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fix derp
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87586459bc
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@ -17,13 +17,4 @@ TRACE_3("getInEH:",_vehicle,_role,_gunner);
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if ((!local _gunner) || {[_gunner] call EFUNC(common,isPlayer)}) exitWith {};
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if ((!local _gunner) || {[_gunner] call EFUNC(common,isPlayer)}) exitWith {};
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if (someAmmo _vehicle) exitWith {};
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if (someAmmo _vehicle) exitWith {};
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// turret can be empty when AI is forcefully moved to the vehicle
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[_vehicle, _gunner] call FUNC(ai_reload);
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if (_turret isEqualTo []) then {
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_turret = (assignedVehicleRole _gunner) select 1;
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};
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// this doesn't handle multi-weapon turrets, need a "turretWeapon" event or a PFH to do that
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private _weapon = (_vehicle weaponsTurret _turret) select 0;
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TRACE_4("need ammo",someAmmo _vehicle,magazinesAllTurrets _vehicle,_turret,_weapon);
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[_vehicle, _gunner, _weapon] call FUNC(ai_reload);
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@ -21,9 +21,13 @@ if (_loadableMagazines isEqualTo []) exitWith {TRACE_1("could not find reloadabl
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// API, to be used by artillerytables
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// API, to be used by artillerytables
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private _forcedMag = _vehicle getVariable [QGVAR(forcedMag), ""];
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private _forcedMag = _vehicle getVariable [QGVAR(forcedMag), ""];
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private _turretIndex = [_gunner] call EFUNC(common,getTurretIndex);
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if (_turretIndex isEqualTo []) then {
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_turretIndex = [0];
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};
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// If this is called while CSW has ammo, unload mags in gunner's turret
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// If this is called while CSW has ammo, unload mags in gunner's turret
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if (someAmmo _vehicle) then {[_vehicle, [_gunner] call EFUNC(common,getTurretIndex)] call FUNC(unloadMagazines)};
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if (someAmmo _vehicle) then {[_vehicle, _turretIndex] call FUNC(unloadMagazines)};
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private _bestAmmo = 0;
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private _bestAmmo = 0;
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private _magazineInfo = [];
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private _magazineInfo = [];
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