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@ -56,6 +56,7 @@ FUNC(CheckGlasses) = {
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};
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player addEventHandler ["Explosion", {
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private "_effects";
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if (alive ace_player) then {
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call FUNC(ApplyDirtEffect);
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if (GETBROKEN) exitWith {};
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@ -16,7 +16,7 @@
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#include "script_component.hpp"
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if (cameraOn != ace_player || {call FUNC(externalCamera)}) exitWith{false};
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private "_dirtImage";
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private ["_dirtImage", "_applied", "_effects"];
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_effects = GETGLASSES(ace_player);
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_effects set [DIRT, true];
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SETGLASSES(ace_player,_effects);
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@ -16,7 +16,8 @@
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*/
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#include "script_component.hpp"
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private "_broken";
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private ["_broken", "_effects"];
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_broken = GETBROKEN;
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_effects = GLASSESDEFAULT;
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_effects set [BROKEN, _broken];
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@ -9,7 +9,7 @@
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* The rating [0-3] <NUMBER>
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*
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* Example:
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* _rating = 0.05 call ace_goggles_fnc_getExplosionIndex;
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* 0.05 call ace_goggles_fnc_getExplosionIndex;
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*
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* Public: No
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*/
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@ -14,8 +14,10 @@
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* Public: Yes
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*/
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#include "script_component.hpp"
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private ["_currentGlasses", "_result", "_unit"];
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_unit = _this select 0;
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PARAMS_1(_unit);
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private ["_currentGlasses", "_result", "_position", "_visible"];
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_currentGlasses = goggles _unit;
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_result = false;
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@ -21,7 +21,7 @@
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*/
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#include "script_component.hpp"
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private ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode", "_ammo", "_silencer", "_audibleFireCoef", "_loudness", "_strength"];
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private ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode", "_ammo", "_silencer", "_audibleFireCoef", "_loudness", "_strength", "_audibleFire", "_audibleFireTime", "_audibleFireTimeCoef"];
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_unit = _this select 0;
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_firer = _this select 1;
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@ -10,8 +10,7 @@
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*/
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#include "script_component.hpp"
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_logic = _this select 0;
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_activated = _this select 2;
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PARAMS_3(_logic,_units,_activated);
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if !(_activated) exitWith {};
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@ -18,6 +18,8 @@
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#define STRENGHTODEAFNESS 3
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#define MAXDEAFNESS 1.1
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private ["_recoverRate", "_volume"];
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// Exit if combat deafness is disabled
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if !(GVAR(enableCombatDeafness)) exitWith {};
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@ -18,6 +18,8 @@
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PARAMS_2(_caller,_target);
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private ["_onFinish", "_onFailure"];
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if (!(_this call FUNC(canRefuelUAV))) exitWith {};
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_onFinish = {
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@ -17,7 +17,7 @@
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#include "script_component.hpp"
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#define SOUND_CLIP_TIME_SPACEING 1.5
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private ["_timeToCut"];
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private ["_timeToCut", "_progressCheck"];
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PARAMS_2(_unit,_fenceObject);
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if (_unit != ACE_player) exitWith {};
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@ -25,7 +25,7 @@ if (_interactionType != 0) exitWith {};
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if (!("ACE_wirecutter" in (items ace_player))) exitWith {};
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[{
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private ["_fncStatement", "_attachedFence", "_fncCondition", "_helper"];
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private ["_fncStatement", "_attachedFence", "_fncCondition", "_helper", "_action"];
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PARAMS_2(_args,_pfID);
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EXPLODE_3_PVT(_args,_setPosition,_addedHelpers,_fencesHelped);
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@ -28,7 +28,7 @@ _unitMagCounts = [];
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_xFullMagazineCount = getNumber (configfile >> "CfgMagazines" >> _xClassname >> "count");
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//for every partial magazine, that is either in inventory or can be moved there
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if ((_xCount < _xFullMagazineCount) && {_xCount > 0} && {(!_xLoaded) || {_player canAdd _magazineClassname}}) then {
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if ((_xCount < _xFullMagazineCount) && {_xCount > 0} && {(!_xLoaded) || {_player canAdd _xClassname}}) then {
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_index = _unitMagazines find _xClassname;
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if (_index == -1) then {
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_unitMagazines pushBack _xClassname;
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@ -19,7 +19,7 @@
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*/
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#include "script_component.hpp"
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private ["_newMagFnc", "_time", "_events", "_swapAmmoFnc", "_ammoSwaped", "_lowIndex", "_highIndex", "_ammoToTransfer", "_ammoAvailable", "_ammoNeeded"];
