Cleanup Function Headers titles

This commit is contained in:
jonpas 2016-06-18 11:50:41 +02:00
parent ed15d99915
commit 03e923aa68
146 changed files with 235 additions and 235 deletions

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@ -3,10 +3,10 @@
* *
* Displays a protractor in the top left corner of the screen * Displays a protractor in the top left corner of the screen
* *
* Argument: * Arguments:
* None * None
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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* Show the ammo counts for a static weapon. * Show the ammo counts for a static weapon.
* Called from "insertChildren" on interact_menu * Called from "insertChildren" on interact_menu
* *
* Argument: * Arguments:
* 0: Target <OBJECT> * 0: Target <OBJECT>
* 1: Player <OBJECT> * 1: Player <OBJECT>
* *
* Return value: * Return Value:
* ChildActiosn<ARRAY> * ChildActiosn<ARRAY>
* *
* Example: * Example:

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* 0: Player <OBJECT> * 0: Player <OBJECT>
* 1: Object to load <OBJECT> * 1: Object to load <OBJECT>
* *
* Return value: * Return Value:
* Can load <BOOL> * Can load <BOOL>
* *
* Example: * Example:

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* 0: Item <OBJECT or STRING> * 0: Item <OBJECT or STRING>
* 1: Holder Object (Vehicle) <OBJECT> * 1: Holder Object (Vehicle) <OBJECT>
* *
* Return value: * Return Value:
* Can load in <BOOL> * Can load in <BOOL>
* *
* Example: * Example:

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* 1: Object <OBJECT> * 1: Object <OBJECT>
* 2: Unloader (player) <OPTIONAL><OBJECT> * 2: Unloader (player) <OPTIONAL><OBJECT>
* *
* Return value: * Return Value:
* Can be unloaded <BOOL> * Can be unloaded <BOOL>
* *
* Example: * Example:

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* Arguments: * Arguments:
* 0: Unit <OBJECT> * 0: Unit <OBJECT>
* *
* Return value: * Return Value:
* Vehicle in Distance <OBJECT> * Vehicle in Distance <OBJECT>
* *
* Example: * Example:

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* Arguments: * Arguments:
* 0: Object <OBJECT> * 0: Object <OBJECT>
* *
* Return value: * Return Value:
* Cargo space left <NUMBER> * Cargo space left <NUMBER>
* *
* Example: * Example:

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* Arguments: * Arguments:
* 0: Item <OBJECT or STRING> * 0: Item <OBJECT or STRING>
* *
* Return value: * Return Value:
* Cargo size <NUMBER> (default: -1) * Cargo size <NUMBER> (default: -1)
* *
* Example: * Example:

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* Arguments: * Arguments:
* 0: Object <OBJECT> * 0: Object <OBJECT>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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* Arguments: * Arguments:
* 0: Object <OBJECT> * 0: Object <OBJECT>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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* 0: Item <OBJECT or STRING> * 0: Item <OBJECT or STRING>
* 1: Vehicle <OBJECT> * 1: Vehicle <OBJECT>
* *
* Return value: * Return Value:
* Object loaded <BOOL> * Object loaded <BOOL>
* *
* Example: * Example:

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* 1: Set as loadable (default: true) <BOOL><SCALAR> * 1: Set as loadable (default: true) <BOOL><SCALAR>
* 2: Size. (default: 1) <NUMBER> * 2: Size. (default: 1) <NUMBER>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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* Arguments: * Arguments:
* 0: Display <DISPLAY> * 0: Display <DISPLAY>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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* 0: Player <OBJECT> * 0: Player <OBJECT>
* 1: Object <OBJECT> * 1: Object <OBJECT>
* *
* Return value: * Return Value:
* Load ProgressBar Started <BOOL> * Load ProgressBar Started <BOOL>
* *
* Example: * Example:

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* Arguments: * Arguments:
* None * None
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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* 0: Item <OBJECT or STRING> * 0: Item <OBJECT or STRING>
* 1: Vehicle <OBJECT> * 1: Vehicle <OBJECT>
* *
* Return value: * Return Value:
* Object unloaded <BOOL> * Object unloaded <BOOL>
* *
* Example: * Example:

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* Arguments: * Arguments:
* 0: Object <OBJECT> * 0: Object <OBJECT>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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* Arguments: * Arguments:
* 0: Code <CODE, STRING> * 0: Code <CODE, STRING>
* *
* Return value: * Return Value:
* Code <STRING> * Code <STRING>
* *
* Public: Yes * Public: Yes

