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Run event renaming script for new additions
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@ -30,7 +30,7 @@
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TRACE_2("forceWalk EH",_object,_set);
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_object forceWalk (_set > 0);
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}] call CBA_fnc_addEventHandler;
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["blockSprint", { //Name reversed from `allowSprint` because we want NOR logic
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["ace_blockSprint", { //Name reversed from `allowSprint` because we want NOR logic
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params ["_object", "_set"];
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TRACE_2("blockSprint EH",_object,_set);
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_object allowSprint (_set == 0);
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@ -15,6 +15,7 @@ class CfgPatches {
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// This class will be deprecated in version 3.8.0
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class ACE_newEvents {
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blockSprint = "ace_blockSprint";
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forceWalk = "ace_forceWalk";
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PlayerJip = "ace_playerJip";
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useItem = "ace_useItem";
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@ -2,7 +2,7 @@
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#include "script_component.hpp"
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// fixes laser when being captured. Needed, because the selectionPosition of the right hand is used
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[QEGVAR(captives,setHandcuffed), {if (_this select 1) then {(_this select 0) action ["GunLightOff", _this select 0]};}] call CBA_fnc_addEventHandler;
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[QEGVAR(captives,setHandcuffed), {if (_this select 1) then {(_this select 0) action ["ace_gunLightOff", _this select 0]};}] call CBA_fnc_addEventHandler;
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if (!hasInterface) exitWith {};
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@ -20,6 +20,7 @@ class CfgPatches {
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#include "CfgJointRails.hpp"
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class ACE_newEvents {
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GunLightOff = "ace_gunLightOff";
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SettingsInitialized = "ace_settingsInitialized";
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SetHandcuffed = QEGVAR(captives,setHandcuffed);
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};
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