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Remove unused code
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@ -6,7 +6,6 @@ PREPF(AddSelectableItem);
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PREPF(addToTooltip);
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PREPF(addToTooltip);
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PREPF(applyButtons);
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PREPF(applyButtons);
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PREPF(canInteractWith);
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PREPF(canInteractWith);
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PREPF(canLockDoor);
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PREPF(canTapShoulder);
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PREPF(canTapShoulder);
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PREPF(getActions2);
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PREPF(getActions2);
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PREPF(GetActions);
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PREPF(GetActions);
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@ -19,7 +18,6 @@ PREPF(hideMouseHint);
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PREPF(initialiseInteraction);
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PREPF(initialiseInteraction);
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PREPF(isInRange);
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PREPF(isInRange);
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PREPF(joinTeam);
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PREPF(joinTeam);
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PREPF(lockDoor);
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PREPF(menuKeyInput);
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PREPF(menuKeyInput);
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PREPF(moduleInteraction);
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PREPF(moduleInteraction);
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PREPF(moveDown);
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PREPF(moveDown);
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@ -27,7 +27,6 @@ class CfgFunctions {
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class addToTooltip;
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class addToTooltip;
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class applyButtons;
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class applyButtons;
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class canInteractWith;
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class canInteractWith;
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class canLockDoor;
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class canTapShoulder;
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class canTapShoulder;
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class getActions2;
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class getActions2;
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class GetActions;
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class GetActions;
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@ -40,7 +39,6 @@ class CfgFunctions {
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class initialiseInteraction;
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class initialiseInteraction;
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class isInRange;
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class isInRange;
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class joinTeam;
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class joinTeam;
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class lockDoor;
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class menuKeyInput;
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class menuKeyInput;
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class moduleInteraction;
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class moduleInteraction;
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class moveDown;
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class moveDown;
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@ -112,25 +110,6 @@ class AGM_Core_Default_Keys {
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control = 1;
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control = 1;
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alt = 0;
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alt = 0;
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};
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};
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// disabled for now
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/*class lockDoor {
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displayName = "$STR_AGM_Interaction_LockDoor";
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condition = "[true] call AGM_Interaction_fnc_canLockDoor && {!AGM_Interaction_isOpeningDoor}";
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statement = "[true] call AGM_Interaction_fnc_lockDoor";
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key = 57;
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shift = 0;
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control = 0;
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alt = 1;
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};
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class unlockDoor {
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displayName = "$STR_AGM_Interaction_UnlockDoor";
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condition = "[false] call AGM_Interaction_fnc_canLockDoor";
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statement = "[false] call AGM_Interaction_fnc_lockDoor";
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key = 57;
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shift = 0;
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control = 1;
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alt = 1;
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};*/
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class tapShoulder {
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class tapShoulder {
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displayName = "$STR_AGM_Interaction_TapShoulder";
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displayName = "$STR_AGM_Interaction_TapShoulder";
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condition = "[_player, cursorTarget] call AGM_Interaction_fnc_canTapShoulder";
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condition = "[_player, cursorTarget] call AGM_Interaction_fnc_canTapShoulder";
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@ -1,16 +0,0 @@
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// by commy2
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private ["_mode", "_info", "_house", "_door", "_id"];
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_mode = _this select 0; //lock: true, unlock: false
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_info = [2] call AGM_Interaction_fnc_getDoor;
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_house = _info select 0;
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_door = _info select 1;
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_id = _info select 2;
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!isNull _house
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&& {_door == "door"}
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&& {!_mode || {_house animationPhase format ["door_%1_rot", _id] <= 0}}
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&& {(_house getVariable [format ["BIS_Disabled_Door_%1", _id], 0] != 1) isEqualTo _mode}
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@ -1,27 +0,0 @@
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// by commy2
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private ["_mode", "_info", "_house", "_door", "_id", "_phase"];
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_mode = _this select 0; //lock: true, unlock: false
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_info = [2] call AGM_Interaction_fnc_getDoor;
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_house = _info select 0;
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_door = _info select 1;
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_id = _info select 2;
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if (isNull _house) exitWith {};
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/*
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_phase = [1, 0] select _mode;
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_house animate [format ["%1_%2_rot", _door, _id], _phase];
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_house animate [format ["%1_Handle_%2_rot_1", _door, _id], _phase];
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_house animate [format ["%1_Handle_%2_rot_2", _door, _id], _phase];
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*/
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_house setVariable [format ["BIS_Disabled_%1_%2", _door, _id], [0, 1] select _mode];
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playSound "AGM_Sound_Click";
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[localize (["STR_AGM_Interaction_UnlockedDoor", "STR_AGM_Interaction_LockedDoor"] select _mode)] call AGM_Core_fnc_displayTextStructured;
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