;</Italian>
<Hungarian>Tárgy hozzácsatolása &gt;&gt;</Hungarian> <Hungarian>Tárgy hozzácsatolása &gt;&gt;</Hungarian>
@ -115,7 +115,7 @@
<Spanish>Sin espacio en inventario</Spanish> <Spanish>Sin espacio en inventario</Spanish>
<Polish>Brak miejsca w ekwipunku</Polish> <Polish>Brak miejsca w ekwipunku</Polish>
<French>Pas de place dans l'inventaire</French> <French>Pas de place dans l'inventaire</French>
<Czech>Není místo v inventáři</Czech> <Czech>Nedostatek místa v inventáři</Czech>
<Portuguese>Sem espaço no inventário</Portuguese> <Portuguese>Sem espaço no inventário</Portuguese>
<Italian>Non hai più spazio</Italian> <Italian>Non hai più spazio</Italian>
<Hungarian>Nincs több hely</Hungarian> <Hungarian>Nincs több hely</Hungarian>
@ -175,7 +175,7 @@
<German>Befestigen fehlgeschlagen</German> <German>Befestigen fehlgeschlagen</German>
<Russian>Не удалось присоединить</Russian> <Russian>Не удалось присоединить</Russian>
<Spanish>Error al acoplar</Spanish> <Spanish>Error al acoplar</Spanish>
<Czech>Připnutí selhalo</Czech> <Czech>Připnout přesmět se nezdařilo</Czech>
<Portuguese>Erro ao fixar</Portuguese> <Portuguese>Erro ao fixar</Portuguese>
<Polish>Przyczepianie nie powiodło się</Polish> <Polish>Przyczepianie nie powiodło się</Polish>
<Hungarian>Hozzácsatolás sikertelen</Hungarian> <Hungarian>Hozzácsatolás sikertelen</Hungarian>
@ -187,7 +187,7 @@
<Spanish>%1&lt;br/&gt;acoplada</Spanish> <Spanish>%1&lt;br/&gt;acoplada</Spanish>
<Polish>Przyczepiono&lt;br/&gt;%1</Polish> <Polish>Przyczepiono&lt;br/&gt;%1</Polish>
<French>%1&lt;br/&gt;attachée</French> <French>%1&lt;br/&gt;attachée</French>
<Czech>%1&lt;br/&gt;Připnutý</Czech> <Czech>%1&lt;br/&gt;Připnuto</Czech>
<Portuguese>%1&lt;br/&gt;Fixada</Portuguese> <Portuguese>%1&lt;br/&gt;Fixada</Portuguese>
<Italian>%1&lt;br/&gt;attaccata</Italian> <Italian>%1&lt;br/&gt;attaccata</Italian>
<Hungarian>%1&lt;br/&gt;hozzácsatolva</Hungarian> <Hungarian>%1&lt;br/&gt;hozzácsatolva</Hungarian>
@ -199,7 +199,7 @@
<Spanish>%1&lt;br/&gt;quitada</Spanish> <Spanish>%1&lt;br/&gt;quitada</Spanish>
<Polish>Odczepiono&lt;br/&gt;%1</Polish> <Polish>Odczepiono&lt;br/&gt;%1</Polish>
<French>%1&lt;br/&gt;détachée</French> <French>%1&lt;br/&gt;détachée</French>
<Czech>%1&lt;br/&gt;Odepnutý</Czech> <Czech>%1&lt;br/&gt;Odepnuto</Czech>
<Portuguese>%1&lt;br/&gt;Separada</Portuguese> <Portuguese>%1&lt;br/&gt;Separada</Portuguese>
<Italian>%1&lt;br/&gt;staccata</Italian> <Italian>%1&lt;br/&gt;staccata</Italian>
<Hungarian>%1&lt;br/&gt;lecsatolva</Hungarian> <Hungarian>%1&lt;br/&gt;lecsatolva</Hungarian>

View File

@ -1,6 +1,11 @@
#define COMPONENT backpacks #define COMPONENT backpacks
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_BACKPACKS #ifdef DEBUG_ENABLED_BACKPACKS
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL
#endif #endif

View File

@ -1,6 +1,11 @@
#define COMPONENT ballistics #define COMPONENT ballistics
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_BALLISTICS #ifdef DEBUG_ENABLED_BALLISTICS
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL
#endif #endif

