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add priority parameter to doGesture
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@ -16,9 +16,9 @@
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*/
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#include "script_component.hpp"
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params ["_unit", "_animation"];
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TRACE_4("params",_unit,_animation);
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params ["_unit", "_animation", ["_priority", 0]];
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TRACE_3("params",_unit,_animation,_priority);
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if (!GVAR(isReloading)) then {
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if (!GVAR(isReloading) || {_priority > 0}) then {
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[QGVAR(playActionNow), [_unit, _animation], _unit] call CBA_fnc_targetEvent;
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};
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@ -3,8 +3,7 @@
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if (hasInterface) then {
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// Add keybinds
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["ACE3 Weapons", QGVAR(unjamWeapon), localize LSTRING(UnjamWeapon),
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{
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["ACE3 Weapons", QGVAR(unjamWeapon), localize LSTRING(UnjamWeapon), {
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// Conditions: canInteract
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if !([ACE_player, objNull, ["isNotInside"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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@ -14,9 +13,7 @@ if (hasInterface) then {
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// Statement
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[ACE_player, currentMuzzle ACE_player, false] call FUNC(clearJam);
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true
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},
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{false},
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[19, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + R Key
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}, {false}, [19, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + R Key
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};
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["ace_settingsInitialized", {
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@ -32,7 +32,7 @@ if (_weapon in _jammedWeapons) then {
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_clearJamAction = getText (configFile >> "CfgWeapons" >> _weapon >> "reloadAction");
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};
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[_unit, _clearJamAction] call EFUNC(common,doGesture);
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[_unit, _clearJamAction, 1] call EFUNC(common,doGesture);
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if (_weapon == primaryWeapon _unit) then {
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playSound QGVAR(fixing_rifle);
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} else {
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@ -4,8 +4,7 @@
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if (!hasInterface) exitWith {};
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// Add keybinds
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["ACE3 Weapons", QGVAR(checkAmmo), localize LSTRING(checkAmmo),
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{
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["ACE3 Weapons", QGVAR(checkAmmo), localize LSTRING(checkAmmo), {
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// Conditions: canInteract
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if !([ACE_player, vehicle ACE_player, ["isNotInside", "isNotSitting"]] call EFUNC(common,canInteractWith)) exitWith {false};
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// Conditions: specific
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@ -14,9 +13,7 @@ if (!hasInterface) exitWith {};
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// Statement
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[ACE_player] call FUNC(checkAmmo);
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true
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},
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{false},
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[19, [false, true, false]], false] call CBA_fnc_addKeybind;
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}, {false}, [19, [false, true, false]], false] call CBA_fnc_addKeybind;
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[QGVAR(syncAmmo), {
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//To propagate the setAmmo change, do it on all clients
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@ -31,7 +31,7 @@ if (count _this > 1) then {
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};
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if (_unit == _target) then {
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[_unit, "Gear"] call EFUNC(common,doGesture);
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[_unit, "Gear", 1] call EFUNC(common,doGesture);
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};
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[FUNC(displayAmmo), [_target], 1, 0.1] call CBA_fnc_waitAndExecute;
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