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Explosives - Only add "detonate all" action for dead man switch when necessary (#10146)
Only add detonate all when necessary
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@ -92,19 +92,6 @@ if (_detonator != "ACE_DeadManSwitch") then {
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];
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];
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};
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};
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} else {
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} else {
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//Add action to detonate all explosives (including the inventory explosive):
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_children pushBack [
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[
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"Explosive_All_Deadman",
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LLSTRING(DetonateAll),
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getText (configFile >> "CfgWeapons" >> _detonator >> "picture"),
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{[_player] call FUNC(onIncapacitated)},
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{true}
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] call EFUNC(interact_menu,createAction),
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[],
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_unit
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];
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//Adds actions for the explosives you can connect to the deadman switch.
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//Adds actions for the explosives you can connect to the deadman switch.
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private _connectedInventoryExplosive = _unit getVariable [QGVAR(deadmanInvExplosive), ""];
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private _connectedInventoryExplosive = _unit getVariable [QGVAR(deadmanInvExplosive), ""];
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if ((_connectedInventoryExplosive != "") && {!(_connectedInventoryExplosive in (magazines _unit))}) then {
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if ((_connectedInventoryExplosive != "") && {!(_connectedInventoryExplosive in (magazines _unit))}) then {
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@ -113,6 +100,22 @@ if (_detonator != "ACE_DeadManSwitch") then {
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};
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};
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_connectedInventoryExplosive = _unit getVariable [QGVAR(deadmanInvExplosive), ""];
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_connectedInventoryExplosive = _unit getVariable [QGVAR(deadmanInvExplosive), ""];
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//Add action to detonate all explosives (including the inventory explosive):
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if (_connectedInventoryExplosive != "" || {count _explosivesList > 1}) then {
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_children pushBack [
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[
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"Explosive_All_Deadman",
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LLSTRING(DetonateAll),
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getText (configFile >> "CfgWeapons" >> _detonator >> "picture"),
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{[_player] call FUNC(onIncapacitated)},
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{true}
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] call EFUNC(interact_menu,createAction),
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[],
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_unit
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];
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};
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if (_connectedInventoryExplosive != "") then {
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if (_connectedInventoryExplosive != "") then {
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//Add the disconnect action
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//Add the disconnect action
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private _magConfig = configFile >> "CfgMagazines" >> _connectedInventoryExplosive;
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private _magConfig = configFile >> "CfgMagazines" >> _connectedInventoryExplosive;
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