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Safemode macro cleanup
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// by commy2
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// by commy2
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#include "script_component.hpp"
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#include "script_component.hpp"
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EXPLODE_1_PVT(_this,_weapon);
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PARAMS_1(_weapon);
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private ["_mode"];
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private ["_mode"];
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_mode = getArray (configFile >> "CfgWeapons" >> _weapon >> "modes") select 0;
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_mode = getArray (configFile >> "CfgWeapons" >> _weapon >> "modes") select 0;
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// by commy2
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// by commy2
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#include "script_component.hpp"
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#include "script_component.hpp"
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EXPLODE_3_PVT(_this,_unit,_weapon,_muzzle);
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PARAMS_3(_unit,_weapon,_muzzle);
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// don't immediately switch back
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// don't immediately switch back
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if (inputAction "nextWeapon" > 0) exitWith {};
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if (inputAction "nextWeapon" > 0) exitWith {};
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// by commy2
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// by commy2
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#include "script_component.hpp"
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#include "script_component.hpp"
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EXPLODE_2_PVT(_this,_unit,_weapon);
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PARAMS_2(_unit,_weapon);
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private ["_sound"];
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private ["_sound"];
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_sound = getArray (configFile >> "CfgWeapons" >> _weapon >> "changeFiremodeSound");
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_sound = getArray (configFile >> "CfgWeapons" >> _weapon >> "changeFiremodeSound");
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// by commy2
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// by commy2
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#include "script_component.hpp"
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#include "script_component.hpp"
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EXPLODE_1_PVT(_this,_show);
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PARAMS_1(_show);
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disableSerialization;
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disableSerialization;
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@ -1,7 +1,7 @@
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// by commy2
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// by commy2
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#include "script_component.hpp"
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#include "script_component.hpp"
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EXPLODE_3_PVT(_this,_unit,_weapon,_muzzle);
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PARAMS_3(_unit,_weapon,_muzzle);
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private ["_safedWeapons"];
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private ["_safedWeapons"];
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_safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
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_safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
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