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@ -1,3 +1,17 @@
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/* fnc_canCutFence.sqf
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*
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* Author: PabstMirror
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*
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* Condition check if player is able to cut a fence.
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* Checks for "ACE_wirecutter" item and if there is a nearby fence.
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*
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* Argument:
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* 0: OBJECT - Unit to check condition for (player)
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*
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* Return value:
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* BOOL
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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PARAMS_1(_unit);
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PARAMS_1(_unit);
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@ -1,3 +1,15 @@
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/* fnc_getNearestFence.sqf
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*
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* Author: PabstMirror
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*
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* Gets nearest fence within 5 meters to the unit.
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*
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* Argument:
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* 0: OBJECT - Unit to search for fence objects arround
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*
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* Return value:
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* OBJECT - Nearest object that is a fence, objNull if none found.
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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private "_nearestFence";
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private "_nearestFence";
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@ -1,3 +1,16 @@
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/* fnc_isFence.sqf
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*
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* Author: PabstMirror
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*
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* Checks if object is a fence. Should work on any fence type, even (typeof == "").
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* Call is fairly expensive because of all of the string checking.
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*
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* Argument:
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* 0: OBJECT - Ojbect to test
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*
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* Return value:
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* BOOL
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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//find is case sensitive, so keep everything lowercase
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//find is case sensitive, so keep everything lowercase
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@ -7,7 +20,6 @@
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#define FENCE_AIA_TYPENAMES []
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#define FENCE_AIA_TYPENAMES []
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#define FENCE_AIA_P3DS ["wall_indfnc_3.p3d", "wall_indfnc_9.p3d", "wall_indfnc_corner.p3d", "pletivo_wired.p3d", "wall_fen1_5.p3d"]
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#define FENCE_AIA_P3DS ["wall_indfnc_3.p3d", "wall_indfnc_9.p3d", "wall_indfnc_corner.p3d", "pletivo_wired.p3d", "wall_fen1_5.p3d"]
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private ["_typeOf", "_returnValue"];
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private ["_typeOf", "_returnValue"];
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PARAMS_1(_object);
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PARAMS_1(_object);
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