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project name="ACE"> <Project name="ACE">
<Package name="Ballistics"> <Package name="Ballistics">
<!-- MX --> <!-- MX -->
@ -33,7 +33,7 @@
<Spanish>Calibre: 6,5x39mm Trazadoras IR-DIM&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: MX/C/M/SW/3GL</Spanish> <Spanish>Calibre: 6,5x39mm Trazadoras IR-DIM&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: MX/C/M/SW/3GL</Spanish>
<French>Calibre: 6,5x39mm Traçantes IR-DIM&lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: MX/C/M/SW/3GL</French> <French>Calibre: 6,5x39mm Traçantes IR-DIM&lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: MX/C/M/SW/3GL</French>
<Polish>Kaliber: 6,5x39mm Smugacz IR-DIM&lt;br /&gt;Pociski: 30&lt;br /&gt;Używane w: MX/C/M/SW/3GL</Polish> <Polish>Kaliber: 6,5x39mm Smugacz IR-DIM&lt;br /&gt;Pociski: 30&lt;br /&gt;Używane w: MX/C/M/SW/3GL</Polish>
<Czech>Ráže: 6.5x39mm Svítící IR-DIM&lt;br /&gt;Munice: 30&lt;br /&gt;Použití: MX/C/M/SW/3GL</Czech> <Czech>Ráže: 6.5x39mm Svítící IR-DIM&lt;br /&gt;Nábojů: 30&lt;br /&gt;Použití u: MX</Czech>
<Portuguese>Calibre: 6,5x39mm Traçante IR-DIM&lt;br /&gt;Projéteis: 30&lt;br /&gt;Usado em: MX/C/M/SW/3GL</Portuguese> <Portuguese>Calibre: 6,5x39mm Traçante IR-DIM&lt;br /&gt;Projéteis: 30&lt;br /&gt;Usado em: MX/C/M/SW/3GL</Portuguese>
<Italian>Calibro: 6.5x39mm Traccianti IR-DIM &lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: MX/C/M/SW/3GL</Italian> <Italian>Calibro: 6.5x39mm Traccianti IR-DIM &lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: MX/C/M/SW/3GL</Italian>
<Russian>Калибр: 6,5x39 мм ИК-трассирующие&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: MX/C/M/SW/3GL</Russian> <Russian>Калибр: 6,5x39 мм ИК-трассирующие&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: MX/C/M/SW/3GL</Russian>
@ -69,7 +69,7 @@
<Spanish>Calibre: 6,5x39mm SD&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: MX/C/M/SW/3GL</Spanish> <Spanish>Calibre: 6,5x39mm SD&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: MX/C/M/SW/3GL</Spanish>
<French>Calibre: 6,5x39mm SD&lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: MX/C/M/SW/3GL</French> <French>Calibre: 6,5x39mm SD&lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: MX/C/M/SW/3GL</French>
<Polish>Kaliber: 6,5x39mm SD&lt;br /&gt;Pociski: 30&lt;br /&gt;Używane w: MX/C/M/SW/3GL</Polish> <Polish>Kaliber: 6,5x39mm SD&lt;br /&gt;Pociski: 30&lt;br /&gt;Używane w: MX/C/M/SW/3GL</Polish>
<Czech>Ráže: 6.5x39mm SD&lt;br /&gt;Munice: 30&lt;br /&gt;Použití: MX/C/M/SW/3GL</Czech> <Czech>Ráže: 6.5x39mm SD&lt;br /&gt;Nábojů: 30&lt;br /&gt;Použití u: MX</Czech>
<Portuguese>Calibre: 6,5x39mm SD&lt;br /&gt;Projéteis: 30&lt;br /&gt;Usado em: MX/C/M/SW/3GL</Portuguese> <Portuguese>Calibre: 6,5x39mm SD&lt;br /&gt;Projéteis: 30&lt;br /&gt;Usado em: MX/C/M/SW/3GL</Portuguese>
<Italian>Calibro: 6.5x39mm Sil.&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: MX/C/M/SW/3GL </Italian> <Italian>Calibro: 6.5x39mm Sil.&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: MX/C/M/SW/3GL </Italian>
<Russian>Калибр: 6,5x39 мм дозвуковые&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: MX/C/M/SW/3GL</Russian> <Russian>Калибр: 6,5x39 мм дозвуковые&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: MX/C/M/SW/3GL</Russian>
@ -105,7 +105,7 @@
<Spanish>Calibre: 6,5x39mm AP&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: MX/C/M/SW/3GL</Spanish> <Spanish>Calibre: 6,5x39mm AP&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: MX/C/M/SW/3GL</Spanish>
<French>Calibre: 6,5x39mm AP&lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: MX/C/M/SW/3GL</French> <French>Calibre: 6,5x39mm AP&lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: MX/C/M/SW/3GL</French>
<Polish>Kaliber: 6,5x39mm AP&lt;br /&gt;Pociski: 30&lt;br /&gt;Używane w: MX/C/M/SW/3GL</Polish> <Polish>Kaliber: 6,5x39mm AP&lt;br /&gt;Pociski: 30&lt;br /&gt;Używane w: MX/C/M/SW/3GL</Polish>
<Czech>Ráže: 6.5x39mm AP&lt;br /&gt;Munice: 30&lt;br /&gt;Použití: MX/C/M/SW/3GL</Czech> <Czech>Ráže: 6.5x39mm AP&lt;br /&gt;Nábojů: 30&lt;br /&gt;Použití u: MX</Czech>
<Portuguese>Calibre: 6,5x39mm AP&lt;br /&gt;Projéteis: 30&lt;br /&gt;Usado em: MX/C/M/SW/3GL</Portuguese> <Portuguese>Calibre: 6,5x39mm AP&lt;br /&gt;Projéteis: 30&lt;br /&gt;Usado em: MX/C/M/SW/3GL</Portuguese>
<Italian>Calibro: 6.5x39mm AP&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: MX/C/M/SW/3GL</Italian> <Italian>Calibro: 6.5x39mm AP&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: MX/C/M/SW/3GL</Italian>
<Russian>Калибр: 6,5x39 мм бронебойные&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: MX/C/M/SW/3GL</Russian> <Russian>Калибр: 6,5x39 мм бронебойные&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: MX/C/M/SW/3GL</Russian>
@ -142,7 +142,7 @@
<Spanish>Calibre: 6,5x39mm Trazadoras IR-DIM&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: Katiba</Spanish> <Spanish>Calibre: 6,5x39mm Trazadoras IR-DIM&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: Katiba</Spanish>
<French>Calibre: 6,5x39mm Traçantes IR-DIM&lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: Katiba</French> <French>Calibre: 6,5x39mm Traçantes IR-DIM&lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: Katiba</French>
<Polish>Kaliber: 6,5x39mm Smugacz IR-DIM&lt;br /&gt;Pociski: 30&lt;br /&gt;Używane w: Katiba</Polish> <Polish>Kaliber: 6,5x39mm Smugacz IR-DIM&lt;br /&gt;Pociski: 30&lt;br /&gt;Używane w: Katiba</Polish>
<Czech>Ráže: 6.5x39mm Svítící IR-DIM&lt;br /&gt;Munice: 30&lt;br /&gt;Použití: Katiba</Czech> <Czech>Ráže: 6.5x39mm Svítící IR-DIM&lt;br /&gt;Nábojů: 30&lt;br /&gt;Použití u: KH 2002 Sama</Czech>
<Portuguese>Calibre: 6,5x39mm Traçante IR-DIM&lt;br /&gt;Projéteis: 30&lt;br /&gt;Usado em: Katiba</Portuguese> <Portuguese>Calibre: 6,5x39mm Traçante IR-DIM&lt;br /&gt;Projéteis: 30&lt;br /&gt;Usado em: Katiba</Portuguese>
<Italian>Calibro: 6.5x39mm Tracciant IR-DIM&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: Katiba</Italian> <Italian>Calibro: 6.5x39mm Tracciant IR-DIM&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: Katiba</Italian>
<Russian>Калибр: 6,5x39 мм ИК-трассирующие&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: Katiba</Russian> <Russian>Калибр: 6,5x39 мм ИК-трассирующие&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: Katiba</Russian>
@ -178,7 +178,7 @@
<Spanish>Calibre: 6,5x39mm SD&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: Katiba</Spanish> <Spanish>Calibre: 6,5x39mm SD&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: Katiba</Spanish>
<French>Calibre: 6,5x39mm SD&lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: Katiba</French> <French>Calibre: 6,5x39mm SD&lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: Katiba</French>
<Polish>Kaliber: 6,5x39mm SD&lt;br /&gt;Naboje: 30&lt;br /&gt;Używane w: Katiba</Polish> <Polish>Kaliber: 6,5x39mm SD&lt;br /&gt;Naboje: 30&lt;br /&gt;Używane w: Katiba</Polish>
<Czech>Ráže: 6.5x39mm SD&lt;br /&gt;Munice: 30&lt;br /&gt;Použití: Katiba</Czech> <Czech>Ráže: 6.5x39mm SD&lt;br /&gt;Nábojů: 30&lt;br /&gt;Použití u: KH 2002 Sama</Czech>
<Portuguese>Calibre: 6,5x39mm SD&lt;br /&gt;Projéteis: 30&lt;br /&gt;Usado em: Katiba</Portuguese> <Portuguese>Calibre: 6,5x39mm SD&lt;br /&gt;Projéteis: 30&lt;br /&gt;Usado em: Katiba</Portuguese>
<Italian>Calibro: 6.5x39mm Sil.&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: Katiba</Italian> <Italian>Calibro: 6.5x39mm Sil.&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: Katiba</Italian>
<Russian>Калибр: 6,5x39 мм дозвуковые&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: Katiba</Russian> <Russian>Калибр: 6,5x39 мм дозвуковые&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: Katiba</Russian>
@ -214,7 +214,7 @@
<Spanish>Calibre: 6,5x39mm AP&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: Katiba</Spanish> <Spanish>Calibre: 6,5x39mm AP&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: Katiba</Spanish>
<French>Calibre: 6,5x39mm AP&lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: Katiba</French> <French>Calibre: 6,5x39mm AP&lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: Katiba</French>
<Polish>Kaliber: 6,5x39mm AP&lt;br /&gt;Pociski: 30&lt;br /&gt;Używane w: Katiba</Polish> <Polish>Kaliber: 6,5x39mm AP&lt;br /&gt;Pociski: 30&lt;br /&gt;Używane w: Katiba</Polish>
<Czech>Ráže: 6.5x39mm AP&lt;br /&gt;Munice: 30&lt;br /&gt;Použití: Katiba</Czech> <Czech>Ráže: 6.5x39mm AP&lt;br /&gt;Nábojů: 30&lt;br /&gt;Použití u: KH 2002 Sama</Czech>
<Portuguese>Calibre: 6,5x39mm AP&lt;br /&gt;Projéteis: 30&lt;br /&gt;Usado em: Katiba</Portuguese> <Portuguese>Calibre: 6,5x39mm AP&lt;br /&gt;Projéteis: 30&lt;br /&gt;Usado em: Katiba</Portuguese>
<Italian>Calibro: 6.5x39mm AP&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: Katiba</Italian> <Italian>Calibro: 6.5x39mm AP&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: Katiba</Italian>
<Russian>Калибр: 6,5x39 мм бронебойные&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: Katiba</Russian> <Russian>Калибр: 6,5x39 мм бронебойные&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: Katiba</Russian>
@ -251,7 +251,7 @@
<Spanish>Calibre: 5,56x45mm Trazadoras IR-DIM&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR</Spanish> <Spanish>Calibre: 5,56x45mm Trazadoras IR-DIM&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR</Spanish>
<French>Calibre: 5,56x45mm Traçantes IR-DIM&lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR</French> <French>Calibre: 5,56x45mm Traçantes IR-DIM&lt;br /&gt;Cartouches: 30&lt;br /&gt;Utilisé avec: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR</French>
<Polish>Kaliber: 5,56x45mm Smugacz IR-DIM&lt;br /&gt;Pociski: 30&lt;br /&gt;Używane w: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR</Polish> <Polish>Kaliber: 5,56x45mm Smugacz IR-DIM&lt;br /&gt;Pociski: 30&lt;br /&gt;Używane w: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR</Polish>
<Czech>Ráže: 5.56x45mm Svítící IR-DIM&lt;br /&gt;Munice: 30&lt;br /&gt;Použití: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR</Czech> <Czech>Ráže: 5.56x45mm Svítící IR-DIM&lt;br /&gt;Nábojů: 30&lt;br /&gt;Použití u: CTAR-21, TAR-21, F2000, RFB SDAR</Czech>
<Portuguese>Calibre: 5,56x45mm Traçante IR-DIM&lt;br /&gt;Projéteis: 30&lt;br /&gt;Usado em: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR</Portuguese> <Portuguese>Calibre: 5,56x45mm Traçante IR-DIM&lt;br /&gt;Projéteis: 30&lt;br /&gt;Usado em: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR</Portuguese>
<Italian>Calibro: 5.56x45mm Traccianti IR-DIM&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR</Italian> <Italian>Calibro: 5.56x45mm Traccianti IR-DIM&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR</Italian>
<Russian>Калибр: 5,56x45 мм ИК-трассирующие&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR</Russian> <Russian>Калибр: 5,56x45 мм ИК-трассирующие&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: TRG-20, TRG-21/EGLM, Mk20/C/EGLM, SDAR</Russian>
@ -288,7 +288,7 @@
<Spanish>Calibre: 7,62x51mm Trazadora&lt;br /&gt;Balas: 20&lt;br /&gt;Se usa en: Mk18 ABR</Spanish> <Spanish>Calibre: 7,62x51mm Trazadora&lt;br /&gt;Balas: 20&lt;br /&gt;Se usa en: Mk18 ABR</Spanish>
<French>Calibre: 7,62x51mm Traçantes&lt;br /&gt;Cartouches: 20&lt;br /&gt;Utilisé avec: EBR</French> <French>Calibre: 7,62x51mm Traçantes&lt;br /&gt;Cartouches: 20&lt;br /&gt;Utilisé avec: EBR</French>
<Polish>Kaliber: 7,62x51mm Smugacz&lt;br /&gt;Pociski: 20&lt;br /&gt;Używane w: Mk18 ABR</Polish> <Polish>Kaliber: 7,62x51mm Smugacz&lt;br /&gt;Pociski: 20&lt;br /&gt;Używane w: Mk18 ABR</Polish>
<Czech>Ráže: 7.62x51mm Svítící&lt;br /&gt;Munice: 20&lt;br /&gt;Použití: Mk18 ABR</Czech> <Czech>Ráže: 7.62x51mm Svítící&lt;br /&gt;Nábojů: 20&lt;br /&gt;Použití u: Mk14 Mod 1 EBR</Czech>
<Portuguese>Calibre: 7,62x51mm Traçante&lt;br /&gt;Projéteis: 20&lt;br /&gt;Usado em: Mk18 ABR</Portuguese> <Portuguese>Calibre: 7,62x51mm Traçante&lt;br /&gt;Projéteis: 20&lt;br /&gt;Usado em: Mk18 ABR</Portuguese>
<Italian>Calibro: 7.62x51mm Traccianti&lt;br /&gt;Munizioni: 20&lt;br /&gt;In uso su: Mk18 ABR</Italian> <Italian>Calibro: 7.62x51mm Traccianti&lt;br /&gt;Munizioni: 20&lt;br /&gt;In uso su: Mk18 ABR</Italian>
<Russian>Калибр: 7,62x51 мм трассирующие&lt;br /&gt;Патронов: 20&lt;br /&gt;Используются с: Mk18 ABR</Russian> <Russian>Калибр: 7,62x51 мм трассирующие&lt;br /&gt;Патронов: 20&lt;br /&gt;Используются с: Mk18 ABR</Russian>
@ -324,7 +324,7 @@
<Spanish>Calibre: 7,62x51mm Trazadoras IR-DIM&lt;br /&gt;Balas: 20&lt;br /&gt;Se usa en: Mk18 ABR</Spanish> <Spanish>Calibre: 7,62x51mm Trazadoras IR-DIM&lt;br /&gt;Balas: 20&lt;br /&gt;Se usa en: Mk18 ABR</Spanish>
<French>Calibre: 7,62x51mm Traçantes IR-DIM&lt;br /&gt;Cartouches: 20&lt;br /&gt;Utilisé avec: EBR</French> <French>Calibre: 7,62x51mm Traçantes IR-DIM&lt;br /&gt;Cartouches: 20&lt;br /&gt;Utilisé avec: EBR</French>
<Polish>Kaliber: 7,62x51mm Smugacz IR-DIM&lt;br /&gt;Pociski: 20&lt;br /&gt;Używane w: Mk18 ABR</Polish> <Polish>Kaliber: 7,62x51mm Smugacz IR-DIM&lt;br /&gt;Pociski: 20&lt;br /&gt;Używane w: Mk18 ABR</Polish>
<Czech>Ráže: 7.62x51mm Svítící IR-DIM&lt;br /&gt;Munice: 20&lt;br /&gt;Použití: Mk18 ABR</Czech> <Czech>Ráže: 7.62x51mm Svítící IR-DIM&lt;br /&gt;Nábojů: 20&lt;br /&gt;Použití u: Mk14 Mod 1 EBR</Czech>
<Portuguese>Calibre: 7,62x51mm Traçante IR-DIM&lt;br /&gt;Projéteis: 20&lt;br /&gt;Usado em: Mk18 ABR</Portuguese> <Portuguese>Calibre: 7,62x51mm Traçante IR-DIM&lt;br /&gt;Projéteis: 20&lt;br /&gt;Usado em: Mk18 ABR</Portuguese>
<Italian>Calibro: 7.62x51mm Traccianti IR-DIM&lt;br /&gt;Munizioni: 20&lt;br /&gt;In uso su: Mk18 ABR</Italian> <Italian>Calibro: 7.62x51mm Traccianti IR-DIM&lt;br /&gt;Munizioni: 20&lt;br /&gt;In uso su: Mk18 ABR</Italian>
<Russian>Калибр: 7,62x51 мм ИК-трассирующие&lt;br /&gt;Патронов: 20&lt;br /&gt;Используются с: Mk18 ABR</Russian> <Russian>Калибр: 7,62x51 мм ИК-трассирующие&lt;br /&gt;Патронов: 20&lt;br /&gt;Используются с: Mk18 ABR</Russian>
@ -360,7 +360,7 @@
<Spanish>Calibre: 7,62x51mm SD&lt;br /&gt;Balas: 20&lt;br /&gt;Se usa en: Mk18 ABR</Spanish> <Spanish>Calibre: 7,62x51mm SD&lt;br /&gt;Balas: 20&lt;br /&gt;Se usa en: Mk18 ABR</Spanish>
<French>Calibre: 7,62x51mm SD&lt;br /&gt;Cartouches: 20&lt;br /&gt;Utilisé avec: EBR</French> <French>Calibre: 7,62x51mm SD&lt;br /&gt;Cartouches: 20&lt;br /&gt;Utilisé avec: EBR</French>
<Polish>Kaliber: 7,62x51mm SD&lt;br /&gt;Pociski: 20&lt;br /&gt;Używane w: Mk18 ABR</Polish> <Polish>Kaliber: 7,62x51mm SD&lt;br /&gt;Pociski: 20&lt;br /&gt;Używane w: Mk18 ABR</Polish>
<Czech>Ráže: 7.62x51mm SD&lt;br /&gt;Munice: 20&lt;br /&gt;Použití: Mk18 ABR</Czech> <Czech>Ráže: 7.62x51mm SD&lt;br /&gt;Nábojů: 20&lt;br /&gt;Použití u: Mk14 Mod 1 EBR</Czech>
<Portuguese>Calibre: 7,62x51mm SD&lt;br /&gt;Projéteis: 20&lt;br /&gt;Usado em: Mk18 ABR</Portuguese> <Portuguese>Calibre: 7,62x51mm SD&lt;br /&gt;Projéteis: 20&lt;br /&gt;Usado em: Mk18 ABR</Portuguese>
<Italian>Calibro: 7.62x51mm Sil.&lt;br /&gt;Munizioni: 20&lt;br /&gt;In uso su: Mk18 ABR</Italian> <Italian>Calibro: 7.62x51mm Sil.&lt;br /&gt;Munizioni: 20&lt;br /&gt;In uso su: Mk18 ABR</Italian>
<Russian>Калибр: 7,62x51 мм дозвуковые&lt;br /&gt;Патронов: 20&lt;br /&gt;Используются с: Mk18 ABR</Russian> <Russian>Калибр: 7,62x51 мм дозвуковые&lt;br /&gt;Патронов: 20&lt;br /&gt;Используются с: Mk18 ABR</Russian>
@ -398,7 +398,7 @@
<Spanish>Calibre: .338 Norma Magnum trazadora&lt;br /&gt;Balas: 130&lt;br /&gt;Se usa en: SPMG</Spanish> <Spanish>Calibre: .338 Norma Magnum trazadora&lt;br /&gt;Balas: 130&lt;br /&gt;Se usa en: SPMG</Spanish>
<Russian>Калибр: .338 Norma Magnum трассирующие&lt;br /&gt;Патронов: 130&lt;br /&gt;Используются в: SPMG</Russian> <Russian>Калибр: .338 Norma Magnum трассирующие&lt;br /&gt;Патронов: 130&lt;br /&gt;Используются в: SPMG</Russian>
<Italian>Calibro: .338 Norma Magnum Tracciante&lt;br /&gt;Munizioni: 130&lt;br /&gt;In uso su: SPMG</Italian> <Italian>Calibro: .338 Norma Magnum Tracciante&lt;br /&gt;Munizioni: 130&lt;br /&gt;In uso su: SPMG</Italian>
<Czech>Ráže: .338 Noma Magnum Svítící&lt;br /&gt;Munice: 130&lt;br /&gt;Použití: SPMG</Czech> <Czech>Ráže: .338 Noma Magnum Svítící&lt;br /&gt;Nábojů: 130&lt;br /&gt;Použití u: LWMMG</Czech>
<Portuguese>Calibre: .338 Norma Magnum Traçante&lt;br /&gt;Cartuchos: 130&lt;br /&gt;Usado em: SPMG</Portuguese> <Portuguese>Calibre: .338 Norma Magnum Traçante&lt;br /&gt;Cartuchos: 130&lt;br /&gt;Usado em: SPMG</Portuguese>
<Hungarian>Kaliber: .338 Norma Magnum nyomkövető&lt;br /&gt;Lövedékek: 130&lt;br /&gt;Használható: SPMG</Hungarian> <Hungarian>Kaliber: .338 Norma Magnum nyomkövető&lt;br /&gt;Lövedékek: 130&lt;br /&gt;Használható: SPMG</Hungarian>
</Key> </Key>
@ -434,7 +434,7 @@
<Spanish>Calibre: .338 Norma Magnum trazadora IR-DIM&lt;br /&gt;Balas: 130&lt;br /&gt;Se usa en: SPMG</Spanish> <Spanish>Calibre: .338 Norma Magnum trazadora IR-DIM&lt;br /&gt;Balas: 130&lt;br /&gt;Se usa en: SPMG</Spanish>
<Russian>Калибр: .338 Norma Magnum ИК-трассирующие&lt;br /&gt;Патронов: 130&lt;br /&gt;Используются с: SPMG</Russian> <Russian>Калибр: .338 Norma Magnum ИК-трассирующие&lt;br /&gt;Патронов: 130&lt;br /&gt;Используются с: SPMG</Russian>
<Italian>Calibro: .338 Norma Magnum Tracciante IR-DIM&lt;br /&gt;Munizioni: 130&lt;br /&gt;In uso su: SPMG</Italian> <Italian>Calibro: .338 Norma Magnum Tracciante IR-DIM&lt;br /&gt;Munizioni: 130&lt;br /&gt;In uso su: SPMG</Italian>
<Czech>Ráže: .338 Noma Magnum Svítící IR-DIM&lt;br /&gt;Munice: 130&lt;br /&gt;Použití: SPMG</Czech> <Czech>Ráže: .338 Noma Magnum Svítící IR-DIM&lt;br /&gt;Nábojů: 130&lt;br /&gt;Použití u: LWMMG</Czech>
<Portuguese>Calibre: .338 Norma Magnum Traçante IR-DIM&lt;br /&gt;Cartuchos: 130&lt;br /&gt;Usado em: SPMG</Portuguese> <Portuguese>Calibre: .338 Norma Magnum Traçante IR-DIM&lt;br /&gt;Cartuchos: 130&lt;br /&gt;Usado em: SPMG</Portuguese>
<Hungarian>Kaliber: .338 Norma Magnum infravörös nyomkövető&lt;br /&gt;Lövedékek: 130&lt;br /&gt;Használható: SPMG</Hungarian> <Hungarian>Kaliber: .338 Norma Magnum infravörös nyomkövető&lt;br /&gt;Lövedékek: 130&lt;br /&gt;Használható: SPMG</Hungarian>
</Key> </Key>
@ -470,7 +470,7 @@
<Spanish>Calibre: .338 Norma Magnum AP&lt;br /&gt;Balas: 130&lt;br /&gt;Se usa en: SPMG</Spanish> <Spanish>Calibre: .338 Norma Magnum AP&lt;br /&gt;Balas: 130&lt;br /&gt;Se usa en: SPMG</Spanish>
<Russian>Калибр: .338 Norma Magnum бронебойные&lt;br /&gt;Патронов: 130&lt;br /&gt;Используются с: SPMG</Russian> <Russian>Калибр: .338 Norma Magnum бронебойные&lt;br /&gt;Патронов: 130&lt;br /&gt;Используются с: SPMG</Russian>
<Italian>Calibro: .338 Norma Magnum AP&lt;br /&gt;Munizioni: 130&lt;br /&gt;In uso su: SPMG</Italian> <Italian>Calibro: .338 Norma Magnum AP&lt;br /&gt;Munizioni: 130&lt;br /&gt;In uso su: SPMG</Italian>
<Czech>Ráže: .338 Noma Magnum AP&lt;br /&gt;Munice: 130&lt;br /&gt;Použití: SPMG</Czech> <Czech>Ráže: .338 Noma Magnum AP&lt;br /&gt;Nábojů: 130&lt;br /&gt;Použití u: LWMMG</Czech>
<Portuguese>Calibre: .338 Norma Magnum AP&lt;br /&gt;Cartuchos: 130&lt;br /&gt;Usado em: SPMG</Portuguese> <Portuguese>Calibre: .338 Norma Magnum AP&lt;br /&gt;Cartuchos: 130&lt;br /&gt;Usado em: SPMG</Portuguese>
<Hungarian>Kaliber: .338 Norma Magnum páncéltörő&lt;br /&gt;Lövedékek: 130&lt;br /&gt;Használható: SPMG</Hungarian> <Hungarian>Kaliber: .338 Norma Magnum páncéltörő&lt;br /&gt;Lövedékek: 130&lt;br /&gt;Használható: SPMG</Hungarian>
</Key> </Key>
@ -507,7 +507,7 @@
<Spanish>Calibre: 9.3x64mm trazadora&lt;br /&gt;Balas: 10&lt;br /&gt;Se usa en: Cyrus</Spanish> <Spanish>Calibre: 9.3x64mm trazadora&lt;br /&gt;Balas: 10&lt;br /&gt;Se usa en: Cyrus</Spanish>
<Russian>Калибр: 9,3x64 мм трассирующие&lt;br /&gt;Патронов: 10&lt;br /&gt;Используются с: Cyrus</Russian> <Russian>Калибр: 9,3x64 мм трассирующие&lt;br /&gt;Патронов: 10&lt;br /&gt;Используются с: Cyrus</Russian>
<Italian>Calibro: 9.3x64mm Tracer&lt;br /&gt;Munizioni: 10&lt;br /&gt;In uso su: Cyrus</Italian> <Italian>Calibro: 9.3x64mm Tracer&lt;br /&gt;Munizioni: 10&lt;br /&gt;In uso su: Cyrus</Italian>
<Czech>Ráže: 9.3x64mm Svítící&lt;br /&gt;Munice: 10&lt;br /&gt;Použití: Cyrus</Czech> <Czech>Ráže: 9.3x64mm Svítící&lt;br /&gt;Nábojů: 10&lt;br /&gt;Použití u: Cyrus</Czech>
<Portuguese>Calibre: 9.3x64mm Traçante&lt;br /&gt;Cartuchos: 10&lt;br /&gt;Usado em: Cyrus</Portuguese> <Portuguese>Calibre: 9.3x64mm Traçante&lt;br /&gt;Cartuchos: 10&lt;br /&gt;Usado em: Cyrus</Portuguese>
<Hungarian>Kaliber: 9,3x64mm nyomkövető&lt;br /&gt;Lövedékek: 10&lt;br /&gt;Használható: Cyrus</Hungarian> <Hungarian>Kaliber: 9,3x64mm nyomkövető&lt;br /&gt;Lövedékek: 10&lt;br /&gt;Használható: Cyrus</Hungarian>
</Key> </Key>
@ -543,7 +543,7 @@
<Spanish>Calibre: 9.3x64mm trazadora IR-DIM&lt;br /&gt;Balas: 10&lt;br /&gt;Se usa en: Cyrus</Spanish> <Spanish>Calibre: 9.3x64mm trazadora IR-DIM&lt;br /&gt;Balas: 10&lt;br /&gt;Se usa en: Cyrus</Spanish>
<Russian>Калибр: 9,3x64 мм ИК-трассирующие&lt;br /&gt;Патронов: 10&lt;br /&gt;Используются с: Cyrus</Russian> <Russian>Калибр: 9,3x64 мм ИК-трассирующие&lt;br /&gt;Патронов: 10&lt;br /&gt;Используются с: Cyrus</Russian>
<Italian>Calibro: 9.3x64mm Tracciante IR-DIM&lt;br /&gt;Munizioni: 10&lt;br /&gt;In uso su: Cyrus</Italian> <Italian>Calibro: 9.3x64mm Tracciante IR-DIM&lt;br /&gt;Munizioni: 10&lt;br /&gt;In uso su: Cyrus</Italian>
<Czech>Ráže: 9.3x64mm Svítící IR-DIM&lt;br /&gt;Munice: 10&lt;br /&gt;Použití: Cyrus</Czech> <Czech>Ráže: 9.3x64mm Svítící IR-DIM&lt;br /&gt;Nábojů: 10&lt;br /&gt;Použití u: Cyrus</Czech>
<Portuguese>Calibre: 9.3x64mm Traçante IR-DIM&lt;br /&gt;Cartuchos: 10&lt;br /&gt;Usado em: Cyrus</Portuguese> <Portuguese>Calibre: 9.3x64mm Traçante IR-DIM&lt;br /&gt;Cartuchos: 10&lt;br /&gt;Usado em: Cyrus</Portuguese>
<Hungarian>Kaliber: 9,3x64mm infravörös nyomkövető&lt;br /&gt;Lövedékek: 10&lt;br /&gt; Használható: Cyrus</Hungarian> <Hungarian>Kaliber: 9,3x64mm infravörös nyomkövető&lt;br /&gt;Lövedékek: 10&lt;br /&gt; Használható: Cyrus</Hungarian>
</Key> </Key>
@ -580,7 +580,7 @@
<Spanish>Calibre: 9.3x64mm trazadora&lt;br /&gt;Balas: 150&lt;br /&gt;Se usa en: Navid</Spanish> <Spanish>Calibre: 9.3x64mm trazadora&lt;br /&gt;Balas: 150&lt;br /&gt;Se usa en: Navid</Spanish>
<Russian>Калибр: 9,3x64 мм трассирующие&lt;br /&gt;Патронов: 150&lt;br /&gt;Используются с: Навид</Russian> <Russian>Калибр: 9,3x64 мм трассирующие&lt;br /&gt;Патронов: 150&lt;br /&gt;Используются с: Навид</Russian>
<Italian>Calibro: 9.3x64mm Tracciante&lt;br /&gt;Munizioni: 150&lt;br /&gt;In uso su: Navid</Italian> <Italian>Calibro: 9.3x64mm Tracciante&lt;br /&gt;Munizioni: 150&lt;br /&gt;In uso su: Navid</Italian>
<Czech>Ráže: 9.3x64mm Svítící&lt;br /&gt;Munice: 150&lt;br /&gt;Použití: Navid</Czech> <Czech>Ráže: 9.3x64mm Svítící&lt;br /&gt;Nábojů: 150&lt;br /&gt;Použití u: HK121</Czech>
<Portuguese>Calibre: 9.3x64mm Traçante&lt;br /&gt;Cartuchos: 150&lt;br /&gt;Usado em: Navid</Portuguese> <Portuguese>Calibre: 9.3x64mm Traçante&lt;br /&gt;Cartuchos: 150&lt;br /&gt;Usado em: Navid</Portuguese>
<Hungarian>Kaliber: 9,3x64mm nyomkövető&lt;br /&gt;Lövedékek: 150&lt;br /&gt;Használható: Navid</Hungarian> <Hungarian>Kaliber: 9,3x64mm nyomkövető&lt;br /&gt;Lövedékek: 150&lt;br /&gt;Használható: Navid</Hungarian>
</Key> </Key>
@ -616,7 +616,7 @@
<Spanish>Calibre: 9.3x64mm trazadora IR-DIM&lt;br /&gt;Balas: 150&lt;br /&gt;Se usa en: Navid</Spanish> <Spanish>Calibre: 9.3x64mm trazadora IR-DIM&lt;br /&gt;Balas: 150&lt;br /&gt;Se usa en: Navid</Spanish>
<Russian>Калибр: 9,3x64 мм ИК-трассирующие&lt;br /&gt;Патронов: 150&lt;br /&gt;Используются с: Навид</Russian> <Russian>Калибр: 9,3x64 мм ИК-трассирующие&lt;br /&gt;Патронов: 150&lt;br /&gt;Используются с: Навид</Russian>
<Italian>Calibro: 9.3x64mm Tracciante IR-DIM&lt;br /&gt;Munizioni: 150&lt;br /&gt;In uso su: Navid</Italian> <Italian>Calibro: 9.3x64mm Tracciante IR-DIM&lt;br /&gt;Munizioni: 150&lt;br /&gt;In uso su: Navid</Italian>
<Czech>Ráže: 9.3x64mm Svítící IR-DIM&lt;br /&gt;Munice: 150&lt;br /&gt;Použití: Navid</Czech> <Czech>Ráže: 9.3x64mm Svítící IR-DIM&lt;br /&gt;Nábojů: 150&lt;br /&gt;Použití u: HK121</Czech>
<Portuguese>Calibre: 9.3x64mm Traçante IR-DIM&lt;br /&gt;Cartuchos: 150&lt;br /&gt;Usado em: Navid</Portuguese> <Portuguese>Calibre: 9.3x64mm Traçante IR-DIM&lt;br /&gt;Cartuchos: 150&lt;br /&gt;Usado em: Navid</Portuguese>
<Hungarian>Kaliber: 9,3x64mm infravörös nyomkövető&lt;br /&gt;Lövedékek: 150&lt;br /&gt;Használható: Navid</Hungarian> <Hungarian>Kaliber: 9,3x64mm infravörös nyomkövető&lt;br /&gt;Lövedékek: 150&lt;br /&gt;Használható: Navid</Hungarian>
</Key> </Key>
@ -652,7 +652,7 @@
<Spanish>Calibre: 9.3x64mm AP&lt;br /&gt;Balas: 150&lt;br /&gt;Se usa en: Navid</Spanish> <Spanish>Calibre: 9.3x64mm AP&lt;br /&gt;Balas: 150&lt;br /&gt;Se usa en: Navid</Spanish>
