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53 lines
1.4 KiB
Plaintext
53 lines
1.4 KiB
Plaintext
/*
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* Author: Garth 'L-H' de Wet
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* Opens the UI for explosive detonation selection
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*
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* Arguments:
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* 0: Unit <OBJECT>
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* 1: Trigger classname <STRING>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, "ACE_M26_Clacker"] call ACE_Explosives_fnc_addDetonateActions;
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit", "_detonator"];
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TRACE_2("params",_unit,_detonator);
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private ["_result", "_item", "_children", "_range", "_required"];
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_range = getNumber (ConfigFile >> "CfgWeapons" >> _detonator >> "ACE_Range");
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_result = [_unit] call FUNC(getPlacedExplosives);
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_children = [];
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{
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if (!isNull(_x select 0)) then {
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_required = getArray (ConfigFile >> "ACE_Triggers" >> (_x select 4) >> "requires");
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if (_detonator in _required) then {
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_item = ConfigFile >> "CfgMagazines" >> (_x select 3);
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_children pushBack
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[
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[
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format ["Explosive_%1", _forEachIndex],
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_x select 2,
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getText(_item >> "picture"),
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{(_this select 2) call FUNC(detonateExplosive);},
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{true},
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{},
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[ACE_player,_range,_x]
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] call EFUNC(interact_menu,createAction),
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[],
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ACE_Player
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];
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};
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};
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} forEach _result;
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_children
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