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Cealnup quotes, capitalization, function headers
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@ -3,29 +3,29 @@ class CfgVehicles {
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class CAManBase: Man {
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class ACE_Actions {
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class ACE_MainActions {
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class GVAR(WeapontoGunbag) {
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displayName = CSTRING(toGunbag);
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class GVAR(weaponToGunbag) {
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displayName = CSTRING(ToGunbag);
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condition = QUOTE(([_target] call FUNC(hasGunbag)) && {[ARR_2(_player,_target)] call FUNC(canInteract) == 0});
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statement = QUOTE([ARR_2(_player,_target)] call FUNC(toGunbag));
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showDisabled = 0;
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priority = 1;
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icon = PATHTOF(ui\gunbag_icon_ca.paa);
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icon = QPATHTOF(ui\gunbag_icon_ca.paa);
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};
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class GVAR(WeaponoffGunbag) {
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displayName = CSTRING(offGunbag);
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class GVAR(weaponOffGunbag) {
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displayName = CSTRING(OffGunbag);
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condition = QUOTE(([_target] call FUNC(hasGunbag)) && {[ARR_2(_player,_target)] call FUNC(canInteract) == 1});
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statement = QUOTE([ARR_2(_player,_target)] call FUNC(offGunbag));
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showDisabled = 0;
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priority = 1;
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icon = PATHTOF(ui\gunbag_icon_ca.paa);
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icon = QPATHTOF(ui\gunbag_icon_ca.paa);
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};
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class GVAR(StatusGunbag) {
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class GVAR(statusGunbag) {
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displayName = CSTRING(Status);
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condition = QUOTE([_target] call FUNC(hasGunbag));
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statement = QUOTE([_target] call FUNC(status));
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showDisabled = 0;
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priority = 2;
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icon = PATHTOF(ui\gunbag_icon_ca.paa);
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icon = QPATHTOF(ui\gunbag_icon_ca.paa);
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};
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};
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};
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@ -33,35 +33,35 @@ class CfgVehicles {
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class ACE_SelfActions {
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class ACE_Equipment {
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class GVAR(actions) {
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displayName = CSTRING(displayname);
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displayName = CSTRING(Displayname);
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condition = QUOTE([_player] call FUNC(hasGunbag));
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showDisabled = 0;
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priority = 0.1;
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icon = PATHTOF(ui\gunbag_icon_ca.paa);
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icon = QPATHTOF(ui\gunbag_icon_ca.paa);
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class GVAR(WeapontoGunbag) {
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displayName = CSTRING(toGunbag);
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class GVAR(weaponToGunbag) {
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displayName = CSTRING(ToGunbag);
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condition = QUOTE([ARR_2(_player,_player)] call FUNC(canInteract) == 0);
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statement = QUOTE([ARR_2(_player,_player)] call FUNC(toGunbag));
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showDisabled = 0;
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priority = 1;
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icon = PATHTOF(ui\gunbag_icon_ca.paa);
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icon = QPATHTOF(ui\gunbag_icon_ca.paa);
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};
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class GVAR(WeaponoffGunbag) {
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displayName = CSTRING(offGunbag);
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class GVAR(weaponOffGunbag) {
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displayName = CSTRING(OffGunbag);
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condition = QUOTE([ARR_2(_player,_player)] call FUNC(canInteract) == 1);
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statement = QUOTE([ARR_2(_player,_player)] call FUNC(offGunbag));
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showDisabled = 0;
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priority = 1;
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icon = PATHTOF(ui\gunbag_icon_ca.paa);
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icon = QPATHTOF(ui\gunbag_icon_ca.paa);
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};
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class GVAR(StatusGunbag) {
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class GVAR(statusGunbag) {
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displayName = CSTRING(Status);
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condition = QUOTE([_player] call FUNC(hasGunbag));
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statement = QUOTE([_player] call FUNC(status));
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showDisabled = 0;
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priority = 2;
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icon = PATHTOF(ui\gunbag_icon_ca.paa);
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icon = QPATHTOF(ui\gunbag_icon_ca.paa);
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};
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};
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};
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@ -8,3 +8,4 @@ Adds a gunbag for DMRs.
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The people responsible for merging changes to this component or answering potential questions.