<Russian>Калибр: 9,3x64 мм бронебойные&lt;br /&gt;Патронов: 150&lt;br /&gt;Используются с: Навид</Russian> <Russian>Калибр: 9,3x64 мм бронебойные&lt;br /&gt;Патронов: 150&lt;br /&gt;Используются с: Навид</Russian>
<Italian>Calibro: 9.3x64mm AP&lt;br /&gt;Munizioni: 150&lt;br /&gt;In uso su: Navid</Italian> <Italian>Calibro: 9.3x64mm AP&lt;br /&gt;Munizioni: 150&lt;br /&gt;In uso su: Navid</Italian>
<Czech>Ráže: 9.3x64mm AP&lt;br /&gt;Munice: 150&lt;br /&gt;Použití: Navid</Czech> <Czech>Ráže: 9.3x64mm AP&lt;br /&gt;Nábojů: 150&lt;br /&gt;Použití u: HK121</Czech>
<Portuguese>Calibre: 9.3x64mm AP&lt;br /&gt;Cartuchos: 150&lt;br /&gt;Usado em: Navid</Portuguese> <Portuguese>Calibre: 9.3x64mm AP&lt;br /&gt;Cartuchos: 150&lt;br /&gt;Usado em: Navid</Portuguese>
<Hungarian>Kaliber: 9,3x64mm páncéltörő&lt;br /&gt;Lövedékek: 150&lt;br /&gt;Használható: Navid</Hungarian> <Hungarian>Kaliber: 9,3x64mm páncéltörő&lt;br /&gt;Lövedékek: 150&lt;br /&gt;Használható: Navid</Hungarian>
</Key> </Key>
@ -796,7 +796,7 @@
<Russian>Магазин из 100 6,5 мм ИК-трассирующих</Russian> <Russian>Магазин из 100 6,5 мм ИК-трассирующих</Russian>
<German>6,5mm 100-Patronen-Magazin IR-DIM Leuchtspur&lt;br /&gt;Patronen: 100&lt;br /&gt;Eingesetzt von: MXLSW</German> <German>6,5mm 100-Patronen-Magazin IR-DIM Leuchtspur&lt;br /&gt;Patronen: 100&lt;br /&gt;Eingesetzt von: MXLSW</German>
<Italian>6.5mm 100Rnd Tracer IR-DIM Mag&lt;br /&gt;Munizioni: 100&lt;br /&gt;In uso su: MX LSW</Italian> <Italian>6.5mm 100Rnd Tracer IR-DIM Mag&lt;br /&gt;Munizioni: 100&lt;br /&gt;In uso su: MX LSW</Italian>
<Czech>6.5mm 100náb. Svítící IR-DIM Zásobník&lt;br /&gt;Munice: 100&lt;br /&gt;Použití: MX LSW</Czech> <Czech>6.5mm 100náb. Svítící IR-DIM Zásobník&lt;br /&gt;Nábojů: 100&lt;br /&gt;Použití u: MX LSW</Czech>
<Portuguese>Carregador 6.5mm 100 Cartuchos Traçantes IR-DIM&lt;br /&gt;Cartuchos: 100&lt;br /&gt;Usado em: MX LSW</Portuguese> <Portuguese>Carregador 6.5mm 100 Cartuchos Traçantes IR-DIM&lt;br /&gt;Cartuchos: 100&lt;br /&gt;Usado em: MX LSW</Portuguese>
<Hungarian>6.5mm 100-lövedékes infravörös nyomkövető tár&lt;br /&gt;Lövedékek: 100&lt;br /&gt;Használható: MX LSW</Hungarian> <Hungarian>6.5mm 100-lövedékes infravörös nyomkövető tár&lt;br /&gt;Lövedékek: 100&lt;br /&gt;Használható: MX LSW</Hungarian>
</Key> </Key>
@ -832,7 +832,7 @@
<Russian>Магазин из 200-т 6,5 мм ИК-трассирующих</Russian> <Russian>Магазин из 200-т 6,5 мм ИК-трассирующих</Russian>
<German>6,5mm 200-Patronen-Gurt IR-DIM Leuchtspur&lt;br /&gt;Patronen: 200&lt;br /&gt;Eingesetzt von: Stoner 99 LMG</German> <German>6,5mm 200-Patronen-Gurt IR-DIM Leuchtspur&lt;br /&gt;Patronen: 200&lt;br /&gt;Eingesetzt von: Stoner 99 LMG</German>
<Italian>6.5mm 200Rnd Tracer IR-DIM Belt&lt;br /&gt;Munizioni: 200&lt;br /&gt;In uso su: Stoner 99 LMG</Italian> <Italian>6.5mm 200Rnd Tracer IR-DIM Belt&lt;br /&gt;Munizioni: 200&lt;br /&gt;In uso su: Stoner 99 LMG</Italian>
<Czech>6.5mm 200náb. Svítící IR-DIM Pás&lt;br /&gt;Munice: 200&lt;br /&gt;Použití: Stoner 99 LMG</Czech> <Czech>6.5mm 200náb. Svítící IR-DIM Pás&lt;br /&gt;Nábojů: 200&lt;br /&gt;Použití u: Stoner 99 LMG</Czech>
<Portuguese>Cinto de munição traçante 6.5mm IR-DIM com 200 cartuchos&lt;br /&gt;Cartuchos: 200&lt;br /&gt;Usado em: Stoner 99 LMG</Portuguese> <Portuguese>Cinto de munição traçante 6.5mm IR-DIM com 200 cartuchos&lt;br /&gt;Cartuchos: 200&lt;br /&gt;Usado em: Stoner 99 LMG</Portuguese>
<Hungarian>6.5mm 200-lövedékes infravörös nyomkövető heveder&lt;br /&gt;Lövedékek: 200&lt;br /&gt;Használható: Stoner 99 LMG</Hungarian> <Hungarian>6.5mm 200-lövedékes infravörös nyomkövető heveder&lt;br /&gt;Lövedékek: 200&lt;br /&gt;Használható: Stoner 99 LMG</Hungarian>
</Key> </Key>
@ -868,7 +868,7 @@
<Russian>Калибр: 5,56x45 мм NATO (Mk262)&lt;br /&gt;Патронов: 30</Russian> <Russian>Калибр: 5,56x45 мм NATO (Mk262)&lt;br /&gt;Патронов: 30</Russian>
<German>Kaliber: 5,56x45mm NATO (Mk262)&lt;br /&gt;Patronen: 30</German> <German>Kaliber: 5,56x45mm NATO (Mk262)&lt;br /&gt;Patronen: 30</German>
<Italian>Calibro: 5.56x45 mm NATO (Mk262)&lt;br /&gt;Munizioni: 30</Italian> <Italian>Calibro: 5.56x45 mm NATO (Mk262)&lt;br /&gt;Munizioni: 30</Italian>
<Czech>Ráže: 5.56x45mm NATO (Mk262)&lt;br /&gt;Munice: 30</Czech> <Czech>Ráže: 5.56x45mm NATO (Mk262)&lt;br /&gt;Nábojů: 30</Czech>
<Portuguese>Calibre: 5.56x45mm NATO (Mk262)&lt;br/&gt;Cartuchos: 30</Portuguese> <Portuguese>Calibre: 5.56x45mm NATO (Mk262)&lt;br/&gt;Cartuchos: 30</Portuguese>
<Hungarian>Kaliber: 5,56x45mm NATO (Mk262)&lt;br /&gt;Lövedékek: 30</Hungarian> <Hungarian>Kaliber: 5,56x45mm NATO (Mk262)&lt;br /&gt;Lövedékek: 30</Hungarian>
</Key> </Key>
@ -904,7 +904,7 @@
<Russian>Калибр: 5,56x45 мм NATO (Mk318)&lt;br /&gt;Патронов: 30</Russian> <Russian>Калибр: 5,56x45 мм NATO (Mk318)&lt;br /&gt;Патронов: 30</Russian>
<German>Kaliber: 5,56x45mm NATO (Mk318)&lt;br /&gt;Patronen: 30</German> <German>Kaliber: 5,56x45mm NATO (Mk318)&lt;br /&gt;Patronen: 30</German>
<Italian>Calibro: 5.56x45 mm NATO (Mk318)&lt;br /&gt;Munizioni: 30</Italian> <Italian>Calibro: 5.56x45 mm NATO (Mk318)&lt;br /&gt;Munizioni: 30</Italian>
<Czech>Ráže: 5.56x45mm NATO (Mk318)&lt;br /&gt;Munice: 30</Czech> <Czech>Ráže: 5.56x45mm NATO (Mk318)&lt;br /&gt;Nábojů: 30</Czech>
<Portuguese>Calibre: 5.56x45mm NATO (Mk318)&lt;br/&gt;Cartuchos: 30</Portuguese> <Portuguese>Calibre: 5.56x45mm NATO (Mk318)&lt;br/&gt;Cartuchos: 30</Portuguese>
<Hungarian>Kaliber: 5,56x45mm NATO (Mk318)&lt;br /&gt;Lövedékek: 30</Hungarian> <Hungarian>Kaliber: 5,56x45mm NATO (Mk318)&lt;br /&gt;Lövedékek: 30</Hungarian>
</Key> </Key>
@ -940,7 +940,7 @@
<Russian>Калибр: 5,56x45 мм NATO (M995 бронебойные)&lt;br /&gt;Патронов: 30</Russian> <Russian>Калибр: 5,56x45 мм NATO (M995 бронебойные)&lt;br /&gt;Патронов: 30</Russian>
<German>Kaliber: 5,56x45mm NATO (M995 AP)&lt;br /&gt;Patronen: 30</German> <German>Kaliber: 5,56x45mm NATO (M995 AP)&lt;br /&gt;Patronen: 30</German>
<Italian>Calibro: 5.56x45 mm NATO (M995 AP)&lt;br /&gt;Munizioni: 30</Italian> <Italian>Calibro: 5.56x45 mm NATO (M995 AP)&lt;br /&gt;Munizioni: 30</Italian>
<Czech>Ráže: 5.56x45mm NATO (M995 AP)&lt;br /&gt;Munice: 30</Czech> <Czech>Ráže: 5.56x45mm NATO (M995 AP)&lt;br /&gt;Nábojů: 30</Czech>
<Portuguese>Calibre: 5.56x45mm NATO (M995 AP)&lt;br/&gt;Cartuchos: 30</Portuguese> <Portuguese>Calibre: 5.56x45mm NATO (M995 AP)&lt;br/&gt;Cartuchos: 30</Portuguese>
<Hungarian>Kaliber: 5,56x45mm NATO (M995 páncéltörő)&lt;br /&gt;Lövedékek: 30</Hungarian> <Hungarian>Kaliber: 5,56x45mm NATO (M995 páncéltörő)&lt;br /&gt;Lövedékek: 30</Hungarian>
</Key> </Key>
@ -976,7 +976,7 @@
<Russian>Калибр: 7,62x51 мм NATO (M118LR)&lt;br /&gt;Патронов: 10</Russian> <Russian>Калибр: 7,62x51 мм NATO (M118LR)&lt;br /&gt;Патронов: 10</Russian>
<German>Kaliber: 7,62x51mm NATO (M118LR)&lt;br /&gt;Patronen: 10</German> <German>Kaliber: 7,62x51mm NATO (M118LR)&lt;br /&gt;Patronen: 10</German>
<Italian>Calibro: 7.62x51 mm NATO (M118LR)&lt;br /&gt;Munizioni: 10</Italian> <Italian>Calibro: 7.62x51 mm NATO (M118LR)&lt;br /&gt;Munizioni: 10</Italian>
<Czech>Ráže: 7.62x51mm NATO (M118LR)&lt;br /&gt;Munice: 10</Czech> <Czech>Ráže: 7.62x51mm NATO (M118LR)&lt;br /&gt;Nábojů: 10</Czech>
<Portuguese>Calibre: 7.26x51mm NATO (M118LR)&lt;br/&gt;Cartuchos: 10</Portuguese> <Portuguese>Calibre: 7.26x51mm NATO (M118LR)&lt;br/&gt;Cartuchos: 10</Portuguese>
<Hungarian>Kaliber: 7,62x51mm NATO (M118LR)&lt;br /&gt;Lövedékek: 10</Hungarian> <Hungarian>Kaliber: 7,62x51mm NATO (M118LR)&lt;br /&gt;Lövedékek: 10</Hungarian>
</Key> </Key>
@ -1012,7 +1012,7 @@
<Russian>Калибр: 7,62x51 мм NATO (M118LR)&lt;br /&gt;Патронов: 20</Russian> <Russian>Калибр: 7,62x51 мм NATO (M118LR)&lt;br /&gt;Патронов: 20</Russian>
<German>Kaliber: 7,62x51mm NATO (M118LR)&lt;br /&gt;Patronen: 20</German> <German>Kaliber: 7,62x51mm NATO (M118LR)&lt;br /&gt;Patronen: 20</German>
<Italian>Calibro: 7.62x51 mm NATO (M118LR)&lt;br /&gt;Munizioni: 20</Italian> <Italian>Calibro: 7.62x51 mm NATO (M118LR)&lt;br /&gt;Munizioni: 20</Italian>
<Czech>Ráže: 7.62x51mm NATO (M118LR)&lt;br /&gt;Munice: 20</Czech> <Czech>Ráže: 7.62x51mm NATO (M118LR)&lt;br /&gt;Nábojů: 20</Czech>
<Portuguese>Calibre: 7.26x51mm NATO (M118LR)&lt;br/&gt;Cartuchos: 20</Portuguese> <Portuguese>Calibre: 7.26x51mm NATO (M118LR)&lt;br/&gt;Cartuchos: 20</Portuguese>
<Hungarian>Kaliber: 7,62x51mm NATO (M118LR)&lt;br /&gt;Lövedékek: 20</Hungarian> <Hungarian>Kaliber: 7,62x51mm NATO (M118LR)&lt;br /&gt;Lövedékek: 20</Hungarian>
</Key> </Key>
@ -1048,7 +1048,7 @@
<Russian>Калибр: 7,62x51 мм NATO (Mk316 Mod 0)&lt;br /&gt;Патронов: 10</Russian> <Russian>Калибр: 7,62x51 мм NATO (Mk316 Mod 0)&lt;br /&gt;Патронов: 10</Russian>
<German>Kaliber: 7,62x51mm NATO (Mk316 Mod 0)&lt;br /&gt;Patronen: 10</German> <German>Kaliber: 7,62x51mm NATO (Mk316 Mod 0)&lt;br /&gt;Patronen: 10</German>
<Italian>Calibro: 7.62x51 mm NATO (Mk316 Mod 0)&lt;br /&gt;Munizioni: 10</Italian> <Italian>Calibro: 7.62x51 mm NATO (Mk316 Mod 0)&lt;br /&gt;Munizioni: 10</Italian>
<Czech>Ráže: 7.62x51mm NATO (Mk316 Mod 0)&lt;br /&gt;Munice: 10</Czech> <Czech>Ráže: 7.62x51mm NATO (Mk316 Mod 0)&lt;br /&gt;Nábojů: 10</Czech>
<Portuguese>Calibre: 7.26x51mm NATO (Mk316 Mod 0)&lt;br/&gt;Cartuchos: 10</Portuguese> <Portuguese>Calibre: 7.26x51mm NATO (Mk316 Mod 0)&lt;br/&gt;Cartuchos: 10</Portuguese>
<Hungarian>Kaliber: 7,62x51mm NATO (Mk316 Mod 0)&lt;br /&gt;Lövedékek: 10</Hungarian> <Hungarian>Kaliber: 7,62x51mm NATO (Mk316 Mod 0)&lt;br /&gt;Lövedékek: 10</Hungarian>
</Key> </Key>
@ -1084,7 +1084,7 @@
<Russian>Калибр: 7,62x51 мм NATO (Mk316 Mod 0)&lt;br /&gt;Патронов: 20</Russian> <Russian>Калибр: 7,62x51 мм NATO (Mk316 Mod 0)&lt;br /&gt;Патронов: 20</Russian>
<German>Kaliber: 7,62x51mm NATO (Mk316 Mod 0)&lt;br /&gt;Patronen: 20</German> <German>Kaliber: 7,62x51mm NATO (Mk316 Mod 0)&lt;br /&gt;Patronen: 20</German>
<Italian>Calibro: 7.62x51 mm NATO (Mk316 Mod 0)&lt;br /&gt;Munizioni: 20</Italian> <Italian>Calibro: 7.62x51 mm NATO (Mk316 Mod 0)&lt;br /&gt;Munizioni: 20</Italian>
<Czech>Ráže: 7.62x51mm NATO (Mk316 Mod 0)&lt;br /&gt;Munice: 20</Czech> <Czech>Ráže: 7.62x51mm NATO (Mk316 Mod 0)&lt;br /&gt;Nábojů: 20</Czech>
<Portuguese>Calibre: 7.26x51mm NATO (Mk316 Mod 0)&lt;br/&gt;Cartuchos: 20</Portuguese> <Portuguese>Calibre: 7.26x51mm NATO (Mk316 Mod 0)&lt;br/&gt;Cartuchos: 20</Portuguese>
<Hungarian>Kaliber: 7,62x51mm NATO (Mk316 Mod 0)&lt;br /&gt;Lövedékek: 20</Hungarian> <Hungarian>Kaliber: 7,62x51mm NATO (Mk316 Mod 0)&lt;br /&gt;Lövedékek: 20</Hungarian>
</Key> </Key>
@ -1120,7 +1120,7 @@
<Russian>Калибр: 7,62x51 мм NATO (Mk319 Mod 0)&lt;br /&gt;Патронов: 10</Russian> <Russian>Калибр: 7,62x51 мм NATO (Mk319 Mod 0)&lt;br /&gt;Патронов: 10</Russian>
<German>Kaliber: 7,62x51mm NATO (Mk319 Mod 0)&lt;br /&gt;Patronen: 10</German> <German>Kaliber: 7,62x51mm NATO (Mk319 Mod 0)&lt;br /&gt;Patronen: 10</German>
<Italian>Calibro: 7.62x51 mm NATO (Mk319 Mod 0)&lt;br /&gt;Munizioni: 10</Italian> <Italian>Calibro: 7.62x51 mm NATO (Mk319 Mod 0)&lt;br /&gt;Munizioni: 10</Italian>
<Czech>Ráže: 7.62x51mm NATO (Mk319 Mod 0)&lt;br /&gt;Munice: 10</Czech> <Czech>Ráže: 7.62x51mm NATO (Mk319 Mod 0)&lt;br /&gt;Nábojů: 10</Czech>
<Portuguese>Calibre: 7.26x51mm NATO (Mk319 Mod 0)&lt;br/&gt;Cartuchos: 10</Portuguese> <Portuguese>Calibre: 7.26x51mm NATO (Mk319 Mod 0)&lt;br/&gt;Cartuchos: 10</Portuguese>
<Hungarian>Kaliber: 7,62x51mm NATO (Mk319 Mod 0)&lt;br /&gt;Lövedékek: 10</Hungarian> <Hungarian>Kaliber: 7,62x51mm NATO (Mk319 Mod 0)&lt;br /&gt;Lövedékek: 10</Hungarian>
</Key> </Key>
@ -1156,7 +1156,7 @@
<Russian>Калибр: 7,62x51 мм NATO (Mk319 Mod 0)&lt;br /&gt;Патронов: 20</Russian> <Russian>Калибр: 7,62x51 мм NATO (Mk319 Mod 0)&lt;br /&gt;Патронов: 20</Russian>
<German>Kaliber: 7,62x51mm NATO (Mk319 Mod 0)&lt;br /&gt;Patronen: 20</German> <German>Kaliber: 7,62x51mm NATO (Mk319 Mod 0)&lt;br /&gt;Patronen: 20</German>
<Italian>Calibro: 7.62x51 mm NATO (Mk319 Mod 0)&lt;br /&gt;Munizioni: 20</Italian> <Italian>Calibro: 7.62x51 mm NATO (Mk319 Mod 0)&lt;br /&gt;Munizioni: 20</Italian>
<Czech>Ráže: 7.62x51mm NATO (Mk319 Mod 0)&lt;br /&gt;Munice: 20</Czech> <Czech>Ráže: 7.62x51mm NATO (Mk319 Mod 0)&lt;br /&gt;Nábojů: 20</Czech>
<Portuguese>Calibre: 7.26x51mm NATO (Mk319 Mod 0)&lt;br/&gt;Cartuchos: 20</Portuguese> <Portuguese>Calibre: 7.26x51mm NATO (Mk319 Mod 0)&lt;br/&gt;Cartuchos: 20</Portuguese>
<Hungarian>Kaliber: 7,62x51mm NATO (Mk319 Mod 0)&lt;br /&gt;Lövedékek: 20</Hungarian> <Hungarian>Kaliber: 7,62x51mm NATO (Mk319 Mod 0)&lt;br /&gt;Lövedékek: 20</Hungarian>
</Key> </Key>
@ -1192,7 +1192,7 @@
<Russian>Калибр: 7,62x51 мм NATO (M993 бронебойные)&lt;br /&gt;Патронов: 10</Russian> <Russian>Калибр: 7,62x51 мм NATO (M993 бронебойные)&lt;br /&gt;Патронов: 10</Russian>
<German>Kaliber: 7,62x51mm NATO (M993 AP)&lt;br /&gt;Patronen: 10</German> <German>Kaliber: 7,62x51mm NATO (M993 AP)&lt;br /&gt;Patronen: 10</German>
<Italian>Calibro: 7.62x51 mm NATO (M993 AP)&lt;br /&gt;Munizioni: 10</Italian> <Italian>Calibro: 7.62x51 mm NATO (M993 AP)&lt;br /&gt;Munizioni: 10</Italian>
<Czech>Ráže: 7.62x51mm NATO (M993 AP)&lt;br /&gt;Munice: 10</Czech> <Czech>Ráže: 7.62x51mm NATO (M993 AP)&lt;br /&gt;Nábojů: 10</Czech>
<Portuguese>Calibre: 7.26x51mm NATO (M993 AP)&lt;br/&gt;Cartuchos: 10</Portuguese> <Portuguese>Calibre: 7.26x51mm NATO (M993 AP)&lt;br/&gt;Cartuchos: 10</Portuguese>
<Hungarian>Kaliber: 7,62x51mm NATO (M993 páncéltörő)&lt;br /&gt;Lövedékek: 10</Hungarian> <Hungarian>Kaliber: 7,62x51mm NATO (M993 páncéltörő)&lt;br /&gt;Lövedékek: 10</Hungarian>
</Key> </Key>
@ -1228,7 +1228,7 @@
<German>Kaliber: 7,62x51mm NATO (M993 AP)&lt;br /&gt;Patronen: 20</German> <German>Kaliber: 7,62x51mm NATO (M993 AP)&lt;br /&gt;Patronen: 20</German>
<Italian>Calibro: 7.62x51 mm NATO (M993 AP)&lt;br /&gt;Munizioni: 20</Italian> <Italian>Calibro: 7.62x51 mm NATO (M993 AP)&lt;br /&gt;Munizioni: 20</Italian>
<Spanish>Calibre: 7.62x51 mm NATO (M993 AP)&lt;br /&gt;Balas: 20</Spanish> <Spanish>Calibre: 7.62x51 mm NATO (M993 AP)&lt;br /&gt;Balas: 20</Spanish>
<Czech>Ráže: 7.62x51mm NATO (M993 AP)&lt;br /&gt;Munice: 20</Czech> <Czech>Ráže: 7.62x51mm NATO (M993 AP)&lt;br /&gt;Nábojů: 20</Czech>
<Portuguese>Calibre: 7.26x51mm NATO (M993 AP)&lt;br/&gt;Cartuchos: 20</Portuguese> <Portuguese>Calibre: 7.26x51mm NATO (M993 AP)&lt;br/&gt;Cartuchos: 20</Portuguese>
<Hungarian>Kaliber: 7,62x51mm NATO (M993 páncéltörő)&lt;br /&gt;Lövedékek: 20</Hungarian> <Hungarian>Kaliber: 7,62x51mm NATO (M993 páncéltörő)&lt;br /&gt;Lövedékek: 20</Hungarian>
</Key> </Key>
@ -1264,7 +1264,7 @@
<Russian>Калибр: 7,62x67 мм NATO (Mk248 Mod 0)&lt;br /&gt;Патронов: 20</Russian> <Russian>Калибр: 7,62x67 мм NATO (Mk248 Mod 0)&lt;br /&gt;Патронов: 20</Russian>
<German>Kaliber: 7,62x51mm NATO (Mk248 Mod 0)&lt;br /&gt;Patronen: 20</German> <German>Kaliber: 7,62x51mm NATO (Mk248 Mod 0)&lt;br /&gt;Patronen: 20</German>
<Italian>Calibro: 7.62x67 mm NATO (Mk248 Mod 0)&lt;br /&gt;Munizioni: 20</Italian> <Italian>Calibro: 7.62x67 mm NATO (Mk248 Mod 0)&lt;br /&gt;Munizioni: 20</Italian>
<Czech>Ráže: 7.62x67mm NATO (Mk248 Mod 0)&lt;br /&gt;Munice: 20</Czech> <Czech>Ráže: 7.62x67mm NATO (Mk248 Mod 0)&lt;br /&gt;Nábojů: 20</Czech>
<Portuguese>Calibre: 7.26x67mm NATO (Mk248 Mod 0)&lt;br/&gt;Cartuchos: 20</Portuguese> <Portuguese>Calibre: 7.26x67mm NATO (Mk248 Mod 0)&lt;br/&gt;Cartuchos: 20</Portuguese>
<Hungarian>Kaliber: 7,62x51mm NATO (Mk248 Mod 0)&lt;br /&gt;Lövedékek: 20</Hungarian> <Hungarian>Kaliber: 7,62x51mm NATO (Mk248 Mod 0)&lt;br /&gt;Lövedékek: 20</Hungarian>
</Key> </Key>
@ -1300,7 +1300,7 @@
<Russian>Калибр: 7,62x67 мм NATO (Mk248 Mod 1)&lt;br /&gt;Патронов: 20</Russian> <Russian>Калибр: 7,62x67 мм NATO (Mk248 Mod 1)&lt;br /&gt;Патронов: 20</Russian>
<German>Kaliber: 7,62x51mm NATO (Mk248 Mod 1)&lt;br /&gt;Patronen: 20</German> <German>Kaliber: 7,62x51mm NATO (Mk248 Mod 1)&lt;br /&gt;Patronen: 20</German>
<Italian>Calibro: 7.62x67 mm NATO (Mk248 Mod 1)&lt;br /&gt;Munizioni: 20</Italian> <Italian>Calibro: 7.62x67 mm NATO (Mk248 Mod 1)&lt;br /&gt;Munizioni: 20</Italian>
<Czech>Ráže: 7.62x67mm NATO (Mk248 Mod 1)&lt;br /&gt;Munice: 20</Czech> <Czech>Ráže: 7.62x67mm NATO (Mk248 Mod 1)&lt;br /&gt;Nábojů: 20</Czech>
<Portuguese>Calibre: 7.26x67mm NATO (Mk248 Mod 1)&lt;br/&gt;Cartuchos: 20</Portuguese> <Portuguese>Calibre: 7.26x67mm NATO (Mk248 Mod 1)&lt;br/&gt;Cartuchos: 20</Portuguese>
<Hungarian>Kaliber: 7,62x51mm NATO (Mk248 Mod 1)&lt;br /&gt;Lövedékek: 20</Hungarian> <Hungarian>Kaliber: 7,62x51mm NATO (Mk248 Mod 1)&lt;br /&gt;Lövedékek: 20</Hungarian>
</Key> </Key>
@ -1336,7 +1336,7 @@
<Russian>Калибр: 7,62x67 мм NATO (Berger Hybrid OTM)&lt;br /&gt;Патронов: 20</Russian> <Russian>Калибр: 7,62x67 мм NATO (Berger Hybrid OTM)&lt;br /&gt;Патронов: 20</Russian>
<German>Kaliber: 7,62x67mm NATO (Berger Hybrid OTM)&lt;br /&gt;Patronen: 20</German> <German>Kaliber: 7,62x67mm NATO (Berger Hybrid OTM)&lt;br /&gt;Patronen: 20</German>
<Italian>Calibro: 7.62x67 mm NATO (Berger Hybrid OTM)&lt;br /&gt;Munizioni: 20</Italian> <Italian>Calibro: 7.62x67 mm NATO (Berger Hybrid OTM)&lt;br /&gt;Munizioni: 20</Italian>
<Czech>Ráže: 7.62x67mm NATO (Berger Hybrid OTM)&lt;br /&gt;Munice: 20</Czech> <Czech>Ráže: 7.62x67mm NATO (Berger Hybrid OTM)&lt;br /&gt;Nábojů: 20</Czech>
<Portuguese>Calibre: 7.26x67mm NATO (Berger Hybrid OTM)&lt;br/&gt;Cartuchos: 20</Portuguese> <Portuguese>Calibre: 7.26x67mm NATO (Berger Hybrid OTM)&lt;br/&gt;Cartuchos: 20</Portuguese>
<Hungarian>Kaliber: 7,62x67mm NATO (Berger Hybrid OTM)&lt;br /&gt;Lövedékek: 20</Hungarian> <Hungarian>Kaliber: 7,62x67mm NATO (Berger Hybrid OTM)&lt;br /&gt;Lövedékek: 20</Hungarian>
</Key> </Key>
@ -1372,7 +1372,7 @@
<Russian>Калибр: 6,5x47 мм (экспансивные Scenar)&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: MXM</Russian> <Russian>Калибр: 6,5x47 мм (экспансивные Scenar)&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются с: MXM</Russian>
<German>Kaliber: 6,5x47mm (HPBT Scenar)&lt;br /&gt;Patronen: 30&lt;br /&gt;Eingesetzt von: MXM</German> <German>Kaliber: 6,5x47mm (HPBT Scenar)&lt;br /&gt;Patronen: 30&lt;br /&gt;Eingesetzt von: MXM</German>
<Italian>Calibro: 6.5x47mm (HPBT Scenar)&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: MXM</Italian> <Italian>Calibro: 6.5x47mm (HPBT Scenar)&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: MXM</Italian>
<Czech>Ráže: 6.5x47mm (HPBT Scenar)&lt;br /&gt;Munice: 30&lt;br /&gt;Použití: MXM</Czech> <Czech>Ráže: 6.5x47mm (HPBT Scenar)&lt;br /&gt;Nábojů: 30&lt;br /&gt;Použití u: MXM</Czech>
<Portuguese>Calibre: 6.5x47mm (HPBT Scenar)&lt;br/&gt;Cartuchos: 30&lt;br/&gt;Usado em: MXM</Portuguese> <Portuguese>Calibre: 6.5x47mm (HPBT Scenar)&lt;br/&gt;Cartuchos: 30&lt;br/&gt;Usado em: MXM</Portuguese>
<Hungarian>Kaliber: 6,5x47mm (HPBT Scenar)&lt;br /&gt;Lövedékek: 30&lt;br /&gt;Használható: MXM</Hungarian> <Hungarian>Kaliber: 6,5x47mm (HPBT Scenar)&lt;br /&gt;Lövedékek: 30&lt;br /&gt;Használható: MXM</Hungarian>
</Key> </Key>
@ -1408,7 +1408,7 @@
<Italian>Calibro: 6.5mm Creedmor&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: MXM</Italian> <Italian>Calibro: 6.5mm Creedmor&lt;br /&gt;Munizioni: 30&lt;br /&gt;In uso su: MXM</Italian>
<Spanish>Calibre: 6.5mm Creedmor&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: MXM</Spanish> <Spanish>Calibre: 6.5mm Creedmor&lt;br /&gt;Balas: 30&lt;br /&gt;Se usa en: MXM</Spanish>
<Russian>Калибр: 6,5x47мм Creedmor&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются c: MXM</Russian> <Russian>Калибр: 6,5x47мм Creedmor&lt;br /&gt;Патронов: 30&lt;br /&gt;Используются c: MXM</Russian>
<Czech>Ráže: 6.5x47mm Creedmor&lt;br /&gt;Munice: 30&lt;br /&gt;Použití: MXM</Czech> <Czech>Ráže: 6.5x47mm Creedmor&lt;br /&gt;Nábojů: 30&lt;br /&gt;Použití u: MXM</Czech>
<Portuguese>Calibre: 6.5x47mm Creedmor&lt;br/&gt;Cartuchos: 30&lt;br/&gt;Usado em: MXM</Portuguese> <Portuguese>Calibre: 6.5x47mm Creedmor&lt;br/&gt;Cartuchos: 30&lt;br/&gt;Usado em: MXM</Portuguese>
<Hungarian>Kaliber: 6,5x47mm Creedmor&lt;br /&gt;Lövedékek: 30&lt;br /&gt;Használható: MXM</Hungarian> <Hungarian>Kaliber: 6,5x47mm Creedmor&lt;br /&gt;Lövedékek: 30&lt;br /&gt;Használható: MXM</Hungarian>
</Key> </Key>
@ -1444,7 +1444,7 @@
<Russian>Калибр: 8,6x70mm (300 гран Sierra MatchKing экспансивные)&lt;br /&gt;Патронов: 10</Russian> <Russian>Калибр: 8,6x70mm (300 гран Sierra MatchKing экспансивные)&lt;br /&gt;Патронов: 10</Russian>
<German>Kaliber: 8,6x70mm (300gr Sierra MatchKing HPBT)&lt;br /&gt;Patronen: 10</German> <German>Kaliber: 8,6x70mm (300gr Sierra MatchKing HPBT)&lt;br /&gt;Patronen: 10</German>
<Italian>Calibro: 8.6x70mm (300gr Sierra MatchKing HPBT)&lt;br /&gt;Munizioni: 10</Italian> <Italian>Calibro: 8.6x70mm (300gr Sierra MatchKing HPBT)&lt;br /&gt;Munizioni: 10</Italian>
<Czech>Ráže: 8.6x70mm (300gr Sierra MatchKing HPBT)&lt;br /&gt;Munice: 10</Czech> <Czech>Ráže: 8.6x70mm (300gr Sierra MatchKing HPBT)&lt;br /&gt;Nábojů: 10</Czech>
<Portuguese>Calibre: 8.6x70mm (300gr Sierra MatchKing HPBT)&lt;br/&gt;Cartuchos: 10</Portuguese> <Portuguese>Calibre: 8.6x70mm (300gr Sierra MatchKing HPBT)&lt;br/&gt;Cartuchos: 10</Portuguese>
<Hungarian>Kaliber: 8,6x70mm (300gr Sierra MatchKing HPBT)&lt;br /&gt;Lövedékek: 10</Hungarian> <Hungarian>Kaliber: 8,6x70mm (300gr Sierra MatchKing HPBT)&lt;br /&gt;Lövedékek: 10</Hungarian>
</Key> </Key>
@ -1480,7 +1480,7 @@
<Russian>Калибр: 8,6x70 мм (API526)&lt;br /&gt;Патронов: 10</Russian> <Russian>Калибр: 8,6x70 мм (API526)&lt;br /&gt;Патронов: 10</Russian>
<German>Kaliber: 8,6x70mm (API526)&lt;br /&gt;Patronen: 10</German> <German>Kaliber: 8,6x70mm (API526)&lt;br /&gt;Patronen: 10</German>
<Italian>Calibro: 8.6x70mm (API526)&lt;br /&gt;Munizioni: 10</Italian> <Italian>Calibro: 8.6x70mm (API526)&lt;br /&gt;Munizioni: 10</Italian>
<Czech>Ráže: 8.6x70mm (API526)&lt;br /&gt;Munice: 10</Czech> <Czech>Ráže: 8.6x70mm (API526)&lt;br /&gt;Nábojů: 10</Czech>
<Portuguese>Calibre: 8.6x70mm (API526)&lt;br/&gt;Cartuchos: 10</Portuguese> <Portuguese>Calibre: 8.6x70mm (API526)&lt;br/&gt;Cartuchos: 10</Portuguese>
<Hungarian>Kaliber: 8,6x70mm (API526)&lt;br /&gt;Lövedékek: 10</Hungarian> <Hungarian>Kaliber: 8,6x70mm (API526)&lt;br /&gt;Lövedékek: 10</Hungarian>
</Key> </Key>
@ -1516,7 +1516,7 @@
<Russian>Калибр: 12,7x99 мм&lt;br /&gt;Патронов: 5</Russian> <Russian>Калибр: 12,7x99 мм&lt;br /&gt;Патронов: 5</Russian>
<German>Kaliber: 12,7x99mm&lt;br /&gt;Patronen: 5</German> <German>Kaliber: 12,7x99mm&lt;br /&gt;Patronen: 5</German>
<Italian>Calibro: 12.7x99mm&lt;br /&gt;Munizioni: 5</Italian> <Italian>Calibro: 12.7x99mm&lt;br /&gt;Munizioni: 5</Italian>
<Czech>Ráže: 12.7x99mm&lt;br /&gt;Munice: 5</Czech> <Czech>Ráže: 12.7x99mm&lt;br /&gt;Nábojů: 5</Czech>
<Portuguese>Calibre: 12.7x99mm&lt;br/&gt;Cartuchos: 5</Portuguese> <Portuguese>Calibre: 12.7x99mm&lt;br/&gt;Cartuchos: 5</Portuguese>
<Hungarian>Kaliber: 12,7x99mm&lt;br /&gt;Lövedékek: 5</Hungarian> <Hungarian>Kaliber: 12,7x99mm&lt;br /&gt;Lövedékek: 5</Hungarian>
</Key> </Key>
@ -1552,7 +1552,7 @@
<Russian>Калибр: 12,7x99 мм бронебойно-зажигательные&lt;br /&gt;Патронов: 5</Russian> <Russian>Калибр: 12,7x99 мм бронебойно-зажигательные&lt;br /&gt;Патронов: 5</Russian>
<German>Kaliber:12,7x99mm API&lt;br /&gt;Patronen: 5</German> <German>Kaliber:12,7x99mm API&lt;br /&gt;Patronen: 5</German>
<Italian>Calibro: 12.7x99mm API&lt;br /&gt;Munizioni: 5</Italian> <Italian>Calibro: 12.7x99mm API&lt;br /&gt;Munizioni: 5</Italian>
<Czech>Ráže: 12.7x99mm API&lt;br /&gt;Munice: 5</Czech> <Czech>Ráže: 12.7x99mm API&lt;br /&gt;Nábojů: 5</Czech>
<Portuguese>Calibre: 12.7x99mm API&lt;br/&gt;Cartuchos: 5</Portuguese> <Portuguese>Calibre: 12.7x99mm API&lt;br/&gt;Cartuchos: 5</Portuguese>
<Hungarian>Kaliber: 12,7x99mm API&lt;br /&gt;Lövedékek: 5</Hungarian> <Hungarian>Kaliber: 12,7x99mm API&lt;br /&gt;Lövedékek: 5</Hungarian>
</Key> </Key>
@ -1588,7 +1588,7 @@
<Russian>Калибр: 12,7x99 мм (A-MAX)&lt;br /&gt;Патронов: 5</Russian> <Russian>Калибр: 12,7x99 мм (A-MAX)&lt;br /&gt;Патронов: 5</Russian>
<Italian>Calibro: 12.7x99mm (AMAX)&lt;br /&gt;Munizioni: 5</Italian> <Italian>Calibro: 12.7x99mm (AMAX)&lt;br /&gt;Munizioni: 5</Italian>
<German>Kaliber:12,7x99mm (AMAX)&lt;br /&gt;Patronen: 5</German> <German>Kaliber:12,7x99mm (AMAX)&lt;br /&gt;Patronen: 5</German>
<Czech>Ráže: 12.7x99mm (AMAX)&lt;br /&gt;Munice: 5</Czech> <Czech>Ráže: 12.7x99mm (AMAX)&lt;br /&gt;Nábojů: 5</Czech>
<Portuguese>Calibre: 12.7x99mm (AMAX)&lt;br/&gt;Cartuchos: 5</Portuguese> <Portuguese>Calibre: 12.7x99mm (AMAX)&lt;br/&gt;Cartuchos: 5</Portuguese>
<Hungarian>Kaliber: 12,7x99mm (AMAX)&lt;br /&gt;Lövedékek: 5</Hungarian> <Hungarian>Kaliber: 12,7x99mm (AMAX)&lt;br /&gt;Lövedékek: 5</Hungarian>
</Key> </Key>