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private ["_newMagFnc", "_time", "_events", "_swapAmmoFnc", "_ammoSwaped", "_lowIndex", "_highIndex", "_ammoToTransfer", "_ammoAvailable", "_ammoNeeded", "_swapProgress"];
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PARAMS_3(_fullMagazineCount,_arrayOfAmmoCounts,_isBelt);
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@ -14,9 +14,7 @@
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if !(hasInterface) exitWith {};
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_logic = _this select 0;
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_units = _this select 1;
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_activated = _this select 2;
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PARAMS_3(_logic,_units,_activated);
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if !(_activated) exitWith {};
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@ -1,5 +1,7 @@
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#include "script_component.hpp"
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private ["_groupsToDrawMarkers", "_playerSide", "_anyPlayers", "_markerType", "_colour", "_marker"];
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// Delete last set of markers (always)
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{
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deleteMarkerLocal _x;
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@ -15,7 +15,7 @@
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EXPLODE_1_PVT(_this,_unit);
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private ["_isEnclosed","_nearObjects","_light","_ll","_flashlight"];
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private ["_isEnclosed","_nearObjects","_light","_ll","_flashlight", "_flareTint", "_lightTint", "_l"];
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// Blend two colors
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_fnc_blendColor = {
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@ -12,7 +12,7 @@
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*/
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#include "script_component.hpp"
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private ["_grids", "_fourSize", "_sixSize", "_continue", "_size"];
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private ["_grids", "_fourSize", "_sixSize", "_continue", "_size", "_i"];
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_grids = configFile >> "CfgWorlds" >> worldName >> "Grid";
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_fourSize = -1;
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_sixSize = -1;
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@ -10,8 +10,7 @@
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*/
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#include "script_component.hpp"
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_logic = _this select 0;
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_activated = _this select 2;
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PARAMS_3(_logic,_units,_activated);
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if !(_activated) exitWith {};
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@ -18,6 +18,8 @@
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EXPLODE_2_PVT(_this,_player,_weapon);
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private ["_action"];
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// Play animation and report temperature
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_action = getText (configFile >> "CfgWeapons" >> _weapon >> "ACE_checkTemperatureAction");
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EXPLODE_2_PVT(_this,_player,_weapon);
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// Calculate cool down of weapon since last shot
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private ["_string", "_overheat", "_temperature", "_time", "_barrelMass"];
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private ["_string", "_overheat", "_temperature", "_time", "_barrelMass", "_a"];
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_string = format [QGVAR(%1), _weapon];
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_overheat = _player getVariable [_string, [0, 0]];
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_temperature = _overheat select 0;
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*/
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#include "\z\ace\addons\overheating\script_component.hpp"
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private ["_unit", "_weapon", "_ammo", "_projectile"];
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private ["_unit", "_weapon", "_ammo", "_projectile", "_velocity", "_variableName", "_overheat", "_temperature", "_time", "_bulletMass", "_energyIncrement", "_barrelMass", "_scaledTemperature", "_intensity", "_position", "_direction", "_dispersion", "_count", "_slowdownFactor", "_jamChance", "_surface"];
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_unit = _this select 0;
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_weapon = _this select 1;
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_ammo = _this select 4;
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@ -25,8 +26,6 @@ _projectile = _this select 6;
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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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_variableName = format [QGVAR(%1), _weapon];
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EXPLODE_2_PVT(_this,_player,_target);
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private ["_magazineType", "_magazineCfg"];
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// Return true for static weapons if they have been fired once, @todo 1.40 this work-around doesn't work anymore
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if (_target isKindOf "StaticWeapon") exitWith {
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if (currentMagazine _target != "") exitWith {true};
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EXPLODE_1_PVT(_this,_target);
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private ["_weapon","_muzzle","_magazine","_showNumber","_ammo","_maxRounds","_count","_text","_color","_picture"];
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private ["_weapon","_muzzle","_magazine","_showNumber","_ammo","_maxRounds","_count","_text","_color","_picture", "_a", "_string"];
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_weapon = currentWeapon _target;
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_muzzle = currentMuzzle _target;
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if (vehicle _target != _target) exitWith {false};
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private ["_magazineCfg","_magazineType"];
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private ["_magazineCfg","_magazineType", "_condition", "_onFailure", "_onFinish"];
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_magazineType = currentMagazine _target;
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_magazineCfg = configFile >> "CfgMagazines" >> _magazineType;
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if (getNumber (_magazineCfg >> "ACE_isBelt") == 0) exitWith {false};
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@ -54,7 +54,7 @@ _onFinish = {
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_onFailure = {
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EXPLODE_3_PVT((_this select 0),_player,_target,_magazine);
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[_caller, "AmovPknlMstpSrasWrflDnon", 1] call EFUNC(common,doAnimation);
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[_player, "AmovPknlMstpSrasWrflDnon", 1] call EFUNC(common,doAnimation);
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// Add back the magazine with the former ammo count
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_player addMagazine _magazine;
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