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* Arguments: * Arguments:
* 0: Unit that has a backpack <OBJECT> * 0: Unit that has a backpack <OBJECT>
* *
* Return value: * Return Value:
* Ground wepaon holder with backpack <OBJECT> * Ground wepaon holder with backpack <OBJECT>
* *
* Public: Yes * Public: Yes

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* Author: esteldunedain * Author: esteldunedain
* Unfied handling of weapon fire * Unfied handling of weapon fire
* *
* Argument: * Arguments:
* 0: unit - Object the event handler is assigned to <OBJECT> * 0: unit - Object the event handler is assigned to <OBJECT>
* 1: weapon - Fired weapon <STRING> * 1: weapon - Fired weapon <STRING>
* 2: muzzle - Muzzle that was used <STRING> * 2: muzzle - Muzzle that was used <STRING>
@ -11,7 +11,7 @@
* 5: magazine - magazine name which was used <STRING> * 5: magazine - magazine name which was used <STRING>
* 6: projectile - Object of the projectile that was shot <OBJECT> * 6: projectile - Object of the projectile that was shot <OBJECT>
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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* *
* Fixes position of an object. E.g. moves object above ground and adjusts to terrain slope. Requires local object. * Fixes position of an object. E.g. moves object above ground and adjusts to terrain slope. Requires local object.
* *
* Argument: * Arguments:
* Object <OBJECT> * Object <OBJECT>
* *
* Return Value: * Return Value:

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* Also gets longitude, latitude and altitude offset for the map. * Also gets longitude, latitude and altitude offset for the map.
* Writes return values to GVAR(MGRS_data) if run on the current map. * Writes return values to GVAR(MGRS_data) if run on the current map.
* *
* Argument: * Arguments:
* 0: Map name (default: worldName) <STRING> * 0: Map name (default: worldName) <STRING>
* *
* Return Value: * Return Value:

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* Author: VKing, bux * Author: VKing, bux
* Gets the current latitude and altitude offset for the map. * Gets the current latitude and altitude offset for the map.
* *
* Argument: * Arguments:
* 0: Map name (default: worldName) <STRING> * 0: Map name (default: worldName) <STRING>
* *
* Return Value: * Return Value:

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* Arguments: * Arguments:
* 0: Unit <OBJECT> * 0: Unit <OBJECT>
* *
* Return value: * Return Value:
* Is the unit in a building? <BOOL> * Is the unit in a building? <BOOL>
* *
* Public: Yes * Public: Yes

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* Author: commy2 * Author: commy2
* hint retun value of given function every frame * hint retun value of given function every frame
* *
* Argument: * Arguments:
* <CODE> * <CODE>
* *
* Return Value: * Return Value:

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* Author: PabstMirror * Author: PabstMirror
* Executes code after setting are initilized. * Executes code after setting are initilized.
* *
* Argument: * Arguments:
* 0: Code to execute <CODE> * 0: Code to execute <CODE>
* 1: Parameters to run the code with <ANY> * 1: Parameters to run the code with <ANY>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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* Author: esteldunedain * Author: esteldunedain
* Publish a variable if it's different enough from the previously published value. * Publish a variable if it's different enough from the previously published value.
* *
* Argument: * Arguments:
* 0: Object the variable should be assigned to <OBJECT> * 0: Object the variable should be assigned to <OBJECT>
* 1: Name of the variable <STRING> * 1: Name of the variable <STRING>
* 2: Value of the variable <ANY> * 2: Value of the variable <ANY>
* 3: Absolute tolerance <NUMBER> * 3: Absolute tolerance <NUMBER>
* *
* Return value: * Return Value:
* Nothing. * Nothing.
* *
* Example: * Example:

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* Author: commy2 and CAA-Picard and joko and PabstMirror * Author: commy2 and CAA-Picard and joko and PabstMirror
* Publish a variable, but wait a certain amount of time before allowing it to be published it again. * Publish a variable, but wait a certain amount of time before allowing it to be published it again.
* *
* Argument: * Arguments:
* 0: Object the variable should be assigned to <OBJECT> * 0: Object the variable should be assigned to <OBJECT>
* 1: Name of the variable <STRING> * 1: Name of the variable <STRING>
* 2: Value of the variable <ANY> * 2: Value of the variable <ANY>
* 3: Embargo delay <NUMBER> (Optional. Default: 1) * 3: Embargo delay <NUMBER> (Optional. Default: 1)
* *
* Return value: * Return Value:
* Nothing. * Nothing.
* *
* Example: * Example:

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* Author: commy2 * Author: commy2
* hint the Variable ACE_isUsedBy from the input Object every frame * hint the Variable ACE_isUsedBy from the input Object every frame
* *
* Argument: * Arguments:
* <OBJECT> * <OBJECT>
* *
* Return Value: * Return Value:

