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Updated parameterization in Weaponselect module.
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@ -12,10 +12,10 @@
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*/
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#include "script_component.hpp"
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PARAMS_2(_unit,_muzzle);
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private ["_uniformMags", "_vestMags", "_backpackMags", "_numberOfMagazines", "_magazineClasses", "_firstMagazine"];
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params ["_unit", "_muzzle"];
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_uniformMags = getMagazineCargo uniformContainer _unit;
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_vestMags = getMagazineCargo vestContainer _unit;
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_backpackMags = getMagazineCargo backpackContainer _unit;
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@ -12,11 +12,11 @@
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*/
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#include "script_component.hpp"
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private ["_color", "_name", "_text", "_picture"];
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if !(GVAR(DisplayText)) exitwith {};
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PARAMS_2(_magazine,_numberofMagazines);
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private ["_color", "_name", "_text", "_picture"];
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params ["_magazine", "_numberofMagazines"];
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_color = [[1,0,0], [1,1,1]] select (_numberofMagazines > 0);
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_name = getText (configFile >> "CfgMagazines" >> _magazine >> "displayNameShort");
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@ -1,17 +1,25 @@
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// by commy2
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/*
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* Author: commy2
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*
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* Find the next Grenade Magazine.
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*
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* Argument:
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* 0: Grenade Type ("All", "Frag", "NonFrag") <STRING>
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*
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* Return value:
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* Magazine classname <STRING>
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*/
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#include "script_component.hpp"
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private ["_allMags", "_allMuzzles", "_magazines"];
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private ["_allMags", "_allMuzzles", "_magazines", "_start", "_index", "_nextMagazine"];
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PARAMS_1(_type); //"All", "Frag" or "NonFrag"
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params ["_type"];
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_allMags = missionNamespace getVariable [format [QGVAR(%1Magazines), _type], []];
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_allMuzzles = missionNamespace getVariable [format [QGVAR(%1Muzzles), _type], []];
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_magazines = magazines ACE_player;
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private ["_start", "_index", "_nextMagazine"];
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_start = [GVAR(CurrentGrenadeMuzzleOther), GVAR(CurrentGrenadeMuzzleFrag)] select GVAR(CurrentGrenadeMuzzleIsFrag);
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_index = _allMuzzles find _start;
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@ -1,17 +1,25 @@
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// by commy2
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/*
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* Author: commy2
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*
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* Find the next Grenade Muzzle.
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*
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* Argument:
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* 0: Grenade Type ("All", "Frag", "NonFrag") <STRING>
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*
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* Return value:
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* Class name of next throw muzzle <STRING>
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*/
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#include "script_component.hpp"
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private ["_allMags", "_allMuzzles", "_magazines"];
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private ["_allMags", "_allMuzzles", "_magazines", "_start", "_index", "_nextMuzzle"];
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PARAMS_1(_type); //"All", "Frag" or "NonFrag"
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params ["_type"];
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_allMags = missionNamespace getVariable [format [QGVAR(%1Magazines), _type], []];
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_allMuzzles = missionNamespace getVariable [format [QGVAR(%1Muzzles), _type], []];
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_magazines = magazines ACE_player;
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private ["_start", "_index", "_nextMuzzle"];
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_start = [GVAR(CurrentGrenadeMuzzleOther), GVAR(CurrentGrenadeMuzzleFrag)] select GVAR(CurrentGrenadeMuzzleIsFrag);
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_index = _allMuzzles find _start;
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@ -1,9 +1,19 @@
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// by commy2
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/*
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* Author: commy2
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*
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* Fire Vehicle Smoke Launcher.
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*
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* Argument:
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* 0: Vehicle <OBJECT>
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*
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* Return value:
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* None
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*/
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#include "script_component.hpp"
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private ["_turret", "_weapons"];
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PARAMS_1(_vehicle);
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params ["_vehicle"];
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_turret = [_vehicle] call EFUNC(common,getTurretCommander);
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@ -1,4 +1,14 @@
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// by commy2
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/*
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* Author: commy2
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*
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* Returns the selected Grenade Muzzle.
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*
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* Argument:
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* None
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*
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* Return value:
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* Class name of selected throw muzzle. <STRING>
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*/
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#include "script_component.hpp"
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[GVAR(CurrentGrenadeMuzzleOther), GVAR(CurrentGrenadeMuzzleFrag)] select GVAR(CurrentGrenadeMuzzleIsFrag)
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@ -1,9 +1,20 @@
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// by commy2
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/*
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* Author: commy2
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*
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* Play the change firemode sound for specified weapon at units position.