View File

@ -40,12 +40,12 @@ if (_respawn > 3) then {
if (_unit getVariable [QGVAR(isHandcuffed), false]) then { if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
[_unit, false] call FUNC(setHandcuffed); [_unit, false] call FUNC(setHandcuffed);
}; };
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus); [_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set);
if (_unit getVariable [QGVAR(isSurrendering), false]) then { if (_unit getVariable [QGVAR(isSurrendering), false]) then {
[_unit, false] call FUNC(setSurrendered); [_unit, false] call FUNC(setSurrendered);
}; };
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus); [_unit, "setCaptive", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set);
if (_oldUnit getVariable [QGVAR(isEscorting), false]) then { if (_oldUnit getVariable [QGVAR(isEscorting), false]) then {
_oldUnit setVariable [QGVAR(isEscorting), false, true]; _oldUnit setVariable [QGVAR(isEscorting), false, true];

View File

@ -28,7 +28,7 @@ if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith
if (_state) then { if (_state) then {
_unit setVariable [QGVAR(isHandcuffed), true, true]; _unit setVariable [QGVAR(isHandcuffed), true, true];
[_unit, QGVAR(Handcuffed), true] call EFUNC(common,setCaptivityStatus); [_unit, "setCaptive", QGVAR(Handcuffed), true] call EFUNC(common,statusEffect_set);
if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
[_unit, false] call FUNC(setSurrendered); [_unit, false] call FUNC(setSurrendered);
@ -89,7 +89,7 @@ if (_state) then {
}, [_unit], 0.01] call EFUNC(common,waitAndExecute); }, [_unit], 0.01] call EFUNC(common,waitAndExecute);
} else { } else {
_unit setVariable [QGVAR(isHandcuffed), false, true]; _unit setVariable [QGVAR(isHandcuffed), false, true];
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus); [_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set);
//remove AnimChanged EH //remove AnimChanged EH
private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1]; private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];

View File

@ -33,7 +33,7 @@ if (_state) then {
_unit setVariable [QGVAR(isSurrendering), true, true]; _unit setVariable [QGVAR(isSurrendering), true, true];
[_unit, QGVAR(Surrendered), true] call EFUNC(common,setCaptivityStatus); [_unit, "setCaptive", QGVAR(Surrendered), true] call EFUNC(common,statusEffect_set);
if (_unit == ACE_player) then { if (_unit == ACE_player) then {
["captive", [false, false, false, false, false, false, false, false]] call EFUNC(common,showHud); ["captive", [false, false, false, false, false, false, false, false]] call EFUNC(common,showHud);
@ -65,7 +65,7 @@ if (_state) then {
}, [_unit], 0.01] call EFUNC(common,waitAndExecute); }, [_unit], 0.01] call EFUNC(common,waitAndExecute);
} else { } else {
_unit setVariable [QGVAR(isSurrendering), false, true]; _unit setVariable [QGVAR(isSurrendering), false, true];
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus); [_unit, "setCaptive", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set);
//remove AnimChanged EH //remove AnimChanged EH
private _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1]; private _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];

View File

@ -2,6 +2,9 @@
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL // #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_CAPTIVES #ifdef DEBUG_ENABLED_CAPTIVES
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL

View File

@ -7,7 +7,7 @@
<Spanish>Tomar prisionero</Spanish> <Spanish>Tomar prisionero</Spanish>
<French>Capturer le prisonnier</French> <French>Capturer le prisonnier</French>
<Polish>Aresztuj</Polish> <Polish>Aresztuj</Polish>
<Czech>Zajmout Osobu</Czech> <Czech>Zajmout osobu</Czech>
<Italian>Arresta il prigioniero</Italian> <Italian>Arresta il prigioniero</Italian>
<Portuguese>Tomar Prisioneiro</Portuguese> <Portuguese>Tomar Prisioneiro</Portuguese>
<Hungarian>Foglyul ejtés</Hungarian> <Hungarian>Foglyul ejtés</Hungarian>
@ -19,7 +19,7 @@
<Spanish>Liberar prisionero</Spanish> <Spanish>Liberar prisionero</Spanish>
<Polish>Wypuść więźnia</Polish> <Polish>Wypuść więźnia</Polish>
<French>Libérer le prisonnier</French> <French>Libérer le prisonnier</French>
<Czech>Osvobodit Zajatce</Czech> <Czech>Osvobodit zajatce</Czech>
<Italian>Libera il prigioniero</Italian> <Italian>Libera il prigioniero</Italian>
<Portuguese>Libertar Prisioneiro</Portuguese> <Portuguese>Libertar Prisioneiro</Portuguese>
<Hungarian>Fogoly szabadon engedése</Hungarian> <Hungarian>Fogoly szabadon engedése</Hungarian>
@ -31,7 +31,7 @@
<Spanish>Escoltar prisionero</Spanish> <Spanish>Escoltar prisionero</Spanish>
<Polish>Eskortuj więźnia</Polish> <Polish>Eskortuj więźnia</Polish>
<French>Escorter le prisonnier</French> <French>Escorter le prisonnier</French>
<Czech>Eskortovat Zajatce</Czech> <Czech>Eskortovat zajatce</Czech>
<Italian>Scorta il Prigioniero</Italian> <Italian>Scorta il Prigioniero</Italian>
<Portuguese>Escoltar Prisioneiro</Portuguese> <Portuguese>Escoltar Prisioneiro</Portuguese>
<Hungarian>Fogoly kísérése</Hungarian> <Hungarian>Fogoly kísérése</Hungarian>
@ -43,7 +43,7 @@
<Spanish>Soltar prisionero</Spanish> <Spanish>Soltar prisionero</Spanish>
<Polish>Anuluj eskortowanie</Polish> <Polish>Anuluj eskortowanie</Polish>
<French>Relâcher le prisonnier</French> <French>Relâcher le prisonnier</French>
<Czech>Uvolnit Zajatce</Czech> <Czech>Uvolnit zajatce</Czech>
<Italian>Rilascia il Prigioniero</Italian> <Italian>Rilascia il Prigioniero</Italian>
<Portuguese>Largar Prisioneiro</Portuguese> <Portuguese>Largar Prisioneiro</Portuguese>
<Hungarian>Fogoly elengedése</Hungarian> <Hungarian>Fogoly elengedése</Hungarian>
@ -91,7 +91,7 @@
<Polish>Opaska zaciskowa</Polish> <Polish>Opaska zaciskowa</Polish>
<Spanish>Precinto</Spanish> <Spanish>Precinto</Spanish>
<French>Serflex</French> <French>Serflex</French>
<Czech>Stahovací Pásek</Czech> <Czech>Stahovací pásek</Czech>
<Portuguese>Algema Plástica</Portuguese> <Portuguese>Algema Plástica</Portuguese>
<Italian>Fascietta</Italian> <Italian>Fascietta</Italian>
<Hungarian>Gyorskötöző</Hungarian> <Hungarian>Gyorskötöző</Hungarian>

View File

@ -12,7 +12,9 @@ class Extended_PostInit_EventHandlers {
class Extended_Killed_EventHandlers { class Extended_Killed_EventHandlers {
class All { class All {
init = QUOTE(call FUNC(handleDestroyed)); class ADDON {
serverKilled = QUOTE(call FUNC(handleDestroyed));
};
}; };
}; };

View File

@ -1,5 +1,9 @@
class CfgVehicles { class CfgVehicles {
class ACE_Module; class Logic;
class Module_F: Logic {
class ModuleDescription;
};
class ACE_Module: Module_F {};
class ACE_moduleCargoSettings: ACE_Module { class ACE_moduleCargoSettings: ACE_Module {
scope = 2; scope = 2;
displayName = CSTRING(SettingsModule_DisplayName); displayName = CSTRING(SettingsModule_DisplayName);
@ -26,6 +30,33 @@ class CfgVehicles {
sync[] = {}; sync[] = {};
}; };
}; };
class GVAR(makeLoadable): ACE_Module {
scope = 2;
displayName = CSTRING(makeLoadable_displayName);
icon = QUOTE(PATHTOF(UI\Icon_Module_makeLoadable_ca.paa));
category = "ACE_Logistics";
function = QFUNC(moduleMakeLoadable);
isGlobal = 1;
isTriggerActivated = 0;
author = ECSTRING(common,ACETeam);
class Arguments {
class canLoad {
displayName = CSTRING(makeLoadable_displayName);
description = CSTRING(MakeLoadable_description);
typeName = "BOOL";
defaultValue = 1;
};
class setSize {
displayName = CSTRING(makeLoadable_setSize_displayName);
typeName = "NUMBER";
defaultValue = 1;
};
};
class ModuleDescription: ModuleDescription {
description = CSTRING(module_MakeLoadable_description);
sync[] = {"AnyStaticObject"};
};
};
class LandVehicle; class LandVehicle;
class Car: LandVehicle { class Car: LandVehicle {

Binary file not shown.

