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Merge branch 'master' into release-3.14.2
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commit
d497e390ab
@ -185,6 +185,7 @@ PREP(uniqueElements);
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PREP(uniqueItems);
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PREP(unloadPerson);
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PREP(unloadPersonLocal);
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PREP(unloadUnitWeapon);
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PREP(unmuteUnit);
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PREP(useItem);
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PREP(useMagazine);
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@ -539,4 +539,21 @@ GVAR(deviceKeyCurrentIndex) = -1;
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{false},
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[0xC7, [true, false, false]], false] call CBA_fnc_addKeybind; //SHIFT + Home Key
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["ACE3 Weapons", QGVAR(unloadWeapon), localize LSTRING(unloadWeapon), {
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// Conditions:
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if !([ACE_player, objNull, ["isNotInside"]] call FUNC(canInteractWith)) exitWith {false};
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private _currentWeapon = currentWeapon ACE_player;
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if !(_currentWeapon != primaryWeapon _unit && {_currentWeapon != handgunWeapon _unit} && {_currentWeapon != secondaryWeapon _unit}) exitWith {false};
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private _currentMuzzle = currentMuzzle ACE_player;
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private _currentAmmoCount = ACE_player ammo _currentMuzzle;
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if (_currentAmmoCount < 1) exitWith {false};
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// Statement:
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[ACE_player, _currentWeapon, _currentMuzzle, _currentAmmoCount, false] call FUNC(unloadUnitWeapon);
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true
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}, {false}, [19, [false, false, true]], false] call CBA_fnc_addKeybind; //ALT + R Key
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GVAR(commonPostInited) = true;
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87
addons/common/functions/fnc_unloadUnitWeapon.sqf
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87
addons/common/functions/fnc_unloadUnitWeapon.sqf
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@ -0,0 +1,87 @@
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#include "script_component.hpp"
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/*
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* Author: drofseh & Commy2
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* Unload the magazine from the unit's weapon and attempt to put it in a sensible place.
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*
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* Arguments:
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* 0: Player <OBJECT>
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* 1: Weapon <STRING>
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* 2: Muzzle (optional, default: Weapon)<STRING>
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* 3: Ammo count (optional, default: ammo currentMuzzle Player) <NUMBER>
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* 4: Skip animation? (optional, default: false) <BOOL>
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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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* [ACE_player, currentWeapon ACE_player, currentMuzzle ACE_player, 23, false] call ace_common_fnc_unloadUnitWeapon
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*
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* Public: No
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*/
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params ["_unit", "_weapon", ["_muzzle", _weapon], ["_ammoCount", _unit ammo _muzzle ], ["_skipAnim", false]];
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TRACE_5("params",_unit,_weapon,_muzzle,_ammoCount,_skipAnim);
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// audiovisual effects
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private _delay = 0;
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if !(_skipAnim) then {
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_delay = 1.5;
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private _config = configFile >> "CfgWeapons" >> _weapon;
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if (_weapon != _muzzle) then {
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_config = _config >> _muzzle;
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};
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// get and play animation
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private _unloadAction = getText (_config >> "ACE_unloadAction");
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if (_unloadAction == "") then {
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_unloadAction = getText (_config >> "reloadAction");
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};
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[_unit, _unloadAction, 1] call FUNC(doGesture);
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// get and play sound
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private _unloadSound = getText (_config >> "ACE_unloadSound");
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if (_unloadSound == "") then {
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_unloadSound = "A3\Sounds_F\arsenal\weapons\Rifles\Katiba\reload_Katiba.wss";
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private _unloadSoundArray = getArray (_config >> "reloadMagazineSound");
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// file extention is required for playSound3D
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if (_unloadSoundArray isNotEqualTo []) then {
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private _wssTest = format ["%1.wss", _unloadSoundArray select 0];
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if (fileExists _wssTest) then {
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_unloadSound = _wssTest;
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} else {
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private _wavTest = format ["%1.wav", _unloadSoundArray select 0];
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if (fileExists _wavTest) then {
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_unloadSound = _wavTest;
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};
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};
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};
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};
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playSound3D [_unloadSound, _unit];
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};
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// remove magazine from weapon and add it to inventory
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[{
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params ["_unit", "_weapon", "_ammoCount"];
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// remove weapon item
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private _magazineClass = currentMagazine _unit;
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switch true do {
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case (_weapon == primaryWeapon _unit): {
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_unit removePrimaryWeaponItem _magazineClass;
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};
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case (_weapon == handgunWeapon _unit): {
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_unit removeHandgunItem _magazineClass;
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};
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case (_weapon == secondaryWeapon _unit): {
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_unit removeSecondaryWeaponItem _magazineClass;
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};
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};
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[_unit, _magazineClass, _ammoCount, true] call CBA_fnc_addMagazine;
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}, [_unit, _weapon, _ammoCount], _delay] call CBA_fnc_waitAndExecute;
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@ -1635,5 +1635,8 @@
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<Chinese>受所在位置影響提升醫療能力</Chinese>
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<Turkish>Konumlar Tedaviyi Hızlandırır</Turkish>
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</Key>
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<Key ID="STR_ACE_Common_unloadWeapon">
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<English>Unload Weapon</English>
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</Key>
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</Package>
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</Project>
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@ -11,7 +11,7 @@
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// MINIMAL required version for the Mod. Components can specify others..
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#define REQUIRED_VERSION 2.06
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#define REQUIRED_CBA_VERSION {3,15,6}
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#define REQUIRED_CBA_VERSION {3,15,7}
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#ifdef COMPONENT_BEAUTIFIED
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#define COMPONENT_NAME QUOTE(ACE3 - COMPONENT_BEAUTIFIED)
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26
docs/wiki/framework/common-framework.md
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26
docs/wiki/framework/common-framework.md
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@ -0,0 +1,26 @@
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---
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layout: wiki
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title: Common Framework
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description: Notes on ACE3 Common.
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group: framework
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order: 5
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parent: wiki
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mod: ace
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version:
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major: 3
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minor: 14
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patch: 2
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---
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## 1. Config Values
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### 1.1 `CfgWeapons`
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```cpp
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class CfgWeapons {
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class yourWeaponClass {
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ACE_unloadAction = "GestureUnloadMyWeaponClass"; // Animation to play when weapon is unloaded with ace_common_fnc_unloadUnitWeapon
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ACE_unloadSound = "A3\Sounds_F\arsenal\weapons\Rifles\Katiba\reload_Katiba.wss"; // Sound to play when weapon is unloaded with ace_common_fnc_unloadUnitWeapon
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};
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};
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```
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