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* Author: joko // Jonas * Author: joko // Jonas
* Executes a code once with after the Condition is True, using a PFH * Executes a code once with after the Condition is True, using a PFH
* *
* Argument: * Arguments:
* 0: Condition <CODE> * 0: Condition <CODE>
* 1: Code to execute <CODE> * 1: Code to execute <CODE>
* 2: Parameters to run the code with <ARRAY,ANY,NIL> * 2: Parameters to run the code with <ARRAY,ANY,NIL>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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* Author: commy2 * Author: commy2
* Initialize variables for drag or carryable objects. Called from init EH. * Initialize variables for drag or carryable objects. Called from init EH.
* *
* Argument: * Arguments:
* 0: Any object <OBJECT> * 0: Any object <OBJECT>
* *
* Return Value: * Return Value:

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* Author: commy2 * Author: commy2
* Initialize variables for drag or carryable persons. Called from init EH. * Initialize variables for drag or carryable persons. Called from init EH.
* *
* Argument: * Arguments:
* 0: Unit <OBJECT> * 0: Unit <OBJECT>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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* Author: commy2 * Author: commy2
* Check if Object is Overlapping * Check if Object is Overlapping
* *
* Argument: * Arguments:
* 0: Object <OBJECT> * 0: Object <OBJECT>
* *
* Return value: * Return Value:
* <BOOL> * <BOOL>
* *
* Example; * Example;

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* Author: commy2 * Author: commy2
* Enable the object to be carried. * Enable the object to be carried.
* *
* Argument: * Arguments:
* 0: Any object <OBJECT> * 0: Any object <OBJECT>
* 1: true to enable carrying, false to disable <BOOL> * 1: true to enable carrying, false to disable <BOOL>
* 2: Position offset for attachTo command <ARRAY> (default: [0,1,1]) * 2: Position offset for attachTo command <ARRAY> (default: [0,1,1])

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* Author: commy2 * Author: commy2
* Enable the object to be dragged. * Enable the object to be dragged.
* *
* Argument: * Arguments:
* 0: Any object <OBJECT> * 0: Any object <OBJECT>
* 1: true to enable dragging, false to disable <BOOL> * 1: true to enable dragging, false to disable <BOOL>
* 2: Position offset for attachTo command (Array, optinal; default: [0,0,0]) * 2: Position offset for attachTo command (Array, optinal; default: [0,0,0])
* 3: Direction in degree to rotate the object after attachTo (Number, optional; default: 0) * 3: Direction in degree to rotate the object after attachTo (Number, optional; default: 0)
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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* Author: commy2 * Author: commy2
* Start the dragging process. * Start the dragging process.
* *
* Argument: * Arguments:
* 0: Unit that should do the dragging <OBJECT> * 0: Unit that should do the dragging <OBJECT>
* 1: Object to drag <OBJECT> * 1: Object to drag <OBJECT>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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* 2: Target distance * 2: Target distance
* 3: Azimuth offset * 3: Azimuth offset
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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* Author: KoffeinFlummi * Author: KoffeinFlummi
* Called from config. Can player reset FCS? * Called from config. Can player reset FCS?
* *
* Argument: * Arguments:
* Nothing * Nothing
* *
* Return Value: * Return Value:

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* Author: commy2 * Author: commy2
* Read laser distance measurement from engine. * Read laser distance measurement from engine.
* *
* Argument: * Arguments:
* 0: Measurement Accuracy (default: 1) <NUMBER> * 0: Measurement Accuracy (default: 1) <NUMBER>
* 1: Maximum measure distance (default: 5000) <NUMBER> * 1: Maximum measure distance (default: 5000) <NUMBER>
* 2: Minimum measure distance (default: 0) <NUMBER> * 2: Minimum measure distance (default: 0) <NUMBER>
* 3: Blank display on range error (default: false) <BOOL> * 3: Blank display on range error (default: false) <BOOL>
* *
* Return value: * Return Value:
* Measured distance <NUMBER> * Measured distance <NUMBER>
* *
* Public: No * Public: No