View File

@ -4,14 +4,14 @@
["LoadCargo", { ["LoadCargo", {
(_this select 0) params ["_item","_vehicle"]; (_this select 0) params ["_item","_vehicle"];
private ["_loaded", "_hint", "_itemName", "_vehicleName"]; TRACE_2("LoadCargo EH",_item,_vehicle);
_loaded = [_item, _vehicle] call FUNC(loadItem); private _loaded = [_item, _vehicle] call FUNC(loadItem);
// Show hint as feedback // Show hint as feedback
_hint = [LSTRING(LoadingFailed), LSTRING(LoadedItem)] select _loaded; private _hint = [LSTRING(LoadingFailed), LSTRING(LoadedItem)] select _loaded;
_itemName = getText (configFile >> "CfgVehicles" >> typeOf _item >> "displayName"); private _itemName = getText (configFile >> "CfgVehicles" >> typeOf _item >> "displayName");
_vehicleName = getText (configFile >> "CfgVehicles" >> typeOf _vehicle >> "displayName"); private _vehicleName = getText (configFile >> "CfgVehicles" >> typeOf _vehicle >> "displayName");
["displayTextStructured", [[_hint, _itemName, _vehicleName], 3.0]] call EFUNC(common,localEvent); ["displayTextStructured", [[_hint, _itemName, _vehicleName], 3.0]] call EFUNC(common,localEvent);
@ -22,17 +22,17 @@
}] call EFUNC(common,addEventHandler); }] call EFUNC(common,addEventHandler);
["UnloadCargo", { ["UnloadCargo", {
(_this select 0) params ["_item","_vehicle"]; (_this select 0) params ["_item","_vehicle", ["_unloader", objNull]];
private ["_unloaded", "_itemClass", "_hint", "_itemName", "_vehicleName"]; TRACE_3("UnloadCargo EH",_item,_vehicle,_unloader);
_unloaded = [_item, _vehicle] call FUNC(unloadItem); private _unloaded = [_item, _vehicle, _unloader] call FUNC(unloadItem); //returns true if sucessful
_itemClass = if (_item isEqualType "") then {_item} else {typeOf _item}; private _itemClass = if (_item isEqualType "") then {_item} else {typeOf _item};
// Show hint as feedback // Show hint as feedback
_hint = [LSTRING(UnloadingFailed), LSTRING(UnloadedItem)] select _unloaded; private _hint = [LSTRING(UnloadingFailed), LSTRING(UnloadedItem)] select _unloaded;
_itemName = getText (configFile >> "CfgVehicles" >> _itemClass >> "displayName"); private _itemName = getText (configFile >> "CfgVehicles" >> _itemClass >> "displayName");
_vehicleName = getText (configFile >> "CfgVehicles" >> typeOf _vehicle >> "displayName"); private _vehicleName = getText (configFile >> "CfgVehicles" >> typeOf _vehicle >> "displayName");
["displayTextStructured", [[_hint, _itemName, _vehicleName], 3.0]] call EFUNC(common,localEvent); ["displayTextStructured", [[_hint, _itemName, _vehicleName], 3.0]] call EFUNC(common,localEvent);

View File

@ -13,6 +13,8 @@ PREP(handleDestroyed);
PREP(initObject); PREP(initObject);
PREP(initVehicle); PREP(initVehicle);
PREP(loadItem); PREP(loadItem);
PREP(makeLoadable);
PREP(moduleMakeLoadable);
PREP(moduleSettings); PREP(moduleSettings);
PREP(onMenuOpen); PREP(onMenuOpen);
PREP(startLoadIn); PREP(startLoadIn);
@ -21,5 +23,6 @@ PREP(unloadItem);
PREP(validateCargoSpace); PREP(validateCargoSpace);
GVAR(initializedItemClasses) = []; GVAR(initializedItemClasses) = [];
GVAR(initializedVehicleClasses) = [];
ADDON = true; ADDON = true;

View File

@ -18,7 +18,7 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
params ["_itemClass", "_vehicle", ["_amount", 1], ["_showHint", false, [false]] ]; params ["_itemClass", "_vehicle", ["_amount", 1], ["_showHint", false, [false]]];
TRACE_3("params",_itemClass,_vehicle,_amount); TRACE_3("params",_itemClass,_vehicle,_amount);
for "_i" from 1 to _amount do { for "_i" from 1 to _amount do {

View File

@ -17,11 +17,11 @@
#include "script_component.hpp" #include "script_component.hpp"
params ["_player", "_object"]; params ["_player", "_object"];
TRACE_2("params",_player,_object);
if (!([_player, _object, []] call EFUNC(common,canInteractWith))) exitWith {false}; if (!([_player, _object, []] call EFUNC(common,canInteractWith))) exitWith {false};
private ["_nearestVehicle"]; private _nearestVehicle = [_player] call FUNC(findNearestVehicle);
_nearestVehicle = [_player] call FUNC(findNearestVehicle);
if (_nearestVehicle isKindOf "Cargo_Base_F" || isNull _nearestVehicle) then { if (_nearestVehicle isKindOf "Cargo_Base_F" || isNull _nearestVehicle) then {
{ {

View File

@ -18,11 +18,10 @@
params [["_item", "", [objNull,""]], "_vehicle"]; params [["_item", "", [objNull,""]], "_vehicle"];
if (speed _vehicle > 1 || (((getPos _vehicle) select 2) > 3)) exitWith {false}; if (speed _vehicle > 1 || {((getPos _vehicle) select 2) > 3}) exitWith {TRACE_1("vehicle not stable",_vehicle); false};
private ["_itemSize", "_validItem"];
_itemSize = [_item] call FUNC(getSizeItem);
private _itemSize = [_item] call FUNC(getSizeItem);
private _validItem = false;
if (_item isEqualType "") then { if (_item isEqualType "") then {
_validItem = _validItem =
isClass (configFile >> "CfgVehicles" >> _item) && isClass (configFile >> "CfgVehicles" >> _item) &&

View File

@ -5,6 +5,7 @@
* Arguments: * Arguments:
* 0: loaded Object <OBJECT> * 0: loaded Object <OBJECT>
* 1: Object <OBJECT> * 1: Object <OBJECT>
* 2: Unloader (player) <OPTIONAL><OBJECT>
* *
* Return value: * Return value:
* Can be unloaded <BOOL> * Can be unloaded <BOOL>
@ -16,30 +17,14 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
params ["_item", "_vehicle"]; params ["_item", "_vehicle", ["_unloader", objNull]];
private ["_loaded", "_itemClass", "_validVehiclestate", "_emptyPos"]; TRACE_2("params",_item,_vehicle);
_loaded = _vehicle getVariable [QGVAR(loaded), []]; private _loaded = _vehicle getVariable [QGVAR(loaded), []];
if !(_item in _loaded) exitWith {false}; if !(_item in _loaded) exitWith {false};
_itemClass = if (_item isEqualType "") then {_item} else {typeOf _item}; private _itemClass = if (_item isEqualType "") then {_item} else {typeOf _item};
_validVehiclestate = true; private _emptyPos = [_vehicle, _itemClass, _unloader] call EFUNC(common,findUnloadPosition);
_emptyPos = [];
if (_vehicle isKindOf "Ship" ) then {
if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 15, _itemClass]); // TODO: if spot is underwater pick another spot.
} else {
if (_vehicle isKindOf "Air" ) then {
if !(speed _vehicle <1 && {isTouchingGround _vehicle}) then {_validVehiclestate = false};
_emptyPos = (getPosASL _vehicle) call EFUNC(common,ASLtoPosition);
_emptyPos = [(_emptyPos select 0) + random(5), (_emptyPos select 1) + random(5), _emptyPos select 2 ];
} else {
if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 15, _itemClass]);
};
};
if (!_validVehiclestate) exitWith {false}; (count _emptyPos) == 3
(count _emptyPos != 0)

View File

@ -15,23 +15,21 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_loadCar", "_loadHelicopter", "_loadTank", "_loadShip", "_loadContainer"];
params ["_unit"]; params ["_unit"];
_loadCar = nearestObject [_unit, "car"]; private _loadCar = nearestObject [_unit, "car"];
if (_unit distance _loadCar <= MAX_LOAD_DISTANCE) exitWith {_loadCar}; if (_unit distance _loadCar <= MAX_LOAD_DISTANCE) exitWith {_loadCar};
_loadHelicopter = nearestObject [_unit, "air"]; private _loadHelicopter = nearestObject [_unit, "air"];
if (_unit distance _loadHelicopter <= MAX_LOAD_DISTANCE) exitWith {_loadHelicopter}; if (_unit distance _loadHelicopter <= MAX_LOAD_DISTANCE) exitWith {_loadHelicopter};
_loadTank = nearestObject [_unit, "tank"]; private _loadTank = nearestObject [_unit, "tank"];
if (_unit distance _loadTank <= MAX_LOAD_DISTANCE) exitWith {_loadTank}; if (_unit distance _loadTank <= MAX_LOAD_DISTANCE) exitWith {_loadTank};
_loadShip = nearestObject [_unit, "ship"]; private _loadShip = nearestObject [_unit, "ship"];
if (_unit distance _loadShip <= MAX_LOAD_DISTANCE) exitWith {_loadShip}; if (_unit distance _loadShip <= MAX_LOAD_DISTANCE) exitWith {_loadShip};
_loadContainer = nearestObject [_unit,"Cargo_base_F"]; private _loadContainer = nearestObject [_unit,"Cargo_base_F"];
if (_unit distance _loadContainer <= MAX_LOAD_DISTANCE) exitWith {_loadContainer}; if (_unit distance _loadContainer <= MAX_LOAD_DISTANCE) exitWith {_loadContainer};
objNull objNull

View File

@ -16,5 +16,6 @@
#include "script_component.hpp" #include "script_component.hpp"
params ["_object"]; params ["_object"];
// TRACE_1("params",_object);
_object getVariable [QGVAR(space), getNumber (configFile >> "CfgVehicles" >> typeOf _object >> QGVAR(space))] _object getVariable [QGVAR(space), getNumber (configFile >> "CfgVehicles" >> typeOf _object >> QGVAR(space))]

View File

@ -16,22 +16,23 @@
#include "script_component.hpp" #include "script_component.hpp"
params ["_item"]; params ["_item"];
private ["_isVirtual","_itemClass","_config"];
scopeName "return"; scopeName "return";
_isVirtual = (_item isEqualType ""); private _isVirtual = (_item isEqualType "");
_itemClass = if (_isVirtual) then {_item} else {typeOf _item}; private _itemClass = if (_isVirtual) then {_item} else {typeOf _item};
_config = (configFile >> "CfgVehicles" >> _itemClass >> QGVAR(size)); private _config = (configFile >> "CfgVehicles" >> _itemClass >> QGVAR(size));
if (_isVirtual) then { if (_isVirtual) then {
if (isNumber _config) then { if (isNumber _config) then {
(getNumber _config) breakOut "return"; (getNumber _config) breakOut "return";
}; };
} else { } else {
_config = (configFile >> "CfgVehicles" >> typeOf _item >> QGVAR(size)); if (!isNil {_item getVariable QGVAR(size)}) then {
(_item getVariable QGVAR(size)) breakOut "return";
};
if (isNumber _config) then { if (isNumber _config) then {
(_item getVariable [QGVAR(size), getNumber _config]) breakOut "return"; (getNumber _config) breakOut "return";
}; };
}; };

View File

@ -1,6 +1,6 @@
/* /*
* Author: Glowbal * Author: Glowbal
* Handle object being destroyed. * Handle object being destroyed. Only runs on server.
* *
* Arguments: * Arguments:
* 0: Object <OBJECT> * 0: Object <OBJECT>
@ -16,10 +16,9 @@
#include "script_component.hpp" #include "script_component.hpp"
params ["_vehicle"]; params ["_vehicle"];
TRACE_1("params",_vehicle);
private["_loaded"]; private _loaded = _vehicle getVariable [QGVAR(loaded), []];
_loaded = _vehicle getVariable [QGVAR(loaded), []];
if (_loaded isEqualTo []) exitWith {}; if (_loaded isEqualTo []) exitWith {};
{ {
@ -27,6 +26,7 @@ if (_loaded isEqualTo []) exitWith {};
if (_x isEqualType objNull) then { if (_x isEqualType objNull) then {
deleteVehicle _x; deleteVehicle _x;
}; };
nil
} count _loaded; } count _loaded;
[_vehicle] call FUNC(validateCargoSpace); [_vehicle] call FUNC(validateCargoSpace);

View File

@ -16,15 +16,31 @@
#include "script_component.hpp" #include "script_component.hpp"
params ["_object"]; params ["_object"];
private _type = typeOf _object;
TRACE_2("params",_object,_type);
if (getNumber (configFile >> "CfgVehicles" >> typeOf _object >> QGVAR(canLoad)) != 1) exitWith {}; if ((_object getVariable [QGVAR(canLoad), getNumber (configFile >> "CfgVehicles" >> _type >> QGVAR(canLoad))]) != 1) exitWith {};
private ["_type", "_action"];
_type = typeOf _object;
// do nothing if the class is already initialized // do nothing if the class is already initialized
if (_type in GVAR(initializedItemClasses)) exitWith {}; if (_type in GVAR(initializedItemClasses)) exitWith {};
GVAR(initializedItemClasses) pushBack _type; GVAR(initializedItemClasses) pushBack _type;
_action = [QGVAR(load), localize LSTRING(loadObject), QUOTE(PATHTOF(UI\Icon_load.paa)), {[_player, _target] call FUNC(startLoadIn)}, {GVAR(enable) && {[_player, _target] call FUNC(canLoad)}}] call EFUNC(interact_menu,createAction); TRACE_1("Adding load cargo action to class", _type);
private _condition = {
GVAR(enable) &&
{(_target getVariable [QGVAR(canLoad), getNumber (configFile >> "CfgVehicles" >> (typeOf _target) >> QGVAR(canLoad))]) == 1} &&
{locked _target < 2} &&
{alive _target} &&
{[_player, _target, []] call EFUNC(common,canInteractWith)}
};
private _statement = {
params ["_target", "_player"];
[_player, _target] call FUNC(startLoadIn);
};
private _text = localize LSTRING(loadObject);
private _icon = QUOTE(PATHTOF(UI\Icon_load.paa));
private _action = [QGVAR(load), _text, _icon, _statement, _condition] call EFUNC(interact_menu,createAction);
[_type, 0, ["ACE_MainActions"], _action] call EFUNC(interact_menu,addActionToClass); [_type, 0, ["ACE_MainActions"], _action] call EFUNC(interact_menu,addActionToClass);

View File

@ -18,9 +18,7 @@
params ["_vehicle"]; params ["_vehicle"];
TRACE_1("params", _vehicle); TRACE_1("params", _vehicle);
private ["_type", "_initializedClasses"]; private _type = typeOf _vehicle;
_type = typeOf _vehicle;
_initializedClasses = GETMVAR(GVAR(initializedClasses),[]);
if (isServer) then { if (isServer) then {
{ {
@ -35,21 +33,24 @@ if (isServer) then {
}; };
// do nothing if the class is already initialized // do nothing if the class is already initialized
if (_type in _initializedClasses) exitWith {}; if (_type in GVAR(initializedVehicleClasses)) exitWith {};
// set class as initialized // set class as initialized
_initializedClasses pushBack _type; GVAR(initializedVehicleClasses) pushBack _type;
SETMVAR(GVAR(initializedClasses),_initializedClasses);
if (!hasInterface) exitWith {};
if (getNumber (configFile >> "CfgVehicles" >> _type >> QGVAR(hasCargo)) != 1) exitWith {}; if (getNumber (configFile >> "CfgVehicles" >> _type >> QGVAR(hasCargo)) != 1) exitWith {};
private ["_text", "_condition", "_statement", "_icon", "_action"]; TRACE_1("Adding unload cargo action to class", _type);
_condition = {
params ["_target", "_player"];
GVAR(enable) && {locked _target < 2} && {alive _target} && {[_player, _target, []] call EFUNC(common,canInteractWith)}
};
_text = localize LSTRING(openMenu);
_statement = {GVAR(interactionVehicle) = _target; createDialog QGVAR(menu);};
_icon = "";
_action = [QGVAR(openMenu), _text, _icon, _statement, _condition] call EFUNC(interact_menu,createAction); private _condition = {
GVAR(enable) && {locked _target < 2} && {alive _target} && {[_player, _target, ["isNotSwimming"]] call EFUNC(common,canInteractWith)}
};
private _statement = {
GVAR(interactionVehicle) = _target;
createDialog QGVAR(menu);
};
private _text = localize LSTRING(openMenu);
private _icon = "";
private _action = [QGVAR(openMenu), _text, _icon, _statement, _condition] call EFUNC(interact_menu,createAction);
[_type, 0, ["ACE_MainActions"], _action] call EFUNC(interact_menu,addActionToClass); [_type, 0, ["ACE_MainActions"], _action] call EFUNC(interact_menu,addActionToClass);

View File

@ -6,7 +6,6 @@
* Arguments: * Arguments:
* 0: Item <OBJECT or STRING> * 0: Item <OBJECT or STRING>
* 1: Vehicle <OBJECT> * 1: Vehicle <OBJECT>
* 2: Show Hint <BOOL> (default: true)
* *
* Return value: * Return value:
* Object loaded <BOOL> * Object loaded <BOOL>
@ -19,18 +18,18 @@
#include "script_component.hpp" #include "script_component.hpp"
params [["_item","",[objNull,""]], ["_vehicle",objNull,[objNull]]]; params [["_item","",[objNull,""]], ["_vehicle",objNull,[objNull]]];
private ["_loaded", "_space", "_itemSize"]; TRACE_2("params",_item,_vehicle);
if !([_item, _vehicle] call FUNC(canLoadItemIn)) exitWith {false}; if !([_item, _vehicle] call FUNC(canLoadItemIn)) exitWith {TRACE_2("cannot load",_item,_vehicle); false};
_loaded = _vehicle getVariable [QGVAR(loaded), []]; private _loaded = _vehicle getVariable [QGVAR(loaded), []];
_loaded pushBack _item; _loaded pushBack _item;
_vehicle setVariable [QGVAR(loaded), _loaded, true]; _vehicle setVariable [QGVAR(loaded), _loaded, true];
TRACE_1("added to loaded array",_loaded); TRACE_1("added to loaded array",_loaded);
_space = [_vehicle] call FUNC(getCargoSpaceLeft); private _space = [_vehicle] call FUNC(getCargoSpaceLeft);
_itemSize = [_item] call FUNC(getSizeItem); private _itemSize = [_item] call FUNC(getSizeItem);
_vehicle setVariable [QGVAR(space), _space - _itemSize, true]; _vehicle setVariable [QGVAR(space), _space - _itemSize, true];
if (_item isEqualType objNull) then { if (_item isEqualType objNull) then {

View File

@ -0,0 +1,47 @@
/*
* Author: PabstMirror
* Makes any object loadable. Needs to be called on all machines.
*
* Arguments:
* 0: Object <OBJECT>
* 1: Set as loadable (default: true) <BOOL><SCALAR>
* 2: Size. (default: 1) <NUMBER>
*
* Return value:
* None
*
* Example:
* [cursorTarget, true, 1] call ace_cargo_fnc_makeLoadable
*
* Public: Yes
*/
#include "script_component.hpp"
params [["_object", objNull, [objNull]], ["_canLoad", true, [false, 0]], ["_setSize", 1, [0]]];
TRACE_3("params",_object,_canLoad,_setSize);
if (isNull _object) exitWith {TRACE_1("null",_object);};
private _type = typeOf _object;
private _cfgCanLoad = getNumber (configFile >> "CfgVehicles" >> _type >> QGVAR(canLoad));
private _curSize = [_object] call FUNC(getSizeItem);
_canLoad = [0, 1] select _canLoad; //convert true/false to scalar
if ((_canLoad == 1) && {_setSize <= 0}) exitWith {
ACE_LOGERROR("ace_cargo_fnc_makeLoadable (size <= 0) when making loadable");
};
TRACE_2("setVar if different from config",_canLoad,_cfgCanLoad);
if (_canLoad != _cfgCanLoad) then {
_object setVariable [QGVAR(canLoad), _canLoad];
};
TRACE_2("setVar if different from config",_setSize,_curSize);
if (_setSize != _curSize) then {
_object setVariable [QGVAR(size), _setSize];
};
//Add the load actions to the object class if not already added
[_object] call FUNC(initObject);
nil

View File

@ -0,0 +1,34 @@
/*
* Author: PabstMirror
* Module to make an object loadable.
*
* Arguments:
* 0: The module logic <OBJECT>
* 1: Synchronized units <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None
*
* Example:
* [logic, [box], true] call ace_cargo_fnc_moduleMakeLoadable
*
* Public: No
*/
#include "script_component.hpp"
params ["_logic", "_objects", "_activated"];
TRACE_3("params",_logic,_objects,_activated);
if ((isNull _logic) || {!_activated}) exitWith {};
if (_objects isEqualTo []) exitWith {
ACE_LOGWARNING_1("ace_cargo_fnc_moduleMakeLoadable has no synced objects [%1]", _logic);
};
private _canLoad = _logic getVariable ["canLoad", true];
private _setSize = _logic getVariable ["setSize", 1];
TRACE_2("settings",_canLoad,_setSize);
{
[_x, _canLoad, _setSize] call FUNC(makeLoadable);
} forEach _objects;

View File

@ -19,7 +19,7 @@
if (!isServer) exitWith {}; if (!isServer) exitWith {};
params ["_logic", "_units", "_activated"]; params ["_logic", "", "_activated"];
if (!_activated) exitWith {}; if (!_activated) exitWith {};

View File

@ -22,25 +22,24 @@ params ["_display"];
uiNamespace setVariable [QGVAR(menuDisplay), _display]; uiNamespace setVariable [QGVAR(menuDisplay), _display];
[{ [{
private ["_display","_loaded", "_ctrl", "_class", "_label"];
disableSerialization; disableSerialization;
_display = uiNamespace getVariable QGVAR(menuDisplay); private _display = uiNamespace getVariable QGVAR(menuDisplay);
if (isnil "_display") exitWith { if (isnil "_display") exitWith {
[_this select 1] call CBA_fnc_removePerFrameHandler; [_this select 1] call CBA_fnc_removePerFrameHandler;
}; };
if (isNull GVAR(interactionVehicle) || ACE_player distance GVAR(interactionVehicle) >= 10) exitWith { if (isNull GVAR(interactionVehicle) || {ACE_player distance GVAR(interactionVehicle) >= 10}) exitWith {
closeDialog 0; closeDialog 0;
[_this select 1] call CBA_fnc_removePerFrameHandler; [_this select 1] call CBA_fnc_removePerFrameHandler;
}; };
_loaded = GVAR(interactionVehicle) getVariable [QGVAR(loaded), []]; private _loaded = GVAR(interactionVehicle) getVariable [QGVAR(loaded), []];
_ctrl = _display displayCtrl 100; private _ctrl = _display displayCtrl 100;
_label = _display displayCtrl 2; private _label = _display displayCtrl 2;
lbClear _ctrl; lbClear _ctrl;
{ {
_class = if (_x isEqualType "") then {_x} else {typeOf _x}; private _class = if (_x isEqualType "") then {_x} else {typeOf _x};
_ctrl lbAdd (getText(configfile >> "CfgVehicles" >> _class >> "displayName")); _ctrl lbAdd (getText(configfile >> "CfgVehicles" >> _class >> "displayName"));
true true
} count _loaded; } count _loaded;

View File

@ -3,38 +3,46 @@
* Start load item. * Start load item.
* *
* Arguments: * Arguments:
* 0: Object <OBJECT> * 0: Player <OBJECT>
* 1: Object <OBJECT>
* *
* Return value: * Return value:
* Object loaded <BOOL> * Load ProgressBar Started <BOOL>
* *
* Example: * Example:
* [object] call ace_cargo_fnc_starLoadIn * [player, cursorTarget] call ace_cargo_fnc_startLoadIn
* *
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
params ["_player", "_object"]; params ["_player", "_object"];
private ["_vehicle", "_size", "_displayName"]; TRACE_2("params",_player,_object);
_vehicle = [_player] call FUNC(findNearestVehicle); private _vehicle = [_player] call FUNC(findNearestVehicle);
if (isNull _vehicle || _vehicle isKindOf "Cargo_Base_F") then { if ((isNull _vehicle) || {_vehicle isKindOf "Cargo_Base_F"}) then {
{ {
if ([_object, _x] call FUNC(canLoadItemIn)) exitWith {_vehicle = _x}; if ([_object, _x] call FUNC(canLoadItemIn)) exitWith {_vehicle = _x};
} forEach (nearestObjects [_player, ["Cargo_base_F", "Land_PaperBox_closed_F"], MAX_LOAD_DISTANCE]); } forEach (nearestObjects [_player, ["Cargo_base_F", "Land_PaperBox_closed_F"], MAX_LOAD_DISTANCE]);
}; };
if (isNull _vehicle) exitWith {false}; if (isNull _vehicle) exitWith {
TRACE_3("Could not find vehicle",_player,_object,_vehicle);
false
};
private _return = false;
// Start progress bar // Start progress bar
if ([_object, _vehicle] call FUNC(canLoadItemIn)) then { if ([_object, _vehicle] call FUNC(canLoadItemIn)) then {
_size = [_object] call FUNC(getSizeItem); private _size = [_object] call FUNC(getSizeItem);
[5 * _size, [_object,_vehicle], "LoadCargo", {}, localize LSTRING(LoadingItem)] call EFUNC(common,progressBar); [5 * _size, [_object,_vehicle], "LoadCargo", {}, localize LSTRING(LoadingItem)] call EFUNC(common,progressBar);
_return = true;
} else { } else {
_displayName = getText (configFile >> "CfgVehicles" >> typeOf _object >> "displayName"); private _displayName = getText (configFile >> "CfgVehicles" >> typeOf _object >> "displayName");
["displayTextStructured", [[LSTRING(LoadingFailed), _displayName], 3.0]] call EFUNC(common,localEvent); ["displayTextStructured", [[LSTRING(LoadingFailed), _displayName], 3.0]] call EFUNC(common,localEvent);
}; };
_return

