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overheating: add function headers
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@ -1,4 +1,16 @@
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// by commy2 and CAA-Picard
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/*
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* Author: Commy2 and CAA-Picard
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*
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* Make the player check the temperature of his weapon
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*
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* Arguments:
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* 0: _player
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* 1: _weapon
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*
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* Return Values:
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* None
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*
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*/
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#include "\z\ace\addons\overheating\script_component.hpp"
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#include "\z\ace\addons\overheating\script_component.hpp"
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EXPLODE_2_PVT(_this,_player,_weapon);
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EXPLODE_2_PVT(_this,_player,_weapon);
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@ -1,12 +1,21 @@
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// by commy2
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/*
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* Author: Commy2
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*
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* Clears the jam from a weapon
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*
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* Argument:
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* 0: Last temperature (number)
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* 1: Barrel mass (number)
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* 2: Time (number)
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*
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* Return value:
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* New temperature (number)
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*/
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#include "\z\ace\addons\overheating\script_component.hpp"
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#include "\z\ace\addons\overheating\script_component.hpp"
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private ["_unit", "_weapon", "_skipAnim", "_jammedWeapons"];
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EXPLODE_3_PVT(_this,_unit,_weapon,_skipAnim);
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_unit = _this select 0;
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_weapon = _this select 1;
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_skipAnim = _this select 2;
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private ["_jammedWeapons"];
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_jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
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_jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
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if (_weapon in _jammedWeapons) then {
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if (_weapon in _jammedWeapons) then {
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@ -13,15 +13,12 @@
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*/
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*/
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#include "\z\ace\addons\overheating\script_component.hpp"
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#include "\z\ace\addons\overheating\script_component.hpp"
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private ["_temperature", "_barrelMass", "_totalTime", "_barrelSurface", "_time", "_deltaTime"];
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EXPLODE_3_PVT(_this,_temperature,_barrelMass,_totalTime);
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_temperature = _this select 0;
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_barrelMass = _this select 1;
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_totalTime = _this select 2;
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// If a long time passed since the last shot, there's no need to calculate anything; the weapon should be cool
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// If a long time passed since the last shot, there's no need to calculate anything; the weapon should be cool
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if (_totalTime > 1800) exitWith {0};
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if (_totalTime > 1800) exitWith {0};
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private ["_barrelSurface", "_time", "_deltaTime"];
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_barrelSurface = _barrelMass / 7850 / 0.003;
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_barrelSurface = _barrelMass / 7850 / 0.003;
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_time = 0;
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_time = 0;
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@ -1,14 +1,23 @@
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// based on KK_fnc_playerWeaponMulfunction from KillzoneKid
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/*
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* Author: Commy2, based on KK_fnc_playerWeaponMulfunction from KillzoneKid
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*
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* Jam the weapon
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*
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* Argument:
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* 0: unit
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* 1: weapon
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*
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* Return value:
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* None
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*/
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#include "\z\ace\addons\overheating\script_component.hpp"
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#include "\z\ace\addons\overheating\script_component.hpp"
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private ["_unit", "_weapon", "_jammedWeapons"];
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EXPLODE_2_PVT(_this,_unit,_weapon);
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_unit = _this select 0;
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_weapon = _this select 1;
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// don't jam a weapon with no rounds left
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// don't jam a weapon with no rounds left
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if (_unit ammo _weapon == 0) exitWith {};
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if (_unit ammo _weapon == 0) exitWith {};
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private ["_jammedWeapons"];
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_jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
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_jammedWeapons = _unit getVariable [QGVAR(jammedWeapons), []];
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_jammedWeapons pushBack _weapon;
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_jammedWeapons pushBack _weapon;
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@ -1,14 +1,30 @@
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// by commy2 and CAA-Picard
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/*
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* Author: Commy2 and CAA-Picard
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*
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* Heat up the weapon
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*
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* Argument:
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* 0: unit
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* 1: weapon
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* 2: ammo
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* 3: projectile
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* 4: velocity
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*
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* Return value:
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* None
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*/
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#include "\z\ace\addons\overheating\script_component.hpp"
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#include "\z\ace\addons\overheating\script_component.hpp"
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private ["_unit", "_weapon", "_ammo", "_projectile", "_velocity", "_variableName", "_overheat", "_temperature", "_time", "_energyIncrement", "_barrelMass", "_scaledTemperature"];
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private ["_unit", "_weapon", "_ammo", "_projectile"];
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_unit = _this select 0;
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_unit = _this select 0;
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_weapon = _this select 1;
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_weapon = _this select 1;
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_ammo = _this select 4;
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_ammo = _this select 4;
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_projectile = _this select 6;
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_projectile = _this select 6;
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_velocity = velocity _projectile;
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_velocity = velocity _projectile;
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private ["_variableName", "_overheat", "_temperature", "_time", "_energyIncrement", "_barrelMass", "_scaledTemperature"];
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// each weapon has it's own variable. Can't store the temperature in the weapon since they are not objects unfortunately.
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// each weapon has it's own variable. Can't store the temperature in the weapon since they are not objects unfortunately.
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_variableName = format [QGVAR(%1), _weapon];
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_variableName = format [QGVAR(%1), _weapon];
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@ -1,4 +1,16 @@
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// by commy2 and CAA-Picard
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/*
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* Author: Commy2 and CAA-Picard
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*
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* PFH that displays the weapon temperature after a slight delay
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*
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* Arguments:
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* 0: _player
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* 1: _weapon
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*
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* Return Values:
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* None
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*
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*/
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#include "\z\ace\addons\overheating\script_component.hpp"
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#include "\z\ace\addons\overheating\script_component.hpp"
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EXPLODE_2_PVT(_this,_params,_pfhId);
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EXPLODE_2_PVT(_this,_params,_pfhId);
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@ -1,10 +1,18 @@
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// by commy2
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/*
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* Author: Commy2
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*
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* Make a unit start swapping it's barrel
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*
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* Argument:
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* 0: unit
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* 1: weapon
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*
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* Return value:
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* None
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*/
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#include "\z\ace\addons\overheating\script_component.hpp"
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#include "\z\ace\addons\overheating\script_component.hpp"
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private ["_player", "_weapon"];
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EXPLODE_2_PVT(_this,_player,_weapon);
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_player = _this select 0;
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_weapon = _this select 1;
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if (stance _player != "PRONE") then {
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if (stance _player != "PRONE") then {
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[_player, "amovpknlmstpsraswrfldnon", 1] call EFUNC(common,doAnimation);
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[_player, "amovpknlmstpsraswrfldnon", 1] call EFUNC(common,doAnimation);
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@ -1,10 +1,18 @@
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// by commy2
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/*
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* Author: Commy2
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*
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* Swap barrel callback
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*
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* Argument:
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* 0: unit
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* 1: weapon
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*
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* Return value:
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* None
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*/
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#include "\z\ace\addons\overheating\script_component.hpp"
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#include "\z\ace\addons\overheating\script_component.hpp"
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private ["_player", "_weapon"];
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EXPLODE_2_PVT(_this,_player,_weapon);
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_player = _this select 0;
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_weapon = _this select 1;
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// don't consume the barrel, but rotate through them.
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// don't consume the barrel, but rotate through them.
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[localize "STR_ACE_Overheating_SwappedBarrel", QUOTE(PATHTOF(UI\spare_barrel_ca.paa))] call EFUNC(common,displayTextPicture);
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[localize "STR_ACE_Overheating_SwappedBarrel", QUOTE(PATHTOF(UI\spare_barrel_ca.paa))] call EFUNC(common,displayTextPicture);
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