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* Author: commy2 * Author: commy2
* Update compatible info elements. * Update compatible info elements.
* *
* Argument: * Arguments:
* None * None
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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* Author: KoffeinFlummi and esteldunedain * Author: KoffeinFlummi and esteldunedain
* Adds the PFEH * Adds the PFEH
* *
* Argument: * Arguments:
* None * None
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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* Author: KoffeinFlummi and esteldunedain * Author: KoffeinFlummi and esteldunedain
* Calculates average g-forces and triggers g-effects * Calculates average g-forces and triggers g-effects
* *
* Argument: * Arguments:
* 0: Arguments <ARRAY> * 0: Arguments <ARRAY>
* 1: pfh_id <NUMBER> * 1: pfh_id <NUMBER>
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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* Insert an ACE action to a class, under a certain path * Insert an ACE action to a class, under a certain path
* Note: This function is NOT global. * Note: This function is NOT global.
* *
* Argument: * Arguments:
* 0: TypeOf of the class <STRING> * 0: TypeOf of the class <STRING>
* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER> * 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
* 2: Parent path of the new action <ARRAY> * 2: Parent path of the new action <ARRAY>
* 3: Action <ARRAY> * 3: Action <ARRAY>
* *
* Return value: * Return Value:
* The entry full path, which can be used to remove the entry, or add children entries <ARRAY>. * The entry full path, which can be used to remove the entry, or add children entries <ARRAY>.
* *
* Example: * Example:

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* Insert an ACE action to an object, under a certain config path * Insert an ACE action to an object, under a certain config path
* Note: This function is NOT global. * Note: This function is NOT global.
* *
* Argument: * Arguments:
* 0: Object the action should be assigned to <OBJECT> * 0: Object the action should be assigned to <OBJECT>
* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER> * 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
* 2: Parent path of the new action <ARRAY> * 2: Parent path of the new action <ARRAY>
* 3: Action <ARRAY> * 3: Action <ARRAY>
* *
* Return value: * Return Value:
* The entry full path, which can be used to remove the entry, or add children entries <ARRAY>. * The entry full path, which can be used to remove the entry, or add children entries <ARRAY>.
* *
* Example: * Example:

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* Author: Jonpas, PabstMirror * Author: Jonpas, PabstMirror
* Makes sure there is a ACE_MainActions on the object type * Makes sure there is a ACE_MainActions on the object type
* *
* Argument: * Arguments:
* 0: Object classname <STRING> * 0: Object classname <STRING>
* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER> * 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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* Author: esteldunedain * Author: esteldunedain
* Collect a entire tree of active actions * Collect a entire tree of active actions
* *
* Argument: * Arguments:
* 0: Object <OBJECT> * 0: Object <OBJECT>
* 1: Original action tree <ARRAY> * 1: Original action tree <ARRAY>
* 2: Parent path <ARRAY> * 2: Parent path <ARRAY>
* 3: Distance to base point (will be 0 for self/zeus/in-vehicle) <NUMBER> * 3: Distance to base point (will be 0 for self/zeus/in-vehicle) <NUMBER>
* *
* Return value: * Return Value:
* Active children <ARRAY> * Active children <ARRAY>
* *
* Public: No * Public: No

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* Author: NouberNou and esteldunedain * Author: NouberNou and esteldunedain
* Compile the action menu from config for an object's class * Compile the action menu from config for an object's class
* *
* Argument: * Arguments:
* 0: Object or class name <OBJECT> or <STRING> * 0: Object or class name <OBJECT> or <STRING>
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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* Author: NouberNou and esteldunedain * Author: NouberNou and esteldunedain
* Compile the self action menu from config for an object's class * Compile the self action menu from config for an object's class
* *
* Argument: * Arguments:
* 0: Object or class name <OBJECT> or <STRING> * 0: Object or class name <OBJECT> or <STRING>
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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* Author: SilentSpike * Author: SilentSpike
* Compile the zeus action menu (only to be done once) * Compile the zeus action menu (only to be done once)
* *
* Argument: * Arguments:
* nil * nil
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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* Creates an isolated ACE action * Creates an isolated ACE action
* Note: This function is NOT global. * Note: This function is NOT global.
* *
* Argument: * Arguments:
* 0: Action name <STRING> * 0: Action name <STRING>
* 1: Name of the action shown in the menu <STRING> * 1: Name of the action shown in the menu <STRING>
* 2: Icon <STRING> * 2: Icon <STRING>
@ -16,7 +16,7 @@
* 9: Other parameters [showDisabled,enableInside,canCollapse,runOnHover,doNotCheckLOS] <ARRAY> (Optional) * 9: Other parameters [showDisabled,enableInside,canCollapse,runOnHover,doNotCheckLOS] <ARRAY> (Optional)
* 10: Modifier function <CODE> (Optional) * 10: Modifier function <CODE> (Optional)
* *
* Return value: * Return Value:
* Action <ARRAY> * Action <ARRAY>
* *
* Example: * Example:

