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@ -1,7 +1,5 @@
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class CfgFontFamilies
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{
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class PixelSplitterBold
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{
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class CfgFontFamilies {
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class PixelSplitterBold {
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fonts[] = { QPATHTOF(PixelSplitterBold\PixelSplitterBold6),
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QPATHTOF(PixelSplitterBold\PixelSplitterBold7),
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QPATHTOF(PixelSplitterBold\PixelSplitterBold8),
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@ -1,4 +1,3 @@
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class CfgMovesBasic {
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class StandBase;
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};
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@ -1,4 +1,3 @@
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class Extended_PostInit_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_postInit));
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@ -1,7 +1,7 @@
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// by commy2
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// By commy2
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#include "script_component.hpp"
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// unmute unit if that player disconnects
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// Unmute unit if that player disconnects
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if (isServer) then {
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addMissionEventHandler ["HandleDisconnect", {
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[_this select 0, "isPlayer"] call EFUNC(common,unmuteUnit);
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@ -15,14 +15,14 @@ if (!isNull ace_player) then {
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[ace_player, "isPlayer"] call EFUNC(common,muteUnit);
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};
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// mutes/unmutes units when the player changes
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// Mutes/unmutes units when the player changes
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["unit", {
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params ["_newPlayer", "_oldPlayer"];
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// mute the new player
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// Mute the new player
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[_newPlayer, "isPlayer"] call EFUNC(common,muteUnit);
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// unmute the old player
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// Unmute the old player
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if (alive _oldPlayer) then {
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[_oldPlayer, "isPlayer"] call EFUNC(common,unmuteUnit);
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};
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@ -1,4 +1,3 @@
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class CfgActions {
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class None;
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class Rearm: None {
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@ -1,4 +1,3 @@
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class Extended_PreStart_EventHandlers {
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class ADDON {
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init = QUOTE(call COMPILE_FILE(XEH_preStart));
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@ -11,7 +11,7 @@ class RscInGameUI {
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class ACE_RscWeaponZeroing: RscWeaponZeroing {
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controls[] = {"CA_Zeroing", "CA_FOVMode", "ACE_DrawReticleHelper", "ACE_ScriptedReticle"};
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class CA_FOVMode: RscOpticsValue { // idea by Taosenai. Apparently this can be used via isNil check to determine wheter the scope or the kolimator is used
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class CA_FOVMode: RscOpticsValue { // Idea by Taosenai. Apparently this can be used via isNil check to determine wheter the scope or the kolimator is used
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idc = 154;
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style = 2;
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colorText[] = {0, 0, 0, 0};
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@ -40,9 +40,9 @@ class RscInGameUI {
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};
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class ACE_RscWeapon_base: RscWeaponZeroing {
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controls[] = {"CA_Zeroing","CA_FOVMode","ACE_DrawReticleHelper","ReticleDay","ReticleNight","BodyNight","BodyDay", "trippleHeadLeft", "trippleHeadRight"}; // don't change this order
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controls[] = {"CA_Zeroing", "CA_FOVMode", "ACE_DrawReticleHelper", "ReticleDay", "ReticleNight", "BodyNight", "BodyDay", "trippleHeadLeft", "trippleHeadRight"}; // Don't change this order
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class CA_FOVMode: RscOpticsValue { // idea by Taosenai. Apparently this can be used via isNil check to determine wheter the scope or the kolimator is used
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class CA_FOVMode: RscOpticsValue { // Idea by Taosenai. Apparently this can be used via isNil check to determine wheter the scope or the kolimator is used
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idc = 154;
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style = 2;
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colorText[] = {0, 0, 0, 0};
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@ -1,4 +1,3 @@
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PREP(handleFired);
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PREP(onDrawScope);
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PREP(onDrawScope2D);
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@ -23,7 +23,7 @@ TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectil
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disableSerialization;
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// check if compatible scope is used
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// Check if compatible scope is used
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private _display = uiNamespace getVariable [QGVAR(RscWeaponInfo2D), displayNull];
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if (isNull _display) exitWith {};
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@ -78,7 +78,7 @@ if (_isPIP) then {
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};
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};
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// calculate lighting
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// Calculate lighting
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private _dayOpacity = call EFUNC(common,ambientBrightness);
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private _nightOpacity = [1, 0] select (_dayOpacity == 1);
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