View File

@ -15,34 +15,29 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_display", "_loaded", "_ctrl", "_selected", "_item"];
disableSerialization; disableSerialization;
_display = uiNamespace getVariable QGVAR(menuDisplay); private _display = uiNamespace getVariable QGVAR(menuDisplay);
if (isNil "_display") exitWith {}; if (isNil "_display") exitWith {};
_loaded = GVAR(interactionVehicle) getVariable [QGVAR(loaded), []]; private _loaded = GVAR(interactionVehicle) getVariable [QGVAR(loaded), []];
if (count _loaded == 0) exitWith {}; if (_loaded isEqualTo []) exitWith {};
_ctrl = _display displayCtrl 100; private _ctrl = _display displayCtrl 100;
_selected = (lbCurSel _ctrl) max 0; private _selected = (lbCurSel _ctrl) max 0;
if (count _loaded <= _selected) exitWith {}; if (count _loaded <= _selected) exitWith {};
_item = _loaded select _selected; private _item = _loaded select _selected; //This can be an object or a classname string
// Start progress bar // Start progress bar
private ["_size", "_itemClass", "_displayName"]; if ([_item, GVAR(interactionVehicle), ACE_player] call FUNC(canUnloadItem)) then {
private _size = [_item] call FUNC(getSizeItem);
if ([_item, GVAR(interactionVehicle)] call FUNC(canUnloadItem)) then { [5 * _size, [_item, GVAR(interactionVehicle), ACE_player], "UnloadCargo", {}, localize LSTRING(UnloadingItem), {true}, ["isNotSwimming"]] call EFUNC(common,progressBar);
_size = [_item] call FUNC(getSizeItem);
[5 * _size, [_item, GVAR(interactionVehicle)], "UnloadCargo", {}, localize LSTRING(UnloadingItem)] call EFUNC(common,progressBar);
} else { } else {
_itemClass = if (_item isEqualType "") then {_item} else {typeOf _item}; private _itemClass = if (_item isEqualType "") then {_item} else {typeOf _item};
_displayName = getText (configFile >> "CfgVehicles" >> _itemClass >> "displayName"); private _displayName = getText (configFile >> "CfgVehicles" >> _itemClass >> "displayName");
["displayTextStructured", [[LSTRING(UnloadingFailed), _displayName], 3.0]] call EFUNC(common,localEvent); ["displayTextStructured", [[LSTRING(UnloadingFailed), _displayName], 3.0]] call EFUNC(common,localEvent);
}; };

View File

@ -16,53 +16,45 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
params ["_item", "_vehicle"]; params ["_item", "_vehicle", ["_unloader", objNull]];
private ["_loaded", "_space", "_itemSize", "_emptyPos", "_validVehiclestate"]; TRACE_3("params",_item,_vehicle,_unloader);
if !([_item, _vehicle] call FUNC(canUnloadItem)) exitWith { private _itemClass = if (_item isEqualType "") then {_item} else {typeOf _item};
//This covers testing vehicle stability and finding a safe position
private _emptyPosAGL = [_vehicle, _itemClass, _unloader] call EFUNC(common,findUnloadPosition);
TRACE_1("findUnloadPosition",_emptyPosAGL);
if ((count _emptyPosAGL) != 3) exitWith {
TRACE_4("Could not find unload pos",_vehicle,getPosASL _vehicle,isTouchingGround _vehicle,speed _vehicle);
if ((!isNull _unloader) && {_unloader == ACE_player}) then {
//display text saying there are no safe places to exit the vehicle
["displayTextStructured", [localize ELSTRING(common,NoRoomToUnload)]] call EFUNC(common,localEvent);
};
false false
}; };
_itemClass = if (_item isEqualType "") then {_item} else {typeOf _item}; private _loaded = _vehicle getVariable [QGVAR(loaded), []];
_validVehiclestate = true; if !(_item in _loaded) exitWith {
_emptyPos = []; ACE_LOGERROR_3("Tried to unload item [%1] not in vehicle[%2] cargo[%3]", _item, _vehicle, _loaded);
if (_vehicle isKindOf "Ship" ) then { false
if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
TRACE_1("SHIP Ground Check", getPosATL _vehicle );
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 15, _itemClass]); // TODO: if spot is underwater pick another spot.
} else {
if (_vehicle isKindOf "Air" ) then {
if !(speed _vehicle <1 && {isTouchingGround _vehicle}) then {_validVehiclestate = false};
TRACE_1("Vehicle Ground Check", isTouchingGround _vehicle);
_emptyPos = (getPosASL _vehicle) call EFUNC(common,ASLtoPosition);
_emptyPos = [(_emptyPos select 0) + random(5), (_emptyPos select 1) + random(5), _emptyPos select 2 ];
} else {
if !(speed _vehicle <1 && {(((getPosATL _vehicle) select 2) < 2)}) then {_validVehiclestate = false};
TRACE_1("Vehicle Ground Check", isTouchingGround _vehicle);
_emptyPos = ((getPosASL _vehicle) call EFUNC(common,ASLtoPosition) findEmptyPosition [0, 13, _itemClass]);
};
}; };
TRACE_1("getPosASL Vehicle Check", getPosASL _vehicle);
if (!_validVehiclestate) exitWith {false};
if (count _emptyPos == 0) exitWith {false};
_loaded = _vehicle getVariable [QGVAR(loaded), []];
_loaded deleteAt (_loaded find _item); _loaded deleteAt (_loaded find _item);
_vehicle setVariable [QGVAR(loaded), _loaded, true]; _vehicle setVariable [QGVAR(loaded), _loaded, true];
_space = [_vehicle] call FUNC(getCargoSpaceLeft); private _space = [_vehicle] call FUNC(getCargoSpaceLeft);
_itemSize = [_item] call FUNC(getSizeItem); private _itemSize = [_item] call FUNC(getSizeItem);
_vehicle setVariable [QGVAR(space), (_space + _itemSize), true]; _vehicle setVariable [QGVAR(space), (_space + _itemSize), true];
if (_item isEqualType objNull) then { if (_item isEqualType objNull) then {
detach _item; detach _item;
_item setPosASL (_emptyPos call EFUNC(common,PositiontoASL)); _item setPosASL (AGLtoASL _emptyPosAGL);
["hideObjectGlobal", [_item, false]] call EFUNC(common,serverEvent); ["hideObjectGlobal", [_item, false]] call EFUNC(common,serverEvent);
} else { } else {
createVehicle [_item, _emptyPos, [], 0, ""]; private _newItem = createVehicle [_item, _emptyPosAGL, [], 0, ""];
_newItem setPosASL (AGLtoASL _emptyPosAGL);
}; };
true true

View File

@ -15,14 +15,13 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_loaded", "_newLoaded", "_totalSpaceOccupied"];
params ["_vehicle"]; params ["_vehicle"];
TRACE_1("params",_vehicle);
_loaded = _vehicle getVariable [QGVAR(loaded), []]; private _loaded = _vehicle getVariable [QGVAR(loaded), []];
_newLoaded = []; private _newLoaded = [];
_totalSpaceOccupied = 0; private _totalSpaceOccupied = 0;
{ {
if ((_x isEqualType "") || {!isNull _x}) then { if ((_x isEqualType "") || {!isNull _x}) then {
_newLoaded pushback _x; _newLoaded pushback _x;

View File

@ -2,6 +2,9 @@
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL // #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_CARGO #ifdef DEBUG_ENABLED_CARGO
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL

View File

@ -43,7 +43,7 @@
<Polish>Pozostałe miejsce: %1</Polish> <Polish>Pozostałe miejsce: %1</Polish>
<Portuguese>Espaço de carga restante: %1</Portuguese> <Portuguese>Espaço de carga restante: %1</Portuguese>
<Russian>Осталось мест: %1</Russian> <Russian>Осталось мест: %1</Russian>
<Czech>Volný prostor: %1</Czech> <Czech>Zbývající prostor: %1</Czech>
<Spanish>Espacio de carga restante: %1</Spanish> <Spanish>Espacio de carga restante: %1</Spanish>
</Key> </Key>
<Key ID="STR_ACE_Cargo_ModuleSettings_enable"> <Key ID="STR_ACE_Cargo_ModuleSettings_enable">
@ -62,6 +62,7 @@
<Portuguese>Ativar o módulo de carregamento de carga</Portuguese> <Portuguese>Ativar o módulo de carregamento de carga</Portuguese>
<Russian>Включает модуль погрузки и перевозки грузов</Russian> <Russian>Включает модуль погрузки и перевозки грузов</Russian>
<Spanish>Habilitar la carga en el módulo de carga</Spanish> <Spanish>Habilitar la carga en el módulo de carga</Spanish>
<Czech>Umožňuje naložit předměty do nákladového prostoru vozidla</Czech>
</Key> </Key>
<Key ID="STR_ACE_Cargo_SettingsModule_DisplayName"> <Key ID="STR_ACE_Cargo_SettingsModule_DisplayName">
<English>Cargo Settings</English> <English>Cargo Settings</English>
@ -133,5 +134,14 @@
<Czech>%1&lt;br/&gt;nemůže být vyloženo</Czech> <Czech>%1&lt;br/&gt;nemůže být vyloženo</Czech>
<Russian>%1&lt;br/&gt;не может быть выгружен</Russian> <Russian>%1&lt;br/&gt;не может быть выгружен</Russian>
</Key> </Key>
<Key ID="STR_ACE_Cargo_makeLoadable_displayName">
<English>Make Object Loadable</English>
</Key>
<Key ID="STR_ACE_Cargo_makeLoadable_description">
<English>Sets the synced object as loadable by the cargo system.</English>
</Key>
<Key ID="STR_ACE_Cargo_makeLoadable_setSize_displayName">
<English>Object's Size</English>
</Key>
</Package> </Package>
</Project> </Project>

View File

@ -23,9 +23,6 @@ class Extended_InitPost_EventHandlers {
class GVAR(setName) { class GVAR(setName) {
init = QUOTE(if (local (_this select 0)) then {_this call FUNC(setName)};); init = QUOTE(if (local (_this select 0)) then {_this call FUNC(setName)};);
}; };
class GVAR(forceWalk) {
init = QUOTE(_this call FUNC(applyForceWalkStatus));
};
class GVAR(muteUnit) { class GVAR(muteUnit) {
init = QUOTE(_this call FUNC(muteUnitHandleInitPost)); init = QUOTE(_this call FUNC(muteUnitHandleInitPost));
}; };
@ -43,6 +40,9 @@ class Extended_Respawn_EventHandlers {
class GVAR(RESETDefaults) { class GVAR(RESETDefaults) {
respawn = QUOTE(_this call FUNC(resetAllDefaults)); respawn = QUOTE(_this call FUNC(resetAllDefaults));
}; };
class GVAR(statusEffect) {
respawn = QUOTE(_this call FUNC(statusEffect_respawnEH));
};
}; };
class CAManBase { class CAManBase {
class GVAR(muteUnit) { class GVAR(muteUnit) {
@ -50,3 +50,12 @@ class Extended_Respawn_EventHandlers {
}; };
}; };
}; };
class Extended_Local_EventHandlers {
class All {
class GVAR(statusEffect) {
local = QUOTE(_this call FUNC(statusEffect_localEH));
};
};
};

View File

@ -0,0 +1,16 @@
//Create a location type that won't be drawn on the map
//Ref: https://community.bistudio.com/wiki/Location
class CfgLocationTypes {
class ACE_HashLocation {
color[] = {0,0,0,0};
drawStyle = "bananas";
font = "PuristaMedium";
importance = 5;
name = "HashLocation";
shadow = 0;
size = 0;
textSize = 0.0;
texture = "";
};
};

View File

@ -1,5 +1,6 @@
// ACE - Common // ACE - Common
// #define ENABLE_PERFORMANCE_COUNTERS // #define ENABLE_PERFORMANCE_COUNTERS
// #define DEBUG_MODE_FULL
#include "script_component.hpp" #include "script_component.hpp"
@ -57,6 +58,39 @@
// Eventhandlers // Eventhandlers
////////////////////////////////////////////////// //////////////////////////////////////////////////
//Status Effect EHs:
["setStatusEffect", {_this call FUNC(statusEffect_set)}] call FUNC(addEventHandler);
["forceWalk", false, ["ACE_SwitchUnits", "ACE_Attach", "ACE_dragging", "ACE_Explosives", "ACE_Ladder", "ACE_Sandbag", "ACE_refuel", "ACE_rearm", "ACE_dragging"]] call FUNC(statusEffect_addType);
["blockSprint", false, []] call FUNC(statusEffect_addType);
["setCaptive", true, [QEGVAR(captives,Handcuffed), QEGVAR(captives,Surrendered), QEGVAR(medical,unconscious)]] call FUNC(statusEffect_addType);
["blockDamage", false, ["fixCollision"]] call FUNC(statusEffect_addType);
["forceWalk", {
params ["_object", "_set"];
TRACE_2("forceWalk EH",_object,_set);
_object forceWalk (_set > 0);
}] call FUNC(addEventHandler);
["blockSprint", { //Name reversed from `allowSprint` because we want NOR logic
params ["_object", "_set"];
TRACE_2("blockSprint EH",_object,_set);
_object allowSprint (_set == 0);
}] call FUNC(addEventHandler);
["setCaptive", {
params ["_object", "_set"];
TRACE_2("setCaptive EH",_object,_set);
_object setCaptive (_set > 0);
}] call FUNC(addEventHandler);
["blockDamage", { //Name reversed from `allowDamage` because we want NOR logic
params ["_object", "_set"];
if ((_object isKindOf "CAManBase") && {(["ace_medical"] call FUNC(isModLoaded))}) then {
TRACE_2("blockDamage EH (using medical)",_object,_set);
_object setvariable [QEGVAR(medical,allowDamage), (_set == 0), true];
} else {
TRACE_2("blockDamage EH (using allowDamage)",_object,_set);
_object allowDamage (_set == 0);
};
}] call FUNC(addEventHandler);
//Add a fix for BIS's zeus remoteControl module not reseting variables on DC when RC a unit //Add a fix for BIS's zeus remoteControl module not reseting variables on DC when RC a unit
//This variable is used for isPlayer checks //This variable is used for isPlayer checks
if (isServer) then { if (isServer) then {
@ -431,9 +465,6 @@ if (!isNil QGVAR(PreInit_playerChanged_PFHID)) then {
// Eventhandlers for player controlled machines // Eventhandlers for player controlled machines
////////////////////////////////////////////////// //////////////////////////////////////////////////
// @todo still needed?
[QGVAR(StateArrested), false, true, QUOTE(ADDON)] call FUNC(defineVariable);
["displayTextStructured", {_this call FUNC(displayTextStructured)}] call FUNC(addEventhandler); ["displayTextStructured", {_this call FUNC(displayTextStructured)}] call FUNC(addEventhandler);
["displayTextPicture", {_this call FUNC(displayTextPicture)}] call FUNC(addEventhandler); ["displayTextPicture", {_this call FUNC(displayTextPicture)}] call FUNC(addEventhandler);

View File

@ -10,7 +10,6 @@ PREP(addToInventory);
PREP(assignedItemFix); PREP(assignedItemFix);
PREP(assignObjectsInList); PREP(assignObjectsInList);
PREP(ambientBrightness); PREP(ambientBrightness);
PREP(applyForceWalkStatus);
PREP(ASLToPosition); PREP(ASLToPosition);
PREP(binarizeNumber); PREP(binarizeNumber);
PREP(blurScreen); PREP(blurScreen);
@ -47,14 +46,15 @@ PREP(execPersistentFnc);
PREP(execRemoteFnc); PREP(execRemoteFnc);
PREP(executePersistent); PREP(executePersistent);
PREP(filter); PREP(filter);
PREP(findUnloadPosition);
PREP(fixCollision); PREP(fixCollision);
PREP(fixFloating); PREP(fixFloating);
PREP(fixLoweredRifleAnimation); PREP(fixLoweredRifleAnimation);
PREP(fixPosition); PREP(fixPosition);
PREP(getAllDefinedSetVariables); PREP(getAllDefinedSetVariables);
PREP(getAllGear); PREP(getAllGear);
PREP(getCaptivityStatus);
PREP(getDeathAnim); PREP(getDeathAnim);
PREP(getCaptivityStatus);
PREP(getDefaultAnim); PREP(getDefaultAnim);
PREP(getDefinedVariable); PREP(getDefinedVariable);
PREP(getDefinedVariableDefault); PREP(getDefinedVariableDefault);
@ -154,6 +154,7 @@ PREP(selectWeaponMode);
PREP(sendRequest); PREP(sendRequest);
PREP(serverLog); PREP(serverLog);
PREP(setAllGear); PREP(setAllGear);
PREP(setApproximateVariablePublic);
PREP(setCaptivityStatus); PREP(setCaptivityStatus);
PREP(setDefinedVariable); PREP(setDefinedVariable);
PREP(setDisableUserInputStatus); PREP(setDisableUserInputStatus);
@ -170,6 +171,13 @@ PREP(setVariablePublic);
PREP(setVolume); PREP(setVolume);
PREP(sortAlphabeticallyBy); PREP(sortAlphabeticallyBy);
PREP(showHud); PREP(showHud);
PREP(statusEffect_addType);
PREP(statusEffect_get);
PREP(statusEffect_localEH);
PREP(statusEffect_resetVariables);
PREP(statusEffect_respawnEH);
PREP(statusEffect_sendEffects);
PREP(statusEffect_set);
PREP(stringCompare); PREP(stringCompare);
PREP(stringToColoredText); PREP(stringToColoredText);
PREP(stringRemoveWhiteSpace); PREP(stringRemoveWhiteSpace);
@ -316,6 +324,8 @@ if (isServer) then {
call FUNC(loadSettingsOnServer); call FUNC(loadSettingsOnServer);
}; };
GVAR(statusEffect_Names) = [];
GVAR(statusEffect_isGlobal) = [];
////////////////////////////////////////////////// //////////////////////////////////////////////////
// Set up PlayerChanged eventhandler for pre init // Set up PlayerChanged eventhandler for pre init

View File

@ -14,6 +14,7 @@ class CfgPatches {
#include "CfgEventHandlers.hpp" #include "CfgEventHandlers.hpp"
#include "CfgLocationTypes.hpp"
#include "CfgSounds.hpp" #include "CfgSounds.hpp"
#include "CfgVehicles.hpp" #include "CfgVehicles.hpp"
#include "CfgWeapons.hpp" #include "CfgWeapons.hpp"

View File

@ -5,7 +5,7 @@
* Arguments [Client] : * Arguments [Client] :
* 0: eventName <STRING> * 0: eventName <STRING>
* 1: arguments <ARRAY> * 1: arguments <ARRAY>
* 2: ttl <SCALAR> * 2: ttl <NUMBER>
* *
* Return Value: * Return Value:
* Boolean of success <BOOL> * Boolean of success <BOOL>

View File

@ -1,22 +0,0 @@
/*
* Author: Pabst Mirror
* Applys the forceWalk status of an unit. Called from Extended_InitPost_EventHandlers.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [ACE_Player] call ace_common_fnc_applyForceWalkStatus
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
private _forceWalkNumber = _unit getVariable ["ACE_forceWalkStatusNumber", 0];
_unit forceWalk (_forceWalkNumber > 0);

View File

@ -0,0 +1,117 @@
/*
* Author: PabstMirror, ViperMaul
* Find a safe place near a vehicle to unload something
* Handles Normal Terrain, In Water or On Buildings (Pier, StaticShip)
*
* Arguments:
* 0: Source Vehicle <OBJECT>
* 1: Cargo Classname <STRING>
* 2: Unloader (player) <OBJECT><OPTIONAL>
* 3: Max Distance (meters) <NUMBER><OPTIONAL>
* 4: Check Vehicle is Stable <BOOL><OPTIONAL>
*
* Return Value:
* Unload PositionAGL (Can Be [] if no valid pos found) <ARRAY>
*
* Example:
* [theCar, "CAManBase", player, 10, true] call ace_common_fnc_findUnloadPosition;
*
* Public: No
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
//Number of tests run (effects performance in worst case scenarior where nothing is found VERSUES reliably finding a pos):
#define MAX_TESTS 75
//Manual collision tests (count and radius):
#define COL_TEST_COUNT 12
params ["_vehicle", "_typeOfCargo", ["_theUnloader", objNull], ["_maxDistance", 10], ["_checkVehicleIsStable", true]];
TRACE_5("params",_vehicle,_typeOfCargo,_theUnloader,_maxDistance,_checkVehicleIsStable);
scopeName "main";
if (_checkVehicleIsStable) then {
if (((vectorMagnitude (velocity _vehicle)) > 1.5) || {(!(_vehicle isKindOf "Ship")) && {(!isTouchingGround _vehicle) && {((getPos _vehicle) select 2) > 1.5}}}) then {
TRACE_4("bad vehicle state",_vehicle,velocity _vehicle,isTouchingGround _vehicle,getPos _vehicle);
[] breakOut "main";
};
};
private _radiusOfItem = 1;
if (_typeOfCargo isKindOf "CAManBase") then {
_radiusOfItem = 1.1;
} else {
//`sizeOf` is unreliable, and does not work with object types that don't exist on map, so estimate size based on cargo size
if (isNumber (configFile >> "CfgVehicles" >> _typeOfCargo >> QEGVAR(cargo,size))) then {
_radiusOfItem = (((getNumber (configFile >> "CfgVehicles" >> _typeOfCargo >> QEGVAR(cargo,size))) ^ 0.35) max 0.75);
};
};
if (isNull _theUnloader) then {_theUnloader = _vehicle;};
//Ideal unload pos is halfway between unloader and vehicle (at the unloader's height)
private _originASL = ((getPosASL _theUnloader) vectorAdd (getPosASL _vehicle)) vectorMultiply 0.5;
_originASL set [2, (getPosASL _theUnloader) select 2];
private _originAGL = ASLtoAGL _originASL;
//Do a manual search for empty pos (handles underwater, buildings or piers)
TRACE_2("Checking for unload",_originAGL,_radiusOfItem);
private _rangeToCheck = 0;
while {_rangeToCheck < _maxDistance} do {
private _roundDistance = random _rangeToCheck;
private _roundAngle = random 360;
private _roundAGL = _originAGL vectorAdd [(cos _roundAngle) * _roundDistance, (sin _roundAngle) * _roundDistance, 0];
private _roundPointIsValid = false;
if (((AGLtoASL _roundAGL) select 2) > 0) then {
//Shoot a ray down, and make sure we hit something solid like a building or the ground:
private _belowRoundArray = lineIntersectsSurfaces [(AGLtoASL _roundAGL) vectorAdd [0,0,0.5], (AGLtoASL _roundAGL) vectorAdd [0,0,-1]];
TRACE_4("Testing for solid",_roundDistance,_roundAngle,_roundAGL,_belowRoundArray);
if (!(_belowRoundArray isEqualTo [])) then {
private _aboveBuilding = (_belowRoundArray select 0) select 2;
//Point is above something: Terrain(null) or Building
if ((isNull _aboveBuilding) || {_aboveBuilding isKindOf "Building"}) then {
//Get the real intersection point:
_roundAGL = ASLtoAGL ((_belowRoundArray select 0) select 0);
_roundPointIsValid = true;
};
};
} else {
//Underwater, just unload anywhere
TRACE_3("Under the sea",_roundDistance,_roundAngle,_roundAGL);
_roundPointIsValid = true;
};
//Make sure point is valid and do a fast check for people in the way (which sometimes aren't caught by line scaning)
if (_roundPointIsValid && {(_roundAGL nearEntities ["Man", _radiusOfItem]) isEqualTo []}) then {
for "_index" from 0 to (COL_TEST_COUNT -1) do {
//Scan for colisions with objects with lineIntersectsSurfaces
private _angle = _index * (360 / COL_TEST_COUNT);
private _point1ASL = (AGLtoASL _roundAGL) vectorAdd [_radiusOfItem * cos _angle, _radiusOfItem * sin _angle, 0.1];
private _point2ASL = (AGLtoASL _roundAGL) vectorAdd [-_radiusOfItem * cos _angle, -_radiusOfItem * sin _angle, (_radiusOfItem + 0.5)];
private _testIntersections = lineIntersectsSurfaces [_point1ASL, _point2ASL];
if (!(_testIntersections isEqualTo [])) exitWith {
TRACE_2("collision low/high",_roundAGL,_testIntersections);
_roundPointIsValid = false;
};
_point1ASL = (AGLtoASL _roundAGL) vectorAdd [_radiusOfItem * cos _angle, _radiusOfItem * sin _angle, 0.5];
_point2ASL = (AGLtoASL _roundAGL) vectorAdd [-_radiusOfItem * cos _angle, -_radiusOfItem * sin _angle, 1];
_testIntersections = lineIntersectsSurfaces [_point1ASL, _point2ASL];
if (!(_testIntersections isEqualTo [])) exitWith {
TRACE_2("collision mid",_roundAGL,_testIntersections);
_roundPointIsValid = false;
};
};
if (_roundPointIsValid) then {
TRACE_3("Valid point found", _rangeToCheck,_roundAGL, (_originAGL distance _roundAGL));
//Raise it slightly so we don't sink through the floor:
(_roundAGL vectorAdd [0,0,0.05]) breakOut "main";
};
};
_rangeToCheck = _rangeToCheck + (_maxDistance / MAX_TESTS);
};
TRACE_1("no valid spots found",_rangeToCheck);
[] //return empty array

