This commit is the equivalent of a atomic bomb
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@@ -0,0 +1,71 @@
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/* hint "Working woo!"; */
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private _unit = missionNamespace getVariable ["bis_fnc_moduleRemoteControl_unit", player]; //Get player unit
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if(!(local _unit))exitWith{};
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_unit addEventHandler ["WeaponRested", { //Resting shows/hides link
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params ["_unitResting", "_isRested"];
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private _currentWeapon = currentWeapon _unitResting;
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private _allowedWeapon = ["braf_Minimi"];
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private _attachment = "sp_acc_gpmg_linkhide";
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if (_currentWeapon in _allowedWeapon) then{
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if(_isRested) then {
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if (isWeaponRested _unitResting) then {
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_unitResting addPrimaryWeaponItem _attachment; // Attachment hides link in model cfg
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};
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}else{
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if (isWeaponDeployed _unitResting == false) then { //Only remove link attachment if we know user doesn't have bipod deployed
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_unitResting removePrimaryWeaponItem _attachment;
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};
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};
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} else { //Cleanup eventhandler if different weapon is being used
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_unitResting spawn {
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uiSleep 0.01;
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_unitResting removeEventHandler ["WeaponRested", _thisEventHandler];
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};
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};
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}];
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_unit addEventHandler ["WeaponDeployed", { //Deploying plays animation for holding stock
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params ["_unitDeploying", "_isDeployed"];
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private _currentWeapon = currentWeapon _unitDeploying;
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private _allowedWeapon = ["braf_Minimi"];
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private _anim = "sp_GestureDeployedGPMG";
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if (_currentWeapon in _allowedWeapon) then{
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if(_isDeployed) then {
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_unitDeploying playAction _anim;
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}else{
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_unitDeploying playAction "gestureNod";
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};
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} else { //Cleanup eventhandler if different weapon is being used
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_unitDeploying spawn {
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uiSleep 0.01;
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_unitDeploying removeEventHandler ["WeaponDeployed", _thisEventHandler];
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};
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};
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}];
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_unit addEventHandler ["Take", { //When reloading, check if weapon is deployed and if so play animation for holding stock
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params ["_unitTaking"];
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private _currentWeapon = currentWeapon _unitTaking;
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private _allowedWeapon = ["braf_Minimi"];
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private _anim = "sp_GestureDeployedGPMG";
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if (_currentWeapon in _allowedWeapon) then{
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if(isWeaponDeployed _unitTaking) then {
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_unitTaking playAction _anim;
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};
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} else { //Cleanup eventhandler if different weapon is being used
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_unitTaking spawn {
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uiSleep 0.01;
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_unitTaking removeEventHandler ["Take", _thisEventHandler];
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};
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};
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}];
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@@ -0,0 +1,83 @@
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this addEventHandler ["AnimChanged", {
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params ["_unit", "_anim"];
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private _currentWeapon = currentWeapon _unit;
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private _allowedWeapon = ["braf_minimi"];
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private _animstoadd = [
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"aidlppnemstpsraswrfldnon_ai",
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"aidlppnemstpsraswrfldnon_ai",
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"amovppnemrunslowwrfldf",
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"amovppnemrunslowwrfldb",
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"amovppnemstpsraswrfldnon"];
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private _animstoremove = [
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"aidlpercmstpsraswrfldnon_ai",
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"aidlpknlmstpsraswrfldnon_ai",
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"amovpercmstpsraswrfldnon"];
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private _attachment1 = "sp_acc_minimi_deploybipod";
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private _attachment2 = "sp_acc_minimi_linkhide";
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if (_currentWeapon in _allowedWeapon) then{
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if(_anim in _animstoadd) then {
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hint format ["approved anim is %1", _anim];
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copyToClipboard _anim;
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_unit addPrimaryWeaponItem _attachment1;
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_unit addPrimaryWeaponItem _attachment2;
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}else{
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//hint format ["new anim to add is %1", _anim];
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//copyToClipboard _anim;
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if (_anim in _animstoremove) then {
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_unit removePrimaryWeaponItem _attachment1;
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_unit removePrimaryWeaponItem _attachment2;
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}
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};
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} else {
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_unit spawn {
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uiSleep 0.01;
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_unit removeEventHandler ["AnimChanged", _thisEventHandler];
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};
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};
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}];
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AnimChanged
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AnimDone
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// player
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private _animstoadd = [
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"amovpercmrunslowwrfldf_amovppnemstpsraswrfldnon_end",
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"amovpercmstpsraswrfldnon_amovppnemstpsraswrfldnon",
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"amovpknlmstpsraswrfldnon_amovppnemstpsraswrfldnon",
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"amovpknlmstpsraswrfldnon_amovppnemstpsraswrfldnon"];
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private _animstoremove = [
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"amovppnemstpsraswrfldnon_amovpknlmstpsraswrfldnon",
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"amovppnemstpsraswrfldnon_amovpercmstpsraswrfldnon"];
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private _animstoadd = [
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"aidlppnemstpsraswrfldnon_ai",
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"aidlppnemstpsraswrfldnon_ai"];
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private _animstoremove = [
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"aidlpercmstpsraswrfldnon_ai",
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"aidlpknlmstpsraswrfldnon_ai"];
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crouch to prone
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aidlppnemstpsraswrfldnon_ai
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stand to prone
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aidlppnemstpsraswrfldnon_ai
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prone to stand
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aidlpercmstpsraswrfldnon_ai
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prone to crouch
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aidlpknlmstpsraswrfldnon_ai
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