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c020128f0e
Added the ability to defuse on explosives. "on explosives", there is a helper object that handles defusing. Known issue, it appears that the attachTo explosives don't detonate. This means the currently approach should be changed to a object variable method, instead of an attached object method.
54 lines
1.2 KiB
Plaintext
54 lines
1.2 KiB
Plaintext
/*
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* Author: Garth 'L-H' de Wet and CAA-Picard
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*
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*
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return Value:
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* Actions
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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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private ["_mags", "_item", "_index", "_children"];
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EXPLODE_1_PVT(_this,_unit);
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_mags = magazines _unit;
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_list = [];
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_itemCount = [];
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{
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_item = ConfigFile >> "CfgMagazines" >> _x;
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if (getNumber(_item >> "ACE_Placeable") == 1) then {
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_index = _list find _item;
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if (_index != -1) then {
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_itemCount set [_index, (_itemCount select _index) + 1];
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} else {
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_list pushBack _item;
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_itemCount pushBack 1;
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};
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};
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} forEach _mags;
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_children = [];
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{
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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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format [getText(_x >> "displayName") + " (%1)", _itemCount select _foreachIndex],
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getText(_x >> "picture"),
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{(_this select 2) call FUNC(setupExplosive);},
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{true},
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{},
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[_unit, configName _x]
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] call EFUNC(interact_menu,createAction),
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[],
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_unit
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];
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} foreach _list;
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_children
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