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* Author: commy2 * Author: commy2
* Sets the controls structured text if it isn't already set. * Sets the controls structured text if it isn't already set.
* *
* Argument: * Arguments:
* 0: Structured Text Ctrl <CONTROL> * 0: Structured Text Ctrl <CONTROL>
* 1: Index <NUMBER> * 1: Index <NUMBER>
* 2: Text <STRING> * 2: Text <STRING>
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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* Return action point from path * Return action point from path
* Note: This function is NOT global. * Note: This function is NOT global.
* *
* Argument: * Arguments:
* 0: List of Action Tree <ARRAY> * 0: List of Action Tree <ARRAY>
* 1: Path <ARRAY> * 1: Path <ARRAY>
* *
* Return value: * Return Value:
* Action node <ARRAY> or <NIL> if not found * Action node <ARRAY> or <NIL> if not found
* *
* Example: * Example:

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* Author: commy2 * Author: commy2
* Disables firing while the menu is opened. Called from playerChanged eh. * Disables firing while the menu is opened. Called from playerChanged eh.
* *
* Argument: * Arguments:
* 0: New unit to add the addAction eh <OBJECT> * 0: New unit to add the addAction eh <OBJECT>
* 1: Old unit to remove the addAction eh <STRING> * 1: Old unit to remove the addAction eh <STRING>
* *
* Return value: * Return Value:
* None * None
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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* Author: esteldunedain * Author: esteldunedain
* Check if the first path is a subpath of the other * Check if the first path is a subpath of the other
* *
* Argument: * Arguments:
* 0: LongPath <ARRAY> * 0: LongPath <ARRAY>
* 1: ShortPath <STRING> * 1: ShortPath <STRING>
* *
* Return value: * Return Value:
* Bool * Bool
* *
* Example: * Example:

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* Author: NouberNou and esteldunedain * Author: NouberNou and esteldunedain
* Handle interactions key down * Handle interactions key down
* *
* Argument: * Arguments:
* 0: Type of key: 0 interaction / 1 self interaction <NUMBER> * 0: Type of key: 0 interaction / 1 self interaction <NUMBER>
* *
* Return value: * Return Value:
* true <BOOL> * true <BOOL>
* *
* Public: No * Public: No

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* Author: NouberNou and esteldunedain * Author: NouberNou and esteldunedain
* Handle interactions key up * Handle interactions key up
* *
* Argument: * Arguments:
* 0: Type of key: 0 interaction / 1 self interaction <NUMBER> * 0: Type of key: 0 interaction / 1 self interaction <NUMBER>
* *
* Return value: * Return Value:
* true <BOOL> * true <BOOL>
* *
* Public: No * Public: No

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* Author: esteldunedain * Author: esteldunedain
* Removes an action from a class * Removes an action from a class
* *
* Argument: * Arguments:
* 0: TypeOf of the class <STRING> * 0: TypeOf of the class <STRING>
* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER> * 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
* 2: Full path of the new action <ARRAY> * 2: Full path of the new action <ARRAY>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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* Author: commy2, NouberNou and esteldunedain * Author: commy2, NouberNou and esteldunedain
* Removes an action from an object * Removes an action from an object
* *
* Argument: * Arguments:
* 0: Object the action is assigned to <OBJECT> * 0: Object the action is assigned to <OBJECT>
* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER> * 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
* 2: Full path of the action to remove <ARRAY> * 2: Full path of the action to remove <ARRAY>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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* Author: NouberNou and esteldunedain * Author: NouberNou and esteldunedain
* Render all available nearby interactions * Render all available nearby interactions
* *
* Argument: * Arguments:
* None * None
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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@ -2,10 +2,10 @@
* Author: NouberNou and esteldunedain * Author: NouberNou and esteldunedain
* Render all action points * Render all action points
* *
* Argument: * Arguments:
* None * None
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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@ -2,12 +2,12 @@
* Author: NouberNou and esteldunedain * Author: NouberNou and esteldunedain
* Render the interaction menu for a base action * Render the interaction menu for a base action
* *
* Argument: * Arguments:
* 0: Object <OBJECT> * 0: Object <OBJECT>
* 1: Action node <ARRAY> * 1: Action node <ARRAY>
* 2: 3D position or 2D position <ARRAY> (Optional) * 2: 3D position or 2D position <ARRAY> (Optional)
* *
* Return value: * Return Value:
* Was the menu rendered <BOOL> * Was the menu rendered <BOOL>
* *
* Public: No * Public: No

