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Only play sound when Spike is launcher. Change onFired to missileguidance
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@ -35,6 +35,8 @@ class CfgAmmo {
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attackProfiles[] = {"DIR"};
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useModeForAttackProfile = 0;
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onFired = QFUNC(onFired);
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class navigationStates {
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class initial {
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transitionCondition = QFUNC(midCourseTransition);
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@ -16,9 +16,3 @@ class Extended_PostInit_EventHandlers {
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};
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};
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class Extended_FiredBIS_EventHandlers {
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class All {
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ADDON = QUOTE(_this call FUNC(onFired));
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};
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};
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@ -17,6 +17,8 @@
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*/
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params ["_key", "_down"];
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if ((currentWeapon ACE_PLAYER) != QGVAR(launcher)) exitWith {};
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if (_key == SPIKE_KEY_DESIGNATE) then {
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if (cameraView == "GUNNER") then {
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playSound "ACE_Sound_Click";
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@ -15,7 +15,8 @@
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*
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* Public: No
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*/
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params ["_shooter","_weapon","","_mode","_ammo","","_projectile"];
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params ["_firedEH"];
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_firedEH params ["_shooter","_weapon","","_mode","_ammo","","_projectile"];
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private _missileGuidanceConfig = (configOf _projectile) >> "ace_missileguidance";
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// Setup camera array
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@ -86,4 +87,4 @@ GVAR(projectileHashMap) set [hashValue _projectile, [_camera, _preTarget]];
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[_cameraArray, _projectile, CBA_missionTime - _lastUpdate, _camera] call FUNC(camera_update);
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_args set [2, CBA_missionTime];
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}, 0, [_this, _cameraArray, CBA_missionTime, _camera, hashValue _projectile]] call CBA_fnc_addPerFrameHandler;
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}, 0, [_firedEH, _cameraArray, CBA_missionTime, _camera, hashValue _projectile]] call CBA_fnc_addPerFrameHandler;
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