View File

@ -15,8 +15,8 @@
// allowDamage requires local object // allowDamage requires local object
if (!local _this) exitWith {}; if (!local _this) exitWith {};
// prevent collision damage, @todo allowDamage API // prevent collision damage
_this allowDamage false; [_this, "blockDamage", "fixCollision", true] call FUNC(statusEffect_set);
// re-allow damage after 2 seconds // re-allow damage after 2 seconds
[{_this allowDamage true}, _this, 2, 0] call EFUNC(common,waitAndExecute); [{[_this, "blockDamage", "fixCollision", false] call FUNC(statusEffect_set);}, _this, 2] call EFUNC(common,waitAndExecute);

View File

@ -1,6 +1,7 @@
/* /*
* Author: commy2 * Author: commy2
* Attempt to fix floating physx with disabled damage after setPosXXX commands. * Attempt to fix floating physx with disabled damage after setPosXXX commands.
* Handles the "fixFloating" event
* *
* Arguments: * Arguments:
* PhysX object <OBJECT> * PhysX object <OBJECT>
@ -16,6 +17,11 @@ params ["_object"];
// setHitPointDamage requires local object // setHitPointDamage requires local object
if (!local _object) exitWith {}; if (!local _object) exitWith {};
//Ignore mans
if (_object isKindOf "CAManBase") exitWith {};
//We need to manually set allowDamage to true for setHitIndex to function
["blockDamage", [_object, 0]] call FUNC(localEvent);
// save and restore hitpoints, see below why // save and restore hitpoints, see below why
private _hitPointDamages = getAllHitPointsDamage _object; private _hitPointDamages = getAllHitPointsDamage _object;
@ -31,3 +37,8 @@ _object setDamage damage _object;
{ {
_object setHitIndex [_forEachIndex, _x]; _object setHitIndex [_forEachIndex, _x];
} forEach (_hitPointDamages select 2); } forEach (_hitPointDamages select 2);
//manually re-enable allowDamage to previous setting (ref statusEffect_funcs)
private _effectVarName = format [QGVAR(effect_%1), "blockDamage"];
private _effectNumber = _object getVariable [_effectVarName, 0];
["blockDamage", [_object, _effectNumber]] call FUNC(localEvent);

View File

@ -14,15 +14,7 @@
params ["_unit"]; params ["_unit"];
private _captivityReasons = missionNamespace getVariable ["ACE_captivityReasons", []]; //Now just a wrapper for FUNC(statusEffect_get) [No longer used in ace as of 3.5]
private _unitCaptivityStatus = [captiveNum _unit, count _captivityReasons] call FUNC(binarizeNumber); ACE_DEPRECATED("ace_common_fnc_getCaptivityStatus","3.7.0","ace_common_fnc_statusEffect_get");
private _unitCaptivityReasons = []; ([_unit, "setCaptive"] call FUNC(statusEffect_get)) select 1
{
if (_unitCaptivityStatus select _forEachIndex) then {
_unitCaptivityReasons pushBack _x;
};
} forEach _captivityReasons;
_unitCaptivityReasons

View File

@ -17,16 +17,7 @@
params ["_unit"]; params ["_unit"];
private _forceWalkReasons = missionNamespace getVariable ["ACE_forceWalkReasons", []]; //Now just a wrapper for FUNC(statusEffect_get) [No longer used in ace as of 3.5]
private _unitForceWalkNumber = _unit getVariable ["ACE_forceWalkStatusNumber", 0]; ACE_DEPRECATED("ace_common_fnc_getForceWalkStatus","3.7.0","ace_common_fnc_statusEffect_get");
private _unitForceWalkStatus = [_unitForceWalkNumber, count _forceWalkReasons] call FUNC(binarizeNumber);
private _unitForceWalkReasons = []; ([_unit, "forceWalk"] call FUNC(statusEffect_get)) select 1
{
if (_unitForceWalkStatus select _forEachIndex) then {
_unitForceWalkReasons pushBack _x;
};
} forEach _forceWalkReasons;
_unitForceWalkReasons

View File

@ -1,11 +1,11 @@
/* /*
* Author: commy2 * Author: VKing
* Get the distance to the next object the player is looking at. Used for laser distance measurements. * Get the distance to the next object the player is looking at. Used for laser distance measurements.
* *
* Arguments: * Arguments:
* 0: Messurement Accuracy <NUMBER> * 0: Measurement Accuracy (default: 1) <NUMBER>
* 1: Maximal messure distance <NUMBER> * 1: Maximum measure distance (default: 5000) <NUMBER>
* 2: Minimal messure distance (default: nil) <NUMBER> * 2: Minimum measure distance (default: 0) <NUMBER>
* *
* Return Value: * Return Value:
* Distance in meters <NUMBER> * Distance in meters <NUMBER>
@ -14,33 +14,23 @@
*/ */
#include "script_component.hpp" #include "script_component.hpp"
params ["_interval", "_maxDistance", "_minDistance"]; params [["_accuracy",1], ["_maxDistance",5000], ["_minDistance",0]];
private _position = ATLToASL positionCameraToWorld [0, 0, 0]; private _camPosition = AGLToASL positionCameraToWorld [0, 0, 0];
_position set [2, (_position select 2) - (getTerrainHeightASL _position min 0)]; private _aimLinePos = AGLToASL positionCameraToWorld [0, 0, _maxDistance];
private _laser = + _position; private _LIS = lineIntersectsSurfaces [_camPosition, _aimLinePos];
private _line = [_position, _laser];
private _distance = _maxDistance; private _distance = 0;
private _iteration = _distance; if (count _LIS > 0) then {
_distance = _camPosition vectorDistance ((_LIS select 0) select 0);
while { } else {
_iteration > _interval / 2 _distance = _maxDistance;
} do {
_iteration = _iteration / 2;
_laser = ATLToASL positionCameraToWorld [0, 0, _distance];
_laser set [2, (_laser select 2) - (getTerrainHeightASL _laser min 0)];
_line set [1, _laser];
_distance = _distance + (([1, -1] select (lineIntersects (_line + [vehicle ACE_player]) || {terrainIntersectASL _line})) * _iteration);
}; };
_distance = _interval * round (_distance / _interval); _distance = _distance max _minDistance;
_distance = _distance min _maxDistance; _accuracy = _accuracy max 1;
_distance = (round (_distance/_accuracy)) * _accuracy;
if (!isNil "_minDistance") then {_distance = _distance max _minDistance};
_distance _distance

View File

@ -19,11 +19,6 @@ _unit setVariable ["ACE_isUnconscious", nil, true];
if (isPlayer _unit) then { if (isPlayer _unit) then {
[true] call FUNC(setVolume); [true] call FUNC(setVolume);
// [false] call FUNC(disableKeyInput); //func does not exist
if (["ace_medical"] call FUNC(isModLoaded)) then {
// [false] call EFUNC(medical,effectBlackOut); //func does not exist
};
if !(isNil QGVAR(DISABLE_USER_INPUT_COLLECTION)) then { if !(isNil QGVAR(DISABLE_USER_INPUT_COLLECTION)) then {
// clear all disable user input // clear all disable user input
@ -40,5 +35,3 @@ if (isPlayer _unit) then {
}; };
false false
} count ([_unit] call FUNC(getAllDefinedSetVariables)); } count ([_unit] call FUNC(getAllDefinedSetVariables));
_unit setVariable ["ACE_forceWalkStatusNumber", 0, true];

View File

@ -1,6 +1,6 @@
/* /*
* Author: bux578, commy2 * Author: bux578, commy2
* Applies gear to unit. * Applies gear to unit. It must be called in the machine in which the unit is local.
* *
* Arguments: * Arguments:
* 0: Unit <OBJECT> * 0: Unit <OBJECT>
@ -20,6 +20,10 @@
params ["_unit", "_allGear", ["_clearAttachments", false], ["_clearBackpack", false]]; params ["_unit", "_allGear", ["_clearAttachments", false], ["_clearBackpack", false]];
if (!local _unit) exitWith {
ACE_LOGWARNING_1("setAllGear - %1 has to be local.",_unit);
};
// remove all starting gear of a player // remove all starting gear of a player
removeAllWeapons _unit; removeAllWeapons _unit;
removeGoggles _unit; removeGoggles _unit;

View File

@ -0,0 +1,42 @@
/*
* Author: esteldunedain
* Publish a variable if it's different enough from the previously published value.
*
* Argument:
* 0: Object the variable should be assigned to <OBJECT>
* 1: Name of the variable <STRING>
* 2: Value of the variable <ANY>
* 3: Absolute tolerance <NUMBER>
*
* Return value:
* Nothing.
*
* Example:
* [player, "balls", 2, 0.1] call ace_common_fnc_setApproximateVariablePublic;
*
* Public: No
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
params ["_object", "_varName", "_value", "_tolerance"];
TRACE_4("params",_object,_varName,_value,_tolerance);
// Set exact new value locally
_object setVariable [_varName, _value];
// Exit if in SP - "duh"
if (!isMultiplayer) exitWith {};
// If new value is not different
private _oldVarName = format ["ACE_oldValue_%1", _varName];
private _oldValue = _object getVariable [_oldVarName, -100000];
// Exit if new value is not different enough from the old onedifferent
if (abs(_value - _oldValue) < _tolerance) exitWith {};
// Publish the new value:
_object setVariable [_varName, _value, true];
_object setVariable [_oldVarName, _value];
TRACE_2("Published variable:", _varName, _value);

View File

@ -16,28 +16,7 @@
params ["_unit", "_reason", "_status"]; params ["_unit", "_reason", "_status"];
private _captivityReasons = missionNamespace getVariable ["ACE_captivityReasons", []]; //Now just a wrapper for FUNC(statusEffect_set) [No longer used in ace as of 3.5]
ACE_DEPRECATED("ace_common_fnc_setCaptivityStatus","3.7.0","ace_common_fnc_statusEffect_set");
// register new reason (these reasons are shared publicly, since units can change ownership, but keep their captivity status) [_unit, "setCaptive", _reason, _status] call FUNC(statusEffect_set);
if !(_reason in _captivityReasons) then {
_captivityReasons pushBack _reason;
ACE_captivityReasons = _captivityReasons;
publicVariable "ACE_captivityReasons";
};
// get reasons why the unit is captive already and update to the new status
private _unitCaptivityReasons = _unit call FUNC(getCaptivityStatus);
private _captivityReasonsBooleans = [];
{
_captivityReasonsBooleans set [_forEachIndex, (_captivityReasons select _forEachIndex) in _unitCaptivityReasons];
} forEach _captivityReasons;
_captivityReasonsBooleans set [_captivityReasons find _reason, _status];
private _bitmask = _captivityReasonsBooleans call FUNC(toBitmask);
// actually apply the setCaptive command globaly
[[_unit, _bitmask], "{(_this select 0) setCaptive (_this select 1)}", _unit] call FUNC(execRemoteFnc);

View File

@ -20,29 +20,7 @@
params ["_unit", "_reason", "_status"]; params ["_unit", "_reason", "_status"];
private _forceWalkReasons = missionNamespace getVariable ["ACE_forceWalkReasons", []]; //Now just a wrapper for FUNC(statusEffect_set) [No longer used in ace as of 3.5]
ACE_DEPRECATED("ace_common_fnc_setForceWalkStatus","3.7.0","ace_common_fnc_statusEffect_set");
// register new reason (these reasons are shared publicly, since units can change ownership, but keep their forceWalk status) [_unit, "forceWalk", _reason, _status] call FUNC(statusEffect_set);
if !(_reason in _forceWalkReasons) then {
_forceWalkReasons pushBack _reason;
ACE_forceWalkReasons = _forceWalkReasons;
publicVariable "ACE_forceWalkReasons";
};
// get reasons why the unit is forceWalking already and update to the new status
private _unitForceWalkReasons = [_unit] call FUNC(getForceWalkStatus);
private _forceWalkReasonsBooleans = [];
{
_forceWalkReasonsBooleans set [_forEachIndex, (_forceWalkReasons select _forEachIndex) in _unitForceWalkReasons];
} forEach _forceWalkReasons;
_forceWalkReasonsBooleans set [_forceWalkReasons find _reason, _status];
private _bitmaskNumber = _forceWalkReasonsBooleans call FUNC(toBitmask);
_unit setVariable ["ACE_forceWalkStatusNumber", _bitmaskNumber, true];
// actually apply the forceWalk command globaly
[[_unit], QFUNC(applyForceWalkStatus), 2] call FUNC(execRemoteFnc);

View File

@ -1,54 +1,53 @@
/* /*
* Author: commy2 and joko // Jonas * Author: commy2 and CAA-Picard and joko and PabstMirror
* Sets a public variable, but wait a certain amount of time to transfer the value over the network. Changing the value by calling this function again resets the windup timer. * Publish a variable, but wait a certain amount of time before allowing it to be published it again.
* *
* Arguments: * Argument:
* 0: Object the variable should be assigned to <OBJECT> * 0: Object the variable should be assigned to <OBJECT>
* 1: Name of the variable <STRING> * 1: Name of the variable <STRING>
* 2: Value of the variable <ANY> * 2: Value of the variable <ANY>
* 3: Windup time <NUMBER> (default: 1) * 3: Embargo delay <NUMBER> (Optional. Default: 1)
* *
* Return Value: * Return value:
* None * Nothing.
*
* Example:
* [player, "balls", 2, 1] call ace_common_fnc_setVariablePublic;
* *
* Public: No * Public: No
*/ */
// #define DEBUG_MODE_FULL
#include "script_component.hpp" #include "script_component.hpp"
params ["_object", "_varName", "_value", ["_sync", 1]]; params ["_object", "_varName", "_value", ["_delay", 1]];
TRACE_4("params",_object,_varName,_value,_delay);
// set value locally // set value locally
_object setVariable [_varName, _value]; _object setVariable [_varName, _value];
// Exit if in SP // Exit if in SP - "duh"
if (!isMultiplayer) exitWith {}; if (!isMultiplayer) exitWith {};
private _idName = format ["ACE_setVariablePublic_%1", _varName]; // If we are on embargo, exit
if (_object isEqualTo (_object getVariable [format ["ACE_onEmbargo_%1", _varName], objNull])) exitWith {};
if (_idName in GVAR(setVariableNames)) exitWith {}; // Publish Now and set last update time:
_object setVariable [_varName, _value, true];
_object setVariable [format ["ACE_onEmbargo_%1", _varName], _object];
private _syncTime = ACE_diagTime + _sync; TRACE_2("Starting Embargo", _varName, _delay);
GVAR(setVariableNames) pushBack _idName; [{
params ["_object", "_varName", "_value"];
if (isNull _object) exitWith {TRACE_1("objNull",_this);};
GVAR(setVariablePublicArray) pushBack [_object, _varName, _syncTime, _idName]; _object setVariable [format ["ACE_onEmbargo_%1", _varName], nil]; //Remove Embargo
private _curValue = _object getVariable _varName;
if (isNil QGVAR(setVariablePublicPFH)) exitWith {}; TRACE_4("End of embargo", _object, _varName, _value, _curValue);
GVAR(setVariablePublicPFH) = [{ //If value at start of embargo doesn't equal current, then broadcast and start new embargo
{ if (!(_value isEqualTo _curValue)) then {
_x params ["_object", "_varName", "_syncTime", "_idName"]; _this call FUNC(setVariablePublic);
if (ACE_diagTime > _syncTime) then {
// set value public
_object setVariable [_varName, _object getVariable _varName, true];
GVAR(setVariablePublicArray) deleteAt (GVAR(setVariablePublicArray) find _x);
GVAR(setVariableNames) deleteAt (GVAR(setVariableNames) find _x);
}; };
nil }, _this, _delay] call FUNC(waitAndExecute);
} count +GVAR(setVariablePublicArray);
if (GVAR(setVariablePublicArray) isEqualTo []) then {
[GVAR(setVariablePublicPFH)] call CBA_fnc_removePerFrameHandler;
GVAR(setVariablePublicPFH) = nil;
};
}, 0, []] call CBA_fnc_addPerFrameHandler;

View File

@ -0,0 +1,37 @@
/*
* Author: PabstMirror
* Adds a status effect that will be handled.
*
* Arguments:
* 0: Status Effect Name, this should match a corisponding event name <STRING>
* 1: Send event globaly <BOOL>
* 2: Common Effect Reaons to pre-seed durring init <ARRAY>
*
* Return Value:
* Nothing
*
* Example:
* ["setCaptive", true, []] call ace_common_fnc_statusEffect_addType
*
* Public: No
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
params [["_name", "", [""]], ["_isGlobal", false, [false]], ["_commonReasonsArray", [], [[]]]];
TRACE_3("params",_name,_isGlobal,_commonReasonsArray);
if (_name == "") exitWith {ACE_LOGERROR_1("addStatusEffect - Bad Name %1", _this)};
if (_name in GVAR(statusEffect_Names)) exitWith {ACE_LOGWARNING_1("addStatusEffect - Effect Already Added (note, will not update global bit) %1", _this)};
GVAR(statusEffect_Names) pushBack _name;
GVAR(statusEffect_isGlobal) pushBack _isGlobal;
//We add reasons at any time, but more efficenet to add all common ones at one time during init
if (isServer && {!(_commonReasonsArray isEqualTo [])}) then {
//Switch case to lower:
{
_commonReasonsArray set [_forEachIndex, toLower _x];
} forEach _commonReasonsArray;
missionNamespace setVariable [(format [QGVAR(statusEffects_%1), _name]), _commonReasonsArray, true];
};

View File

@ -0,0 +1,63 @@
/*
* Author: PabstMirror
* Retrives list of current status effects
*
* Arguments:
* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
* 1: Effect Name <STRING>
*
* Return Value:
* Effect status <ARRAY>
* 0: is activly set (if false, the effect is ignored and never modified) <BOOL>
* 1: reasons why it is set true (list of strings, count of 0 = false, 1+ = true) <ARRAY>
*
* Example:
* [player, "forceWalk"] call ace_common_fnc_statusEffect_get
*
* Public: Yes
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
params [["_object", objNull, [objNull]], ["_effectName", "", [""]]];
TRACE_2("params",_object,_effectName);
if (isNull _object) exitWith {
TRACE_1("null",_object);
[false, []]
};
[_object, false] call FUNC(statusEffect_resetVariables); //Check for mismatch
//List of reasons
private _statusReasons = missionNamespace getVariable [(format [QGVAR(statusEffects_%1), _effectName]), []];
if (_statusReasons isEqualTo []) exitWith {
TRACE_1("no reasons - bad effect?",_statusReasons);
[false, []]
};
//Get Effect Number
private _effectVarName = format [QGVAR(effect_%1), _effectName];
private _effectNumber = _object getVariable [_effectVarName, -1];
TRACE_2("current",_effectVarName,_effectNumber);
if (_effectNumber == -1) exitWith { //Nil array - no effect
[false, []]
};
if (_effectNumber == 0) exitWith { //empty array - false effect
[true, []]
};
//if no change: skip sending publicVar and events
private _effectBoolArray = [_effectNumber, count _statusReasons] call FUNC(binarizeNumber);
TRACE_2("bitArray",_statusIndex,_effectBoolArray);
private _activeEffects = [];
{
if (_x) then {
_activeEffects pushBack (_statusReasons select _forEachIndex);
};
} forEach _effectBoolArray;
//non-empty array - true effect
[true, _activeEffects]

View File

@ -0,0 +1,36 @@
/*
* Author: PabstMirror
* Handles locality switch, runs a respawn check and then reapplies all effect events.
*
* Arguments:
* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [player, true] call ace_common_fnc_statusEffect_localEH
*
* Public: No
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
params ["_object", "_isLocal"];
TRACE_2("params",_object,_isLocal);
//Only run this after the settings are initialized
//Need to wait for all EH to be installed (local event will happen between pre and post init)
if !(GVAR(settingsInitFinished)) exitWith {
TRACE_1("pushing to runAtSettingsInitialized", _this);
GVAR(runAtSettingsInitialized) pushBack [FUNC(statusEffect_localEH), _this];
};
if (!_isLocal) exitWith {TRACE_1("object no longer local", _this)};
if (isNull _object) exitWith {TRACE_1("object null", _this)};
//Reset any variables because of respawn
[_object, false] call FUNC(statusEffect_resetVariables);
//Send all Variables to client
[_object, ""] call FUNC(statusEffect_sendEffects);

