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private ["_unit","_weapon","_param","_HandAction","_Actiondelay","_Sound","_Sound_Location","_hasOptic","_acc","_reloadDelay"];
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_unit = _this select 0;
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_weapon = _this select 1;
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_HandAction = _this select 2;
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_Actiondelay = _this select 3;
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_Sound = _this select 4;
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_Sound_Location = _this select 5;
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_hasOptic = (_this select 6 == 1);
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_acc = _unit weaponAccessories _weapon;
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_reloadDelay = _this select 7;
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if (_acc select 2 != "") then
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{
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_hasOptic = true;
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};
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if (!local _unit && _hasOptic) exitwith {};
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if (_unit ammo _weapon !=0) then
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{
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if (!isDedicated && _hasOptic && player == _unit) then
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{
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if (cameraview == "GUNNER") then
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{
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true call bg_fnc_block_reloadaction;
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};
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while {cameraview == "GUNNER"} do
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{
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_unit setWeaponReloadingTime [_unit,_weapon,1];
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sleep 0.001;
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};
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sleep _Actiondelay;
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[_unit,_Sound,_Sound_Location] spawn bg_fnc_playweaponsound;
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bg_wep_playsound = [_unit,_Sound,_Sound_Location];
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publicVariable "bg_wep_playsound";
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_unit playAction _HandAction;
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true call bg_fnc_block_reloadaction;
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sleep _reloadDelay;
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false call bg_fnc_block_reloadaction;
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}
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else
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{
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sleep _Actiondelay;
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[_unit,_Sound,_Sound_Location] spawn bg_fnc_playweaponsound;
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if (local _unit) then
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{
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_unit playAction _HandAction;
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if (_unit == player) then
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{
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true call bg_fnc_block_reloadaction;
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sleep _reloadDelay;
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false call bg_fnc_block_reloadaction;
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};
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};
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};
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};
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