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@ -2,13 +2,13 @@
* Author: NouberNou and esteldunedain * Author: NouberNou and esteldunedain
* Render a single interaction icon * Render a single interaction icon
* *
* Argument: * Arguments:
* 0: Text <STRING> * 0: Text <STRING>
* 1: Icon <STRING> * 1: Icon <STRING>
* 2: 2d position <ARRAY> * 2: 2d position <ARRAY>
* 3: Text Settings <STRING> * 3: Text Settings <STRING>
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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@ -2,13 +2,13 @@
* Author: NouberNou and esteldunedain * Author: NouberNou and esteldunedain
* Render an interaction menu and it's children recursively * Render an interaction menu and it's children recursively
* *
* Argument: * Arguments:
* 0: Parent path <ARRAY> * 0: Parent path <ARRAY>
* 1: Action data <ARRAY> * 1: Action data <ARRAY>
* 2: 2D position <ARRAY> * 2: 2D position <ARRAY>
* 3: Angle range available for rendering <ARRAY> * 3: Angle range available for rendering <ARRAY>
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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@ -2,11 +2,11 @@
* Author: esteldunedain * Author: esteldunedain
* Render a single interaction icon * Render a single interaction icon
* *
* Argument: * Arguments:
* 0: 2d position <ARRAY> * 0: 2d position <ARRAY>
* 1: Icon <STRING> * 1: Icon <STRING>
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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@ -2,10 +2,10 @@
* Author: PabstMirror * Author: PabstMirror
* Builds color strings needed for displaying interaction text * Builds color strings needed for displaying interaction text
* *
* Argument: * Arguments:
* None * None
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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@ -2,10 +2,10 @@
* Author: esteldunedain * Author: esteldunedain
* Take full path and split it between parent path and action name * Take full path and split it between parent path and action name
* *
* Argument: * Arguments:
* Full path of the action to remove <ARRAY> * Full path of the action to remove <ARRAY>
* *
* Return value: * Return Value:
* 0: Parent path <ARRAY> * 0: Parent path <ARRAY>
* 1: Action name <STRING> * 1: Action name <STRING>
* *

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@ -6,7 +6,7 @@
* 0: Player <OBJECT> * 0: Player <OBJECT>
* 1: Target <OBJECT> * 1: Target <OBJECT>
* *
* Return value: * Return Value:
* Able to join a team <BOOL> * Able to join a team <BOOL>
* *
* Example: * Example:

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@ -5,7 +5,7 @@
* Arguments: * Arguments:
* None (uses local variable _target) * None (uses local variable _target)
* *
* Return value: * Return Value:
* Children actions <ARRAY> * Children actions <ARRAY>
* *
* Example: * Example:

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@ -5,7 +5,7 @@
* Arguments: * Arguments:
* None * None
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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@ -7,7 +7,7 @@
* 1: Right Click Text <STRING> * 1: Right Click Text <STRING>
* 2: Scroll Text <STRING> (Optional) * 2: Scroll Text <STRING> (Optional)
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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@ -5,7 +5,7 @@
* Arguments: * Arguments:
* 0: Lamp <OBJECT> * 0: Lamp <OBJECT>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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@ -5,7 +5,7 @@
* Arguments: * Arguments:
* 0: UUID (from laserOn) <string> * 0: UUID (from laserOn) <string>
* *
* Return value: * Return Value:
* None * None
*/ */

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@ -10,7 +10,7 @@
* 4: Laser code <number> * 4: Laser code <number>
* 5: Beam divergence (in mils off beam center). * 5: Beam divergence (in mils off beam center).
* *
* Return value: * Return Value:
* String, UUID for sending to laserOff function. * String, UUID for sending to laserOff function.
*/ */

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@ -9,7 +9,7 @@
* 3: Seeker wavelength sensitivity range, [1550,1550] is common eye safe. <array> * 3: Seeker wavelength sensitivity range, [1550,1550] is common eye safe. <array>
* 4: Seeker laser code. <number> * 4: Seeker laser code. <number>
* *
* Return value: * Return Value:
* Array, [Strongest compatible laser spot ASL pos, owner object] Nil array values if nothing found. * Array, [Strongest compatible laser spot ASL pos, owner object] Nil array values if nothing found.
*/ */

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@ -2,10 +2,10 @@
* Author: jaynus * Author: jaynus
* Checks if the turret occupied by the given unit can lock a laser designator and select laser code. * Checks if the turret occupied by the given unit can lock a laser designator and select laser code.
* *
* Argument: * Arguments:
* 0: Unit <OBJECT> * 0: Unit <OBJECT>
* *
* Return value: * Return Value:
* Has designator? <BOOL> * Has designator? <BOOL>
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -2,11 +2,11 @@
* Author: jaynus * Author: jaynus
* Handler function for laser network code. * Handler function for laser network code.
* *
* Argument: * Arguments:
* 0: Emitter * 0: Emitter
* 1: Owner * 1: Owner
* *
* Return value: * Return Value:
* [position, direction] * [position, direction]
*/ */
//#define DEBUG_MODE_FULL //#define DEBUG_MODE_FULL

