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Fix Generator
Not sure what differences BuiltItems will have as opposed to using the SkodaBase class. Switch Off/On are removed because they do nothing anyway (the start/stop options are in fn_selfAction anyway)
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@@ -595,7 +595,7 @@ class CfgVehicles {
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supplyRadius = 1;
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supplyRadius = 1;
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};
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};
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#include "gathered_plants.hpp"
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#include "gathered_plants.hpp"
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class Generator_Base: SkodaBase
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class Generator_Base: BuiltItems //SkodaBase
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{
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{
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model = "\dayz_equip\models\generator_gear.p3d";
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model = "\dayz_equip\models\generator_gear.p3d";
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picture = "\dayz_equip\textures\equip_generator_ca.paa";
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picture = "\dayz_equip\textures\equip_generator_ca.paa";
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@@ -634,7 +634,8 @@ class CfgVehicles {
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soundengineonext[] = {"ca\sounds\vehicles\Wheeled\sedan\ext\ext-sedan-start-1", 0.398107, 1, 250};
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soundengineonext[] = {"ca\sounds\vehicles\Wheeled\sedan\ext\ext-sedan-start-1", 0.398107, 1, 250};
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class Turrets {};
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class Turrets {};
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/* //Let's remove this because it apparently doesn't do anything
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class UserActions
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class UserActions
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{
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{
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class EngineOn
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class EngineOn
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@@ -660,6 +661,7 @@ class CfgVehicles {
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statement = "player action ['engineOff', this];";
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statement = "player action ['engineOff', this];";
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};
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};
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};
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};
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*/
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};
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};
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};
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};
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/*
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/*
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