View File

@ -0,0 +1,45 @@
/*
* Author: PabstMirror
* Resets all effect numbers to 0 when an object respawns (but does not apply the effect event).
*
* Arguments:
* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [player, true] call ace_common_fnc_statusEffect_resetVariables
*
* Public: No
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
params [["_object", objNull, [objNull]], ["_setObjectRef", false, [false]]];
TRACE_2("params",_object,_setObjectRef);
if (isNull _object) exitWith {};
private _objectRef = _object getVariable QGVAR(statusEffect_object);
TRACE_2("testing",_object,_objectRef);
// If nothing was ever set, or objects match, exit (always true unless respawned)
if (isNil "_objectRef") exitWith {
if (_setObjectRef) then {
_object setVariable [QGVAR(statusEffect_object), _object, true]; //explicitly set new object ref
};
};
if (_object == _objectRef) exitWith {};
//Mismatch, so if effect has ever been defined, reset to 0
{
private _effectVarName = format [QGVAR(effect_%1), _x];
private _effectNumber = _object getVariable [_effectVarName, -1];
if (_effectNumber != -1) then {
TRACE_2("forced reset defined array on object mismatch",_x,_effectNumber);
_object setVariable [_effectVarName, 0, true]; //This always resets to 0 (not -1/nil)!
};
} forEach GVAR(statusEffect_Names);
_object setVariable [QGVAR(statusEffect_object), _object, true];

View File

@ -0,0 +1,36 @@
/*
* Author: PabstMirror
* Handles the Respawn Event Handler to reset effects.
*
* Arguments:
* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [player, objNull] call ace_common_fnc_statusEffect_respawnEH
*
* Public: No
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
params ["_object"];
TRACE_1("params",_object);
//Only run this after the settings are initialized
//Need to wait for all EH to be installed (local event will happen between pre and post init)
if !(GVAR(settingsInitFinished)) exitWith {
TRACE_1("pushing to runAtSettingsInitialized", _this);
GVAR(runAtSettingsInitialized) pushBack [FUNC(statusEffect_respawnEH), _this];
};
if (!local _object) exitWith {TRACE_1("object no longer local", _this)};
if (isNull _object) exitWith {TRACE_1("object null", _this)};
//Reset any variables on "real" respawn
[_object, false] call FUNC(statusEffect_resetVariables);
//Send all Variables to client
[_object, ""] call FUNC(statusEffect_sendEffects);

View File

@ -0,0 +1,48 @@
/*
* Author: PabstMirror
* Sends all status effects for an object (can be run on non-local objects)
*
* Arguments:
* 0: Object <OBJECT>
* 1: Effect name (or "" or send all) <STRING>
*
* Return Value:
* Nothing
*
* Example:
* [player, ""] call ace_common_fnc_statusEffect_sendEffects
*
* Public: No
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
params [["_object", objNull, [objNull]], ["_effectName", "", [""]]];
TRACE_2("params",_object,_effectName);
if (isNull _object) exitWith {};
{
if ((_effectName == "") || {_effectName == _x}) then {
private _effectVarName = format [QGVAR(effect_%1), _x];
private _effectNumber = _object getVariable [_effectVarName, -1];
//We only do anything if the effect has been defined at some point in the game for this unit
TRACE_2("checking if event is nil",_x,_effectNumber);
if (_effectNumber != -1) then {
if (GVAR(statusEffect_isGlobal) select _forEachIndex) then {
TRACE_2("Sending Global Event", _object, _effectNumber);
[_x, [_object, _effectNumber]] call FUNC(globalEvent);
} else {
if (local _object) then {
//If local, send directly to bypass network delay of targetEvent call
TRACE_2("Sending Target Local Event", _object, _effectNumber);
[_x, [_object, _effectNumber]] call FUNC(localEvent);
} else {
TRACE_2("Sending Target Non-Local Event", _object, _effectNumber);
[_x, [_object], [_object, _effectNumber]] call FUNC(targetEvent);
};
};
};
};
} forEach GVAR(statusEffect_Names);

View File

@ -0,0 +1,70 @@
/*
* Author: PabstMirror
* Adds or removes an id to a status effect and will send an event to apply.
*
* Arguments:
* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
* 1: Effect Name <STRING>
* 2: Unique Reason ID <STRING>
* 3: Is Set (true adds/false removes) <BOOL>
*
* Return Value:
* Nothing
*
* Example:
* [player, "setCaptive", "reason1", true] call ace_common_fnc_statusEffect_set
*
* Public: Yes
*/
// #define DEBUG_MODE_FULL
#include "script_component.hpp"
params [["_object", objNull, [objNull]], ["_effectName", "", [""]], ["_ID", "", [""]], ["_set", true, [false]]];
TRACE_4("params",_object,_effectName,_ID,_set);
//Only run this after the settings are initialized
if !(GVAR(settingsInitFinished)) exitWith {
TRACE_1("pushing to runAtSettingsInitialized", _this);
GVAR(runAtSettingsInitialized) pushBack [FUNC(statusEffect_set), _this];
};
if (isNull _object) exitWith {TRACE_1("null",_object);};
[_object, true] call FUNC(statusEffect_resetVariables); //Check for mismatch, and set object ref
//check ID case and set globaly if not already set:
_ID = toLower _ID;
private _statusReasons = missionNamespace getVariable [(format [QGVAR(statusEffects_%1), _effectName]), []];
private _statusIndex = _statusReasons find _ID;
if (_statusIndex == -1) then {
TRACE_2("ID not in global reasons, adding",_statusReasons,_ID);
_statusIndex = _statusReasons pushBack _ID;
missionNamespace setVariable [(format [QGVAR(statusEffects_%1), _effectName]), _statusReasons, true];
};
private _effectVarName = format [QGVAR(effect_%1), _effectName];
private _effectNumber = _object getVariable [_effectVarName, -1];
TRACE_2("current",_effectVarName,_effectNumber);
if ((_effectNumber == -1) && {!_set}) exitWith {
//Optimization for modules that always set an ID to false even if never set true
TRACE_2("Set False on nil array, exiting",_set,_effectNumber);
};
if (_effectNumber == -1) then {_effectNumber = 0}; //reset (-1/nil) to 0
//if no change: skip sending publicVar and events
private _effectBoolArray = [_effectNumber, count _statusReasons] call FUNC(binarizeNumber);
TRACE_2("bitArray",_statusIndex,_effectBoolArray);
if (_set isEqualTo (_effectBoolArray select _statusIndex)) exitWith {
TRACE_2("No Change, exiting",_set,_effectBoolArray select _statusIndex);
};
TRACE_2("Setting to new value",_set,_effectBoolArray select _statusIndex);
_effectBoolArray set [_statusIndex, _set];
_effectNumber = _effectBoolArray call FUNC(toBitmask); //Convert array back to number
TRACE_2("Saving globaly",_effectVarName,_effectNumber);
_object setVariable [_effectVarName, _effectNumber, true];
[_object, _effectName] call FUNC(statusEffect_sendEffects);

View File

@ -8,6 +8,9 @@
* Return Value: * Return Value:
* Returns true if succesfully unloaded person <BOOL> * Returns true if succesfully unloaded person <BOOL>
* *
* Example:
* [hurtGuy] call ace_common_fnc_unloadPerson
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
@ -20,14 +23,10 @@ private _vehicle = vehicle _unit;
if (_vehicle == _unit) exitWith {false}; if (_vehicle == _unit) exitWith {false};
if (speed _vehicle > 1 || getPos _vehicle select 2 > 2) exitWith {false}; if (speed _vehicle > 1 || {((getPos _vehicle) select 2) > 2}) exitWith {false};
private _emptyPos = (getPos _vehicle) findEmptyPosition [0, 10, typeOf _unit]; // @todo to small?
if (count _emptyPos == 0) exitWith {false};
if (!isNull _vehicle) then { if (!isNull _vehicle) then {
[[_unit], QUOTE(FUNC(unloadPersonLocal)), _unit, false] call FUNC(execRemoteFnc); ["unloadPersonEvent", [_unit], [_unit, _vehicle]] call EFUNC(common,targetEvent);
}; };
true true

View File

@ -3,7 +3,9 @@
* Unload a person from a vehicle, local * Unload a person from a vehicle, local
* *
* Arguments: * Arguments:
* 0: unit <OBJECT> * 0: unit to unload <OBJECT>
* 1: Vehicle <OBJECT>
* 2: Unloader (player) <OBJECT><OPTIONAL>
* *
* Return Value: * Return Value:
* Returns true if succesfully unloaded person <BOOL> * Returns true if succesfully unloaded person <BOOL>
@ -14,53 +16,22 @@
#define GROUP_SWITCH_ID QUOTE(FUNC(loadPerson)) #define GROUP_SWITCH_ID QUOTE(FUNC(loadPerson))
params ["_unit", "_vehicle"]; params ["_unit", "_vehicle", ["_unloader", objNull]];
TRACE_2("params",_unit,_vehicle); TRACE_3("params",_unit,_vehicle,_unloader);
private _validVehiclestate = true; //This covers testing vehicle stability and finding a safe position
private _emptyPos = []; private _emptyPos = [_vehicle, (typeOf _unit), _unloader] call EFUNC(common,findUnloadPosition);
TRACE_1("findUnloadPosition",_emptyPos);
if (_vehicle isKindOf "Ship") then { if (count _emptyPos != 3) exitwith {
if (speed _vehicle > 1 || {getPos _vehicle select 2 > 2}) then { ACE_LOGWARNING_4("Could not find unload pos %1-ASL: %2 isTouchingGround: %3 Speed: %4",_vehicle, getPosASL _vehicle, isTouchingGround _vehicle, speed _vehicle);
_validVehiclestate = false; if ((!isNull _unloader) && {[_unloader] call FUNC(isPlayer)}) then {
//display text saying there are no safe places to exit the vehicle
["displayTextStructured", [_unloader], [localize LSTRING(NoRoomToUnload)]] call FUNC(targetEvent);
}; };
TRACE_1("SHIP Ground Check",getPos _vehicle);
_emptyPos = (ASLToAGL getPosASL _vehicle) findEmptyPosition [0, 13, typeOf _unit]; // TODO: if spot is underwater pick another spot.
} else {
if (_vehicle isKindOf "Air") then {
if (speed _vehicle > 1 || {!isTouchingGround _vehicle}) then {
_validVehiclestate = false;
};
TRACE_1("Vehicle Ground Check",isTouchingGround _vehicle);
_emptyPos = ASLToAGL getPosASL _vehicle;
_emptyPos = _emptyPos vectorAdd [random 10 - 5, random 10 - 5, 0];
} else {
if (speed _vehicle > 1 || {getPos _vehicle select 2 > 2}) then {
_validVehiclestate = false;
};
TRACE_1("Vehicle Ground Check", isTouchingGround _vehicle);
_emptyPos = (ASLToAGL getPosASL _vehicle) findEmptyPosition [0, 13, typeOf _unit];
};
};
TRACE_1("getPosASL Vehicle Check", getPosASL _vehicle);
if !(_validVehiclestate) exitWith {
ACE_LOGWARNING_4("Unable to unload patient because invalid (%1) vehicle state. Either moving or Not close enough on the ground. position: %2 isTouchingGround: %3 Speed: %4",_vehicle,getPos _vehicle,isTouchingGround _vehicle,speed _vehicle);
false false
}; };
if (count _emptyPos == 0) exitWith {
ACE_LOGWARNING_1("No safe empty spots to unload patient. %1",_emptyPos);
false
}; //consider displaying text saying there are no safe places to exit the vehicle
unassignVehicle _unit; unassignVehicle _unit;
[_unit] orderGetIn false; [_unit] orderGetIn false;
@ -87,16 +58,16 @@ _unit action ["Eject", vehicle _unit];
if ((_unit getVariable "ACE_isUnconscious") and (animationState _unit != _anim)) then { if ((_unit getVariable "ACE_isUnconscious") and (animationState _unit != _anim)) then {
[_unit, _anim, 2, true] call FUNC(doAnimation); [_unit, _anim, 2, true] call FUNC(doAnimation);
}; };
}, [_unit, _anim], 0.5, 0] call FUNC(waitAndExecute); }, [_unit, _anim], 0.5] call FUNC(waitAndExecute);
}; };
}; };
}, [_unit, _emptyPos], 0.5, 0] call FUNC(waitAndExecute); }, [_unit, _emptyPos], 0.5] call FUNC(waitAndExecute);
[_unit, false, GROUP_SWITCH_ID, side group _unit] call FUNC(switchToGroupSide); [_unit, false, GROUP_SWITCH_ID, side group _unit] call FUNC(switchToGroupSide);
private _loaded = _vehicle getVariable [QGVAR(loaded_persons),[]]; private _loaded = _vehicle getvariable [QGVAR(loaded_persons),[]];
_loaded deleteAt (_loaded find _unit); _loaded deleteAt (_loaded find _unit);
_vehicle setVariable [QGVAR(loaded_persons), _loaded, true]; _vehicle setvariable [QGVAR(loaded_persons), _loaded, true];
true true

View File

@ -2,6 +2,9 @@
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL // #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_COMMON #ifdef DEBUG_ENABLED_COMMON
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL

View File

@ -418,7 +418,7 @@
<Russian>Цвет фона всплывающих подсказок АСЕ.</Russian> <Russian>Цвет фона всплывающих подсказок АСЕ.</Russian>
<Polish>Kolor tła dla powiadomień ACE</Polish> <Polish>Kolor tła dla powiadomień ACE</Polish>
<French>Notification ACE: couleur de l'arrière plan</French> <French>Notification ACE: couleur de l'arrière plan</French>
<Czech>Barva pozadí ACE nápověd.</Czech> <Czech>Barva pozadí ACE nápovědy.</Czech>
<Hungarian>Az ACE-súgók hátterének színe.</Hungarian> <Hungarian>Az ACE-súgók hátterének színe.</Hungarian>
<Portuguese>A cor de fundo das hints do ACE.</Portuguese> <Portuguese>A cor de fundo das hints do ACE.</Portuguese>
</Key> </Key>
@ -430,7 +430,7 @@
<Russian>Цвет шрифта всплывающих подсказок</Russian> <Russian>Цвет шрифта всплывающих подсказок</Russian>
<Polish>Kolor tekstu powiadomień</Polish> <Polish>Kolor tekstu powiadomień</Polish>
<French>Notification: couleur du texte</French> <French>Notification: couleur du texte</French>
<Czech>Barva fontu nápověd.</Czech> <Czech>Barva fontu nápovědy.</Czech>
<Hungarian>Súgószöveg betűinek színe</Hungarian> <Hungarian>Súgószöveg betűinek színe</Hungarian>
<Portuguese>Cor do do texto da hint</Portuguese> <Portuguese>Cor do do texto da hint</Portuguese>
</Key> </Key>
@ -475,7 +475,7 @@
<Polish>Sprawdzaj PBO</Polish> <Polish>Sprawdzaj PBO</Polish>
<Spanish>Comprobar PBOs</Spanish> <Spanish>Comprobar PBOs</Spanish>
<German>Überprüfe PBOs</German> <German>Überprüfe PBOs</German>
<Czech>Zkontrolovat PBO</Czech> <Czech>Zkontrolovat soubory PBO</Czech>
<Portuguese>Verificar PBOs</Portuguese> <Portuguese>Verificar PBOs</Portuguese>
<French>Vérifier les PBOs</French> <French>Vérifier les PBOs</French>
<Hungarian>PBO-k ellenőrzése</Hungarian> <Hungarian>PBO-k ellenőrzése</Hungarian>
@ -658,7 +658,7 @@
</Key> </Key>
<Key ID="STR_ACE_Common_Enabled"> <Key ID="STR_ACE_Common_Enabled">
<English>Enabled</English> <English>Enabled</English>
<Czech>Zapnuto</Czech> <Czech>Povoleno</Czech>
<French>Oui</French> <French>Oui</French>
<German>Aktiviert</German> <German>Aktiviert</German>
<Italian>Attivato</Italian> <Italian>Attivato</Italian>
@ -762,5 +762,8 @@
<Czech>ACE3 Vozidla</Czech> <Czech>ACE3 Vozidla</Czech>
<Spanish>ACE3 Vehículos</Spanish> <Spanish>ACE3 Vehículos</Spanish>
</Key> </Key>
<Key ID="STR_ACE_Common_NoRoomToUnload">
<English>No Room to unload</English>
</Key>
</Package> </Package>
</Project> </Project>

View File

@ -2,6 +2,9 @@
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL // #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_CONCERTINA_WIRE #ifdef DEBUG_ENABLED_CONCERTINA_WIRE
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project name="ACE"> <Project name="ACE">
<Package name="concertina_wire"> <Package name="concertina_wire">
<Key ID="STR_ACE_CONCERTINA_WIRE"> <Key ID="STR_ACE_CONCERTINA_WIRE">
@ -20,7 +20,7 @@
<Polish>Zwój koncentriny</Polish> <Polish>Zwój koncentriny</Polish>
<Spanish>Bobina de alambre de espino</Spanish> <Spanish>Bobina de alambre de espino</Spanish>
<French>Bobine de fil barbelé</French> <French>Bobine de fil barbelé</French>
<Czech>Smyčka ostnatého drátu</Czech> <Czech>Svitek ostnatého drátu</Czech>
<Italian>Concertina wire coil</Italian> <Italian>Concertina wire coil</Italian>
<Hungarian>Concertina wire coil</Hungarian> <Hungarian>Concertina wire coil</Hungarian>
<Portuguese>Bobina de arame farpado</Portuguese> <Portuguese>Bobina de arame farpado</Portuguese>

View File

@ -1,6 +1,11 @@
#define COMPONENT dagr #define COMPONENT dagr
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_DAGR #ifdef DEBUG_ENABLED_DAGR
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL
#endif #endif

View File

@ -1,6 +1,11 @@
#define COMPONENT difficulties #define COMPONENT difficulties
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_DIFFICULTIES #ifdef DEBUG_ENABLED_DIFFICULTIES
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL
#endif #endif

View File

@ -1,6 +1,11 @@
#define COMPONENT disarming #define COMPONENT disarming
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_DISARMING #ifdef DEBUG_ENABLED_DISARMING
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL
#endif #endif

View File

@ -2,6 +2,9 @@
#include "\z\ace\addons\main\script_mod.hpp" #include "\z\ace\addons\main\script_mod.hpp"
// #define DEBUG_MODE_FULL // #define DEBUG_MODE_FULL
// #define DISABLE_COMPILE_CACHE
// #define CBA_DEBUG_SYNCHRONOUS
// #define ENABLE_PERFORMANCE_COUNTERS
#ifdef DEBUG_ENABLED_ATTACH #ifdef DEBUG_ENABLED_ATTACH
#define DEBUG_MODE_FULL #define DEBUG_MODE_FULL

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project name="ACE"> <Project name="ACE">
<Package name="Disposable"> <Package name="Disposable">
<Key ID="STR_ACE_Disposable_UsedTube"> <Key ID="STR_ACE_Disposable_UsedTube">
@ -29,7 +29,7 @@
<English>Preloaded Missile Dummy</English> <English>Preloaded Missile Dummy</English>
<German>Vorgeladene Racketennachbildung</German> <German>Vorgeladene Racketennachbildung</German>
<French>Missile préchargé</French> <French>Missile préchargé</French>
<Czech>Přednabitá dummy střela</Czech> <Czech>Přednabitá maketa rakety</Czech>
<Polish>Wstępnie załadowana atrapa pocisku</Polish> <Polish>Wstępnie załadowana atrapa pocisku</Polish>
<Spanish>Precargado misil inerte</Spanish> <Spanish>Precargado misil inerte</Spanish>
<Hungarian>Előtöltött műrakéta</Hungarian> <Hungarian>Előtöltött műrakéta</Hungarian>

View File

@ -1,6 +1,5 @@
/* /*
* Author: commy2 * Author: commy2
*
* Check if unit can carry the object. Doesn't check weight. * Check if unit can carry the object. Doesn't check weight.
* *
* Arguments: * Arguments:
@ -10,6 +9,9 @@
* Return Value: * Return Value:
* Can the unit carry the object? <BOOL> * Can the unit carry the object? <BOOL>
* *
* Example:
* [player, cursorTarget] call ace_dragging_fnc_canCarry;
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
@ -18,6 +20,10 @@ params ["_unit", "_target"];
if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false}; if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};
//#2644 - Units with injured legs cannot bear the extra weight of carrying an object
//The fireman carry animation does not slow down for injured legs, so you could carry and run
if ((_unit getHitPointDamage "HitLegs") >= 0.5) exitWith {false};
// a static weapon has to be empty for dragging (ignore UAV AI) // a static weapon has to be empty for dragging (ignore UAV AI)
if (((typeOf _target) isKindOf "StaticWeapon") && {{(getText (configFile >> "CfgVehicles" >> (typeOf _x) >> "simulation")) != "UAVPilot"} count crew _target > 0}) exitWith {false}; if (((typeOf _target) isKindOf "StaticWeapon") && {{(getText (configFile >> "CfgVehicles" >> (typeOf _x) >> "simulation")) != "UAVPilot"} count crew _target > 0}) exitWith {false};

View File

@ -1,6 +1,5 @@
/* /*
* Author: commy2 * Author: commy2
*
* Check if unit can drag the object. Doesn't check weight. * Check if unit can drag the object. Doesn't check weight.
* *
* Arguments: * Arguments:
@ -10,14 +9,14 @@
* Return Value: * Return Value:
* Can the unit drag the object? <BOOL> * Can the unit drag the object? <BOOL>
* *
* Example:
* [player, cursorTarget] call ace_dragging_fnc_canDrag;
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_target"]; params ["_unit", "_target"];
_unit = _this select 0;
_target = _this select 1;
if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false}; if !([_unit, _target, []] call EFUNC(common,canInteractWith)) exitWith {false};

View File

@ -1,6 +1,5 @@
/* /*
* Author: commy2 * Author: commy2
*
* Check if unit can drop the object. * Check if unit can drop the object.
* *
* Arguments: * Arguments:
@ -10,6 +9,9 @@
* Return Value: * Return Value:
* Can the unit drop the object? <BOOL> * Can the unit drop the object? <BOOL>
* *
* Example:
* [player, cursorTarget] call ace_dragging_fnc_canDrop;
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

View File

@ -1,6 +1,5 @@
/* /*
* Author: commy2 * Author: commy2
*
* Check if unit can drop the carried object. * Check if unit can drop the carried object.
* *
* Arguments: * Arguments:
@ -10,6 +9,9 @@
* Return Value: * Return Value:
* Can the unit drop the object? <BOOL> * Can the unit drop the object? <BOOL>
* *
* Example:
* [player, cursorTarget] call ace_dragging_fnc_canDrop_carry;
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

Some files were not shown because too many files have changed in this diff Show More