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Code cleanup of Disposable module
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@ -5,6 +5,7 @@ if (!hasInterface) exitWith {};
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["inventoryDisplayLoaded", {[ACE_player, _this select 0] call FUNC(updateInventoryDisplay)}] call EFUNC(common,addEventHandler);
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["playerInventoryChanged", {
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[_this select 0, _this select 1 select 11] call FUNC(takeLoadedATWeapon);
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[_this select 0] call FUNC(updateInventoryDisplay);
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params ["_unit"];
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[_unit, _this select 1 select 11] call FUNC(takeLoadedATWeapon);
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[_unit] call FUNC(updateInventoryDisplay);
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}] call EFUNC(common,addEventHandler);
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@ -21,11 +21,8 @@
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*/
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#include "script_component.hpp"
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private ["_unit", "_weapon", "_projectile", "_replacementTube", "_items"];
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_unit = _this select 0;
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_weapon = _this select 1;
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_projectile = _this select 6;
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private ["_replacementTube", "_items"];
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params ["_unit", "_weapon", "", "", "", "", "_projectile"];
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if (!local _unit) exitWith {};
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@ -43,19 +40,19 @@ _unit selectWeapon _replacementTube;
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//Re-add all attachments to the used tube
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{
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if (_x != "") then {_unit addSecondaryWeaponItem _x};
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} forEach _items;
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} count _items;
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// AI - Remove the ai's missle launcher tube after the missle has exploded
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if !([_unit] call EFUNC(common,isPlayer)) then {
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[{
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EXPLODE_2_PVT(_this,_params,_pfhId);
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EXPLODE_3_PVT(_params,_unit,_tube,_projectile);
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params ["args","_idPFH"];
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_args params ["_unit", "_tube", "_projectile"];
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//don't do anything until projectile is null (exploded/max range)
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if (isNull _projectile) then {
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//Remove PFEH:
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[_pfhId] call cba_fnc_removePerFrameHandler;
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[_idPFH] call cba_fnc_removePerFrameHandler;
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//If (tube is dropped) OR (is dead) OR (is player) just exit
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if (((secondaryWeapon _unit) != _tube) || {!alive _unit} || {([_unit] call EFUNC(common,isPlayer))}) exitWith {};
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@ -66,13 +63,13 @@ if !([_unit] call EFUNC(common,isPlayer)) then {
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_container = createVehicle ["GroundWeaponHolder", position _unit, [], 0, "CAN_COLLIDE"];
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_container setPosAsl (getPosAsl _unit);
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_container addWeaponCargoGlobal [_tube, 1];
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//This will duplicate attachements, because we will be adding a weapon that may already have attachments on it
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//We either need a way to add a clean weapon, or a way to add a fully configured weapon to a container:
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// {
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// if (_x != "") then {_container addItemCargoGlobal [_x, 1];};
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// } forEach _items;
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_unit removeWeaponGlobal _tube;
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};
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}, 1, [_unit, _replacementTube, _projectile]] call CBA_fnc_addPerFrameHandler;
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@ -17,7 +17,8 @@
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private ["_unit", "_launcher", "_config"];
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PARAMS_1(_unit);
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params ["_unit"];
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if (!local _unit) exitWith {};
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_launcher = secondaryWeapon _unit;
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@ -16,9 +16,7 @@
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#include "script_component.hpp"
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disableSerialization;
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PARAMS_1(_player);
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DEFAULT_PARAM(1,_display,(findDisplay 602));
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params ["_player",["_display",(findDisplay 602),[(findDisplay 602)]]]
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_player removeMagazines "ACE_PreloadedMissileDummy";
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_player removeMagazines "ACE_FiredMissileDummy";
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