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*
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* Argument:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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*
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* Return value:
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* None
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*/
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#include "script_component.hpp"
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private ["_sound"];
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PARAMS_2(_unit,_weapon);
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params ["_unit", "_weapon"];
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_sound = getArray (configFile >> "CfgWeapons" >> _weapon >> "changeFiremodeSound");
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@ -4,14 +4,14 @@
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* The unit will put its current weapon away.
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*
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* Argument:
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* 0: What unit should put the current weapon on back? (Object)
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* 0: Unit <OBJECT>
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*
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* Return value:
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* None.
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* None
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*/
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#include "script_component.hpp"
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PARAMS_1(_unit);
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params ["_unit"];
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[_unit] call EFUNC(common,fixLoweredRifleAnimation);
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@ -4,7 +4,7 @@
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* Cycle through all grenades.
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*
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* Argument:
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* None
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* 0: Unit <OBJECT>
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*
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* Return value:
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* None
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@ -13,13 +13,12 @@
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private ["_text", "_nextMuzzle"];
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PARAMS_1(_unit);
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params ["_unit"];
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_nextMuzzle = ["All"] call FUNC(findNextGrenadeMuzzle);
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if (_nextMuzzle != "") then {
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private ["_magazines", "_magazine", "_count", "_return"];
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_magazines = GVAR(AllMagazines) select (GVAR(AllMuzzles) find _nextMuzzle);
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reverse _magazines;
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@ -4,7 +4,7 @@
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* Cycle through frags.
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*
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* Argument:
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* None
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* 0: Unit <OBJECT>
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*
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* Return value:
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* None
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@ -13,7 +13,7 @@
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private ["_text", "_nextMuzzle"];
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PARAMS_1(_unit);
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params ["_unit"];
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_nextMuzzle = ["Frag"] call FUNC(findNextGrenadeMuzzle);
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@ -4,7 +4,7 @@
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* Cycle through non explosive grenades.
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*
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* Argument:
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* None
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* 0: Unit <OBJECT>
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*
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* Return value:
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* None
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@ -13,7 +13,7 @@
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private ["_nextMuzzle", "_text"];
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PARAMS_1(_unit);
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params ["_unit"];
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_nextMuzzle = ["NonFrag"] call FUNC(findNextGrenadeMuzzle);
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* The player will select the specified weapon or will change to the next firing mode if the weapon was already selected.
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*
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* Argument:
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* 0: A weapon (String)
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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*
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* Return value:
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* None.
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* None
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*/
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#include "script_component.hpp"
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PARAMS_2(_unit,_weapon);
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params ["_unit", "_weapon"];
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if (_weapon == "") exitWith {};
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* The player will select the specified weapon and change to the first additional muzzle. E.g. the grenade launcher of a assault rifle.
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*
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* Argument:
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* 0: A weapon (String)
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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*
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* Return value:
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* None.
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* None
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*/
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#include "script_component.hpp"
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PARAMS_2(_unit,_weapon);
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params ["_unit", "_weapon"];
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if (_weapon == "") exitWith {};
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// by commy2
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/*
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* Author: commy2
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*
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* Select weapon for unit in vehicle.
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*
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* Argument:
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* 0: Unit <OBJECT>
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* 1: Vehicle <OBJECT>
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* 2: Weapon index <NUMBER>
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*
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* Return value:
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* None
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*/
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#include "script_component.hpp"
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PARAMS_3(_unit,_vehicle,_index);
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params ["_unit", "_vehicle", "_index"];
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private "_turret";
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_turret = [_unit] call EFUNC(common,getTurretIndex);
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* Select the next grenade muzzle to throw.
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*
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* Argument:
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* muzzle name
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* 0: Unit <OBJECT>
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* 1: Muzzlename <STRING>
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*
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* Return value:
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* None
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*
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*/
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#include "script_component.hpp"
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PARAMS_2(_unit,_muzzle);
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private ["_uniformMags", "_vestMags", "_backpackMags", "_i", "_uniformMagsToRemove", "_vestMagsToRemove", "_backpackMagsToRemove", "_firstMagazine", "_throwMuzzleNames"];
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params ["_unit", "_muzzle"];
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_uniformMags = getMagazineCargo uniformContainer _unit;
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_vestMags = getMagazineCargo vestContainer _unit;
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_backpackMags = getMagazineCargo backpackContainer _unit;
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// by commy2
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/*
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* Author: commy2
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*
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* Display Grenade information on grenade throw.
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*
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* Argument:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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* 2: Magazine <STRING>
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*
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* Return value:
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* None
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*/
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#include "script_component.hpp"
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private ["_unit","_weapon","_magazine"];
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_unit = _this select 0;
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_weapon = _this select 1;
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_magazine = _this select 5;
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params ["_unit", "_weapon", "_magazine"];
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if (_weapon != "Throw") exitWith {};
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