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Explosives are now placed first and then the trigger is set afterwards.
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@ -3,26 +3,27 @@
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* Selects a trigger for an explosive.
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*
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* Arguments:
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* 0: Magazine <STRING>
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* 1: Trigger mode <STRING>
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* 0: Explosive <OBJECT>
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* 1: Magazine <STRING>
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* 2: Trigger mode <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* ["SatchelCharge_Remote_Mag","Timer"] call ACE_Explosives_fnc_selectTrigger;
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* [_explosive, "SatchelCharge_Remote_Mag","Timer"] call ACE_Explosives_fnc_selectTrigger;
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_magazine","_trigger"];
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closeDialog 0;
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_magazine = _this select 0;
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_trigger = _this select 1;
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_config = ConfigFile >> "CfgACE_Triggers" >> _trigger;
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call EFUNC(interaction,hideMenu);
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EXPLODE_3_PVT(_this,_explosive,_magazine,_trigger);
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_config = ConfigFile >> "CfgACE_Triggers" >> _trigger;
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GVAR(explosive) = objNull;
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// If the onSetup function returns true, it is handled elsewhere
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if (isText(_config >> "onSetup") && {[_magazine] call compile getText (_config >> "onSetup")}) exitWith {};
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if (isText(_config >> "onSetup") && {[_explosive,_magazine] call compile getText (_config >> "onSetup")}) exitWith {};
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[ACE_player, _magazine, _trigger] call FUNC(setupExplosive);
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[ACE_player, getPosATL _explosive, _explosive getVariable [QGVAR(Direction), 0],_magazine, _trigger, [], _explosive] call ACE_Explosives_fnc_placeExplosive;
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