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@ -2,7 +2,7 @@
* Author: jaynus * Author: jaynus
* Handler function for laser network code. * Handler function for laser network code.
* *
* Argument: * Arguments:
* 0: Emitter <OBJECT> * 0: Emitter <OBJECT>
* *
* Return Value: * Return Value:

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@ -2,7 +2,7 @@
* Author: jaynus * Author: jaynus
* Turns off passed laser self designation. * Turns off passed laser self designation.
* *
* Argument: * Arguments:
* 0: Shooter, player shooting the laser * 0: Shooter, player shooting the laser
* 1: LaserUUID, the UUID of the laser returned by EFUNC(laser,laserOn) * 1: LaserUUID, the UUID of the laser returned by EFUNC(laser,laserOn)
* 2: Local laser target, unused. * 2: Local laser target, unused.

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@ -2,11 +2,11 @@
* Author: PabstMirror, commy2, esteldunedain, Ruthberg * Author: PabstMirror, commy2, esteldunedain, Ruthberg
* Gets magazine children for interaciton menu. * Gets magazine children for interaciton menu.
* *
* Argument: * Arguments:
* 0: Target <OBJECT> * 0: Target <OBJECT>
* 1: Player <OBJECT> * 1: Player <OBJECT>
* *
* Return value: * Return Value:
* ChildActions <ARRAY> * ChildActions <ARRAY>
* *
* Example: * Example:

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@ -7,7 +7,7 @@
* 1: Player <OBJECT> * 1: Player <OBJECT>
* 3: Parameters <ARRAY> * 3: Parameters <ARRAY>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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@ -5,7 +5,7 @@
* Arguments: * Arguments:
* 0: Flashlight classname ("" for off) <STRING> * 0: Flashlight classname ("" for off) <STRING>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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@ -5,7 +5,7 @@
* Arguments: * Arguments:
* 0: Unit to check <OBJECT> * 0: Unit to check <OBJECT>
* *
* Return value: * Return Value:
* Flashlight classnames (empty for none) <ARRAY> * Flashlight classnames (empty for none) <ARRAY>
* *
* Example: * Example:

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@ -5,7 +5,7 @@
* Arguments: * Arguments:
* 0: Flashlight classname ("" for off) <STRING> * 0: Flashlight classname ("" for off) <STRING>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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@ -5,7 +5,7 @@
* Arguments: * Arguments:
* None * None
* *
* Return value: * Return Value:
* No * No
* *
* Public: No * Public: No

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@ -5,7 +5,7 @@
* Arguments: * Arguments:
* None * None
* *
* Return value: * Return Value:
* <BOOL> * <BOOL>
* *
* Public: No * Public: No

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@ -5,7 +5,7 @@
* Arguments: * Arguments:
* None * None
* *
* Return value: * Return Value:
* <BOOL> * <BOOL>
* *
* Public: No * Public: No

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@ -2,11 +2,11 @@
* Author: esteldunedain * Author: esteldunedain
* Handle mouse buttons. * Handle mouse buttons.
* *
* Argument: * Arguments:
* 0: 1 if mouse down down, 0 if mouse button up (Number) * 0: 1 if mouse down down, 0 if mouse button up (Number)
* 1: Parameters of the mouse button event * 1: Parameters of the mouse button event
* *
* Return value: * Return Value:
* Boolean, true if event was handled * Boolean, true if event was handled
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -2,11 +2,11 @@
* Author: esteldunedain * Author: esteldunedain
* Handle mouse movement over the map tool. * Handle mouse movement over the map tool.
* *
* Argument: * Arguments:
* 0: Map Control * 0: Map Control
* 1: Mouse position on screen coordinates * 1: Mouse position on screen coordinates
* *
* Return value: * Return Value:
* Boolean, true if event was handled * Boolean, true if event was handled
*/ */

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@ -6,7 +6,7 @@
* 0: x Position (in meters) <NUMBER> * 0: x Position (in meters) <NUMBER>
* 1: y Position (in meters) <NUMBER> * 1: y Position (in meters) <NUMBER>
* *
* Return value: * Return Value:
* Boolean * Boolean
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -5,7 +5,7 @@
* Arguments: * Arguments:
* 0: Open GPS? <BOOL> * 0: Open GPS? <BOOL>
* *
* Return value: * Return Value:
* Nothing * Nothing
* *
* Public: No * Public: No

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@ -5,7 +5,7 @@
* Arguments: * Arguments:
* 0: The Map <CONTROL> * 0: The Map <CONTROL>
* *
* Return value: * Return Value:
* Nothing * Nothing
* *
* Public: No * Public: No

