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Inherit custom gesture classes.
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@ -22,13 +22,28 @@ class CfgPatches {
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#include "ACE_Settings.hpp"
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class CfgMovesBasic {
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class ManActions {
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GVAR(GestureMountMuzzle) = QGVAR(GestureMountMuzzle);
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GVAR(GestureDismountMuzzle) = QGVAR(GestureDismountMuzzle);
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};
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class Actions {
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class NoActions: ManActions {
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GVAR(GestureMountMuzzle)[] = {QGVAR(GestureMountMuzzle), "Gesture"};
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GVAR(GestureDismountMuzzle)[] = {QGVAR(GestureDismountMuzzle), "Gesture"};
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};
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};
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};
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class CfgGesturesMale {
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class States {
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class GestureReloadBase;
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class GestureMountMuzzle: GestureReloadBase {
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class GestureMountMuzzle;
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class GVAR(GestureMountMuzzle): GestureMountMuzzle {
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speed = 0.3;
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};
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class GestureDismountMuzzle: GestureReloadBase {
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class GestureDismountMuzzle;
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class GVAR(GestureDismountMuzzle): GestureDismountMuzzle {
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speed = 0.3;
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};
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};
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@ -22,8 +22,7 @@ TRACE_2("params",_player,_weapon);
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if (stance _player != "PRONE") then {
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[_player, "amovpknlmstpsraswrfldnon", 1] call EFUNC(common,doAnimation);
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};
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_player playActionNow "GestureDismountMuzzle";
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_player playActionNow QGVAR(GestureDismountMuzzle);
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playSound "ACE_BarrelSwap";
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_player playAction "GestureMountMuzzle";
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[5, [_player, _weapon], {(_this select 0) call FUNC(swapBarrelCallback)}, {}, (localize LSTRING(SwappingBarrel))] call EFUNC(common,progressBar);
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@ -19,7 +19,7 @@
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params ["_player", "_weapon"];
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TRACE_2("params",_player,_weapon);
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_player playAction "GestureMountMuzzle";
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_player playAction QGVAR(GestureMountMuzzle);
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playSound "ACE_BarrelSwap";
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// don't consume the barrel, but rotate through them.
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