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- [commy2](https://github.com/commy2)
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@ -6,7 +6,9 @@ class CfgPatches {
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weapons[] = {};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_interaction", "ace_movement"};
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author[] = {"Ir0n1E"};
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author = ECSTRING(common,ACETeam);
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authors[] = {"Ir0n1E"};
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url = ECSTRING(main,URL);
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VERSION_CONFIG;
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};
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};
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@ -1,6 +1,6 @@
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/*
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* Author: Ir0n1E
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* calculate mass of weapon an items
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* Calculate mass of weapon an items.
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*
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* Arguments:
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* 0: Weapon <STRING>
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@ -10,6 +10,9 @@
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* Return Value:
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* Mass <NUMBER>
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*
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* Example:
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* ["weapon", ["item1", "item2"], ["mag1", "mag2"]] call ace_gunbag_fnc_calculateMass
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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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@ -1,6 +1,6 @@
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/*
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* Author: Ir0n1E
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* Check if client able to interact with gunbag
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* Check if client able to interact with gunbag.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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@ -9,6 +9,9 @@
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* Return Value:
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* <NUMBER> -1: can't interact 0: empty gunbag 1: full gunbag
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*
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* Example:
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* _canInteract = [player, target] call ace_gunbag_fnc_canInteract
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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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@ -1,12 +1,15 @@
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/*
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* Author: Ir0n1E
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* switches gunbag full/empty for mass calculation
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* Switches gunbag full/empty for mass calculation.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return Value:
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* (BOOL)
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* Has Gunbag <BOOL>
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*
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* Example:
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* [player] call ace_gunbag_fnc_hasGunbag
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*
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* Public: No
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*/
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@ -1,13 +1,16 @@
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/*
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* Author: Ir0n1E
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* get weapon out of gunbag
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* Get weapon out of gunbag.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Target <OBJECT>
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*
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* Return Value:
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* Nothing
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* None
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*
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* Example:
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* [player, target] call ace_gunbag_fnc_toGunbag
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*
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* Public: No
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*/
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@ -1,13 +1,16 @@
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/*
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* Author: Ir0n1E
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* get weapon out of gunbag
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* Get weapon out of gunbag.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Target <OBJECT>
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*
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* Return Value:
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* Nothing
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* None
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*
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* Example:
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* [player, target] call ace_gunbag_fnc_offGunbagCallback
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*
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* Public: No
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*/
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@ -1,12 +1,15 @@
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/*
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* Author: Ir0n1E
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* check gunbag status full/empty
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* Check gunbag status full/empty.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return Value:
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* Nothing
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* None
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*
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* Example:
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* [player] call ace_gunbag_fnc_status
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*
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* Public: No
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*/
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@ -1,13 +1,16 @@
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/*
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* Author: Ir0n1E
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* put weapon into gunbag
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* Put weapon into gunbag.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Target <OBJECT>
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*
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* Return Value:
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* Nothing
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* None
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*
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* Example:
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* [player, target] call ace_gunbag_fnc_toGunbag
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*
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* Public: No
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*/
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@ -1,13 +1,16 @@
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/*
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* Author: Ir0n1E
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* put weapon into gunbag
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* Put weapon into gunbag.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Target <OBJECT>
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*
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* Return Value:
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* Nothing
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* None
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*
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* Example:
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* [player, target] call ace_gunbag_fnc_toGunbagCallback
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*
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* Public: No
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*/
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@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project name="ACE">
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<Package name="gunbag">
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<Package name="Gunbag">
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<Key ID="STR_ACE_Gunbag_DisplayName">
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<English>Gunbag</English>
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<German>Waffentasche</German>
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@ -9,11 +9,11 @@
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<English>Gunbag (Tan)</English>
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<German>Waffentasche (Tan)</German>
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</Key>
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<Key ID="STR_ACE_Gunbag_toGunbag">
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<Key ID="STR_ACE_Gunbag_ToGunbag">
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<English>Put weapon into gunbag</English>
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<German>Lege Waffe in Waffentasche</German>
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</Key>
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<Key ID="STR_ACE_Gunbag_offGunbag">
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<Key ID="STR_ACE_Gunbag_OffGunbag">
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<English>Get weapon out of gunbag</English>
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<German>Hole Waffe aus Waffentasche</German>
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</Key>
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@ -21,7 +21,7 @@
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<English>Status Gunbag</English>
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<German>Status Waffentasche</German>
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</Key>
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<Key ID="STR_ACE_Gunbag_empty">
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<Key ID="STR_ACE_Gunbag_Empty">
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<English>Gunbag Empty</English>
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<German>Waffentasche leer</German>
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</Key>
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