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Name Tags cleanup
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@ -1,12 +1,8 @@
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/*
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Author: aeroson
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Description:
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Images, index in images and order of roles.
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Defined number also implies order, lower number shows more on top of the list.
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*/
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#include "script_component.hpp"
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* Author: aeroson
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* Images, index in images and order of roles.
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* Defined number also implies order, lower number shows more on top of the list.
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*/
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#define PILOT 0
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#define DRIVER 1
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@ -1,19 +1,22 @@
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/*
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Author: aeroson
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Description:
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Might be called several times a second
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Parameters:
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None
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Returns:
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true if CrewInfo can be shown, false otherwise
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*/
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* Author: aeroson
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* Checks if crew info can be shown.
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* Might be called several times a second.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* Can show Crew Info <BOOL>
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*
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* Example:
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* call ace_nametags_fnc_doShow
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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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private["_player"];
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private ["_player"];
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_player = ACE_player;
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@ -1,16 +1,18 @@
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/*
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Author: aeroson
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Description:
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Shows the actual text and sets text the crew info
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Parameters:
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None
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Returns:
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Nothing
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*/
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* Author: aeroson
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* Shows the actual text and sets text the crew info.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* call ace_nametags_fnc_doShow
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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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#include "common.hpp";
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@ -1,17 +1,21 @@
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/*
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* Author: commy2, esteldunedain
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*
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* Draw the nametag and rank icon.
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*
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* Argument:
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* Arguments:
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* 0: Unit (Player) <OBJECT>
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* 1: Target <OBJECT>
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* 2: alpha (Number)
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* 4: Height offset (Number)
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* 2: Alpha <NUMBER>
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* 4: Height offset <NUMBER>
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* 5: Draw Type <NUMBER>
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*
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* Return value:
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* None.
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* None
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*
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* Example:
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* [ACE_player, _target, _alpha, _distance * 0.026, _icon] call ace_nametags_fnc_drawNameTagIcon
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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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@ -1,46 +1,38 @@
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/*
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Author: aeroson
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Description:
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Gathers and caches data needed by AGM_CrewInfo_fnc_doShow
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What really does make difference for the engine is simulation of CfgAmmo
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Priority of roles is: driver/pilot, gunner, copilot, commander, ffv, cargo
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Parameters:
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None
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Returns:
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[
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Is vehicle inherited from Air ?
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Array categorizing each vehicle's turret
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]
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*/
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* Author: aeroson
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* Gathers and caches data needed by AGM_CrewInfo_fnc_doShow.
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* What really does make difference for the engine is simulation of CfgAmmo.
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* Priority of roles is: driver/pilot, gunner, copilot, commander, FFV, cargo.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* Data <ARRAY>
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* 0: Vehicle inherits from Air <BOOL>
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* 1: Categorized vehicle's turrets <ARRAY>
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*
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* Example:
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* call ace_nametags_fnc_updateSettings
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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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#include "common.hpp";
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private ["_type", "_varName", "_data", "_isAir", "_config", "_fnc_addTurret", "_fnc_addTurretUnit"];
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private ["_type", "_varName", "_data"];
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_type = _this select 0;
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PARAMS_1(_type);
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_varName = format ["ACE_CrewInfo_Cache_%1", _type];
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_data = + (uiNamespace getVariable _varName);
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if (!isNil "_data") exitWith {
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_data
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};
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if (!isNil "_data") exitWith {_data};
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_data = [];
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private ["_isAir", "_config", "_fnc_addTurret", "_fnc_addTurretUnit"];
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_isAir = _type isKindOf "Air";
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_fnc_addTurretUnit = {
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private ["_config", "_path", "_role", "_simulationEmpty", "_simulationLaserDesignate", "_simulationOther", "_magazine", "_ammo", "_simulation"];
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_config = _this select 0;
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@ -83,7 +75,6 @@ _fnc_addTurretUnit = {
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};
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_data pushBack [_path, _role];
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};
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@ -108,9 +99,7 @@ _fnc_addTurret = {
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} else {
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_offset = _offset + 1;
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};
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};
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};
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@ -4,13 +4,13 @@
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* Compatiblity with TFR/ACRE and Arma's VON
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*
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* Arguments:
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* NONE
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* None
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*
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* Return Value:
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* NONE
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* None
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*
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* Example:
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* [] call ACE_nametags_fnc_initIsSpeaking
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* [] call ace_nametags_fnc_initIsSpeaking
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*
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* Public: No
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*/
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@ -1,3 +1,18 @@
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/*
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* Author: <N/A>
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* Draws names and icons.
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* call ace_nametags_fnc_onDraw3d
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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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private ["_onKeyPressAlphaMax", "_defaultIcon", "_distance", "_alpha", "_icon", "_targets", "_pos2", "_vecy", "_relPos", "_projDist", "_pos", "_target"];
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/*
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Author: aeroson
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Description:
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Sets the text on the dialog
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Parameters:
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None
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Returns:
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Nothing
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*/
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/*
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* Author: aeroson
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* Sets the text on the dialog.
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*
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* Arguments:
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* 0: Text <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* call ace_nametags_fnc_setText
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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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#define TextIDC 11123
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private["_text", "_ctrl"];
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PARAMS_1(_text);
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private["_ctrl"];
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disableSerialization;
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_text = _this select 0;
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_ctrl = (uiNamespace getVariable QGVAR(dialog)) displayCtrl TextIDC;
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_ctrl ctrlSetStructuredText parseText _text;
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_ctrl ctrlCommit 0;
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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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if (isNil QGVAR(drawHandler) && {GVAR(showPlayerNames) != 0}) then {
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