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Overheating - Fix jamming sound (#7463)
* This sound was heard all over the map * secondaryWeapon changed to handgunWeapon * add jamming sound * add yourself to AUTHORS.txt
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@ -120,6 +120,7 @@ nomisum <nomisum@gmail.com>
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OnkelDisMaster <onkeldismaster@gmail.com>
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Orbis2358 <mgkid3310@naver.com>
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oscarmolinadev
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Panisher (Tushino Serious Games) <panisher333@gmail.com>
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PaxJaromeMalues <seemax1991@gmail.com>
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PiZZADOX <509thParachuteInfantry@gmail.com>
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Phyma <sethramstrom@gmail.com>
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@ -36,7 +36,7 @@ if (_weapon in _jammedWeapons) then {
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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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if (_weapon == secondaryWeapon _unit) then {
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if (_weapon == handgunWeapon _unit) then {
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playSound QGVAR(fixing_pistol);
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};
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};
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@ -40,6 +40,14 @@ if (_ammo > 0) then {
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}, [_unit, _weapon, _ammo]] call CBA_fnc_execNextFrame;
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};
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if (_weapon == primaryWeapon _unit) then {
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playSound QGVAR(jamming_rifle);
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} else {
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if (_weapon == handgunWeapon _unit) then {
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playSound QGVAR(jamming_pistol);
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};
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};
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// only display the hint once, after you try to shoot an already jammed weapon
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GVAR(knowAboutJam) = false;
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@ -55,7 +63,7 @@ if (_unit getVariable [QGVAR(JammingActionID), -1] == -1) then {
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};
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private _statement = {
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playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _this select 0];
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playSound3D ["a3\sounds_f\weapons\Other\dry9.wss", _this select 0, false, eyePos (_this select 0), 1, 1, 15];
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if (!(missionNamespace getVariable [QGVAR(knowAboutJam), false]) && {(_this select 1) ammo currentWeapon (_this select 1) > 0} && {GVAR(DisplayTextOnJam)}) then {
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[localize LSTRING(WeaponJammed)] call EFUNC(common,displayTextStructured);
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