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@ -2,12 +2,12 @@
* Author: esteldunedain * Author: esteldunedain
* Create one unload action per unconscious passenger * Create one unload action per unconscious passenger
* *
* Argument: * Arguments:
* 0: Vehicle <OBJECT> * 0: Vehicle <OBJECT>
* 1: Player <OBJECT> * 1: Player <OBJECT>
* 3: Parameters <ARRAY> * 3: Parameters <ARRAY>
* *
* Return value: * Return Value:
* Children actions <ARRAY> * Children actions <ARRAY>
* *
* Public: No * Public: No

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@ -2,11 +2,11 @@
* Author: jaynus * Author: jaynus
* Returns whether the seeker object can see the target position with lineIntersect * Returns whether the seeker object can see the target position with lineIntersect
* *
* Argument: * Arguments:
* 0: Seeker [Object] * 0: Seeker [Object]
* 1: Target [Object] * 1: Target [Object]
* *
* Return value: * Return Value:
* Boolean * Boolean
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -3,12 +3,12 @@
* Returns whether the target position is within the maximum angle FOV of the provided seeker * Returns whether the target position is within the maximum angle FOV of the provided seeker
* objects current direction. * objects current direction.
* *
* Argument: * Arguments:
* 0: Seeker [Object] * 0: Seeker [Object]
* 1: Target [Position] * 1: Target [Position]
* 2: Max Angle [Degrees] * 2: Max Angle [Degrees]
* *
* Return value: * Return Value:
* Boolean * Boolean
*/ */

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@ -11,7 +11,7 @@
* 5: Draw rank <BOOL> * 5: Draw rank <BOOL>
* 6: Draw soundwave <BOOL> * 6: Draw soundwave <BOOL>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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@ -2,12 +2,12 @@
* Author: esteldunedain * Author: esteldunedain
* Calculate the cooling down of a weapon over a time interval. * Calculate the cooling down of a weapon over a time interval.
* *
* Argument: * Arguments:
* 0: Initial temperature <NUMBER> * 0: Initial temperature <NUMBER>
* 1: Barrel mass <NUMBER> * 1: Barrel mass <NUMBER>
* 2: Time interval <NUMBER> * 2: Time interval <NUMBER>
* *
* Return value: * Return Value:
* Final temperature <NUMBER> * Final temperature <NUMBER>
* *
* Example: * Example:

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@ -2,10 +2,10 @@
* Author: Commy2 and esteldunedain * Author: Commy2 and esteldunedain
* Handle weapon fire. Called from the unified fired EH 1- always for the local player 2- and for non local players if dispersion is simulated. * Handle weapon fire. Called from the unified fired EH 1- always for the local player 2- and for non local players if dispersion is simulated.
* *
* Argument: * Arguments:
* None. Parameters inherited from EFUNC(common,firedEH) * None. Parameters inherited from EFUNC(common,firedEH)
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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@ -2,10 +2,10 @@
* Author: PabstMirror and esteldunedain * Author: PabstMirror and esteldunedain
* Get weapon data with caching * Get weapon data with caching
* *
* Argument: * Arguments:
* 0: weapon type <STRING> * 0: weapon type <STRING>
* *
* Return value: * Return Value:
* 0: dispresion <NUMBER> * 0: dispresion <NUMBER>
* 1: slowdownFactor <NUMBER> * 1: slowdownFactor <NUMBER>
* 2: jamChance <NUMBER> * 2: jamChance <NUMBER>

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@ -3,12 +3,12 @@
* Handle "take" event * Handle "take" event
* I think it fixs jams when manually dragging a new magazine in from player's inventory * I think it fixs jams when manually dragging a new magazine in from player's inventory
* *
* Argument: * Arguments:
* 0: unit - Object the event handler is assigned to <OBJECT> * 0: unit - Object the event handler is assigned to <OBJECT>
* 1: container <OBJECT> * 1: container <OBJECT>
* 2: item <STRING> * 2: item <STRING>
* *
* Return value: * Return Value:
* None * None
* *
* Public: No * Public: No

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@ -2,11 +2,11 @@
* Author: Commy2, based on KK_fnc_playerWeaponMulfunction from KillzoneKid * Author: Commy2, based on KK_fnc_playerWeaponMulfunction from KillzoneKid
* Jam the weapon * Jam the weapon
* *
* Argument: * Arguments:
* 0: Unit <OBJECT> * 0: Unit <OBJECT>
* 1: Weapon <STRING> * 1: Weapon <STRING>
* *
* Return value: * Return Value:
* None * None
* *
* Example: * Example:

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