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https://github.com/acemod/ACE3.git
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Merge pull request #2145 from jokoho48/codeCleanupGrenades
Code cleanup of Grenades module
This commit is contained in:
commit
e160a62599
@ -2,7 +2,7 @@
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#include "script_component.hpp"
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["flashbangExplosion", {_this call FUNC(flashbangExplosionEH)}] call EFUNC(common,addEventHandler);
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["flashbangExplosion", DFUNC(flashbangExplosionEH)] call EFUNC(common,addEventHandler);
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if !(hasInterface) exitWith {};
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@ -6,7 +6,7 @@
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* 0: The grenade <OBJECT>
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*
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* Return Value:
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* Nothing
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* None
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*
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* Example:
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* [theGrenade] call ace_grenades_fnc_flashbangExplosionEH
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@ -16,8 +16,7 @@
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#include "script_component.hpp"
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private ["_affected", "_strength", "_posGrenade", "_posUnit", "_angleGrenade", "_angleView", "_angleDiff", "_light", "_losCount", "_dirToUnitVector", "_eyeDir", "_eyePos"];
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PARAMS_1(_grenade);
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params ["_grenade"];
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_affected = _grenade nearEntities ["CAManBase", 20];
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@ -34,7 +33,7 @@ _affected = _grenade nearEntities ["CAManBase", 20];
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_x setSkill ((skill _x) / 50);
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[{
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PARAMS_1(_unit);
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params ["_unit"];
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//Make sure we don't enable AI for unconscious units
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if (!(_unit getVariable ["ace_isunconscious", false])) then {
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[_unit, false] call EFUNC(common,disableAI);
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@ -54,7 +53,8 @@ _affected = _grenade nearEntities ["CAManBase", 20];
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if (!lineIntersects [(_posGrenade vectorAdd _x), _eyePos, _grenade, ACE_player]) then {
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_losCount = _losCount + 1;
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};
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} forEach [[0,0,0], [0,0,0.2], [0.1, 0.1, 0.1], [-0.1, -0.1, 0.1]];
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true
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} count [[0,0,0], [0,0,0.2], [0.1, 0.1, 0.1], [-0.1, -0.1, 0.1]];
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TRACE_1("Line of sight count (out of 4)",_losCount);
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if (_losCount <= 1) then {
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_strength = _strength / 10;
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@ -93,7 +93,7 @@ _affected = _grenade nearEntities ["CAManBase", 20];
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//Delete the light after 0.1 seconds
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[{
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PARAMS_1(_light);
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params ["light"];
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deleteVehicle _light;
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}, [_light], 0.1] call EFUNC(common,waitAndExecute);
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@ -105,7 +105,7 @@ _affected = _grenade nearEntities ["CAManBase", 20];
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//PARTIALRECOVERY - start decreasing effect over ACE_time
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[{
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PARAMS_1(_strength);
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params ["_strength"];
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
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}, [_strength], (7 * _strength), 0] call EFUNC(common,waitAndExecute);
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@ -117,4 +117,5 @@ _affected = _grenade nearEntities ["CAManBase", 20];
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};
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};
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};
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} forEach _affected;
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true
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} count _affected;
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@ -6,7 +6,7 @@
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* 0: projectile - Flashbang Grenade <OBJECT>
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*
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* Return Value:
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* Nothing
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* None
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*
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* Example:
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* [theFlashbang] call ace_grenades_fnc_flashbangThrownFuze
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@ -14,12 +14,11 @@
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* Public: No
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*/
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#include "script_component.hpp"
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PARAMS_1(_projectile);
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params ["_projectile"];
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if (alive _projectile) then {
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playSound3D ["A3\Sounds_F\weapons\Explosion\explosion_mine_1.wss", _projectile, false, getPosASL _projectile, 5, 1.2, 400];
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private "_affected";
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_affected = _projectile nearEntities ["CAManBase", 50];
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["flashbangExplosion", _affected, [_projectile]] call EFUNC(common,targetEvent);
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@ -3,7 +3,7 @@
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* Select the next throwing mode and display message.
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*
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* Arguments:
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* Nothing
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* None
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*
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* Return Value:
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* Handeled <BOOL>
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@ -12,7 +12,7 @@
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* 6: projectile - Object of the projectile that was shot <OBJECT>
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*
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* Return Value:
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* Nothing
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* None
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*
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* Example:
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* [clientFiredBIS-XEH] call ace_grenades_fnc_throwGrenade
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@ -21,11 +21,8 @@
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*/
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#include "script_component.hpp"
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private ["_unit", "_weapon", "_projectile", "_mode", "_fuzeTime"];
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_unit = _this select 0;
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_weapon = _this select 1;
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_projectile = _this select 6;
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private ["_mode", "_fuzeTime"];
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params ["_unit", "_weapon", "", "", "", "", "_projectile"];
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if (_unit != ACE_player) exitWith {};
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if (_weapon != "Throw") exitWith {};
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@ -8,85 +8,85 @@ PixelShaderID = "Super";
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VertexShaderID = "Super";
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class Stage1
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{
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texture = "z\ace\addons\grenades\textures\ace_m84_nohq.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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texture = "z\ace\addons\grenades\textures\ace_m84_nohq.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage2
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{
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texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {0,9,0};
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up[] = {4.5,0,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {0,9,0};
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up[] = {4.5,0,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage3
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{
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texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage4
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{
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texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage5
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{
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texture = "z\ace\addons\grenades\textures\ace_m84_smdi.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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texture = "z\ace\addons\grenades\textures\ace_m84_smdi.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage6
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{
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texture = "#(ai,16,2,2)fresnel(10.4,8.3)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,1};
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pos[] = {0,0,0};
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};
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texture = "#(ai,16,2,2)fresnel(10.4,8.3)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,1};
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pos[] = {0,0,0};
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};
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};
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class Stage7
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{
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texture = "a3\data_f\env_land_co.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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texture = "a3\data_f\env_land_co.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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