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
*
* Argument:
* Arguments:
* None
*
* Return value:
* Return Value:
* None
*
* Public: No

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@ -3,11 +3,11 @@
* Show the ammo counts for a static weapon.
* Called from "insertChildren" on interact_menu
*
* Argument:
* Arguments:
* 0: Target <OBJECT>
* 1: Player <OBJECT>
*
* Return value:
* Return Value:
* ChildActiosn<ARRAY>
*
* Example:

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@ -6,7 +6,7 @@
* 0: Player <OBJECT>
* 1: Object to load <OBJECT>
*
* Return value:
* Return Value:
* Can load <BOOL>
*
* Example:

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@ -6,7 +6,7 @@
* 0: Item <OBJECT or STRING>
* 1: Holder Object (Vehicle) <OBJECT>
*
* Return value:
* Return Value:
* Can load in <BOOL>
*
* Example:

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@ -7,7 +7,7 @@
* 1: Object <OBJECT>
* 2: Unloader (player) <OPTIONAL><OBJECT>
*
* Return value:
* Return Value:
* Can be unloaded <BOOL>
*
* Example:

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@ -5,7 +5,7 @@
* Arguments:
* 0: Unit <OBJECT>
*
* Return value:
* Return Value:
* Vehicle in Distance <OBJECT>
*
* Example:

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@ -5,7 +5,7 @@
* Arguments:
* 0: Object <OBJECT>
*
* Return value:
* Return Value:
* Cargo space left <NUMBER>
*
* Example:

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@ -5,7 +5,7 @@
* Arguments:
* 0: Item <OBJECT or STRING>
*
* Return value:
* Return Value:
* Cargo size <NUMBER> (default: -1)
*
* Example:

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

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

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@ -7,7 +7,7 @@
* 0: Item <OBJECT or STRING>
* 1: Vehicle <OBJECT>
*
* Return value:
* Return Value:
* Object loaded <BOOL>
*
* Example:

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@ -7,7 +7,7 @@
* 1: Set as loadable (default: true) <BOOL><SCALAR>
* 2: Size. (default: 1) <NUMBER>
*
* Return value:
* Return Value:
* None
*
* Example:

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

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@ -6,7 +6,7 @@
* 0: Player <OBJECT>
* 1: Object <OBJECT>
*
* Return value:
* Return Value:
* Load ProgressBar Started <BOOL>
*
* Example:

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

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@ -6,7 +6,7 @@
* 0: Item <OBJECT or STRING>
* 1: Vehicle <OBJECT>
*
* Return value:
* Return Value:
* Object unloaded <BOOL>
*
* Example:

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

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@ -5,7 +5,7 @@
* Arguments:
* 0: Code <CODE, STRING>
*
* Return value:
* Return Value:
* Code <STRING>
*
* Public: Yes

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@ -5,7 +5,7 @@
* Arguments:
* 0: Unit that has a backpack <OBJECT>
*
* Return value:
* Return Value:
* Ground wepaon holder with backpack <OBJECT>
*
* Public: Yes

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

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@ -3,7 +3,7 @@
*
* Fixes position of an object. E.g. moves object above ground and adjusts to terrain slope. Requires local object.
*
* Argument:
* Arguments:
* Object <OBJECT>
*
* Return Value:

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@ -4,7 +4,7 @@
* Also gets longitude, latitude and altitude offset for the map.
* Writes return values to GVAR(MGRS_data) if run on the current map.
*
* Argument:
* Arguments:
* 0: Map name (default: worldName) <STRING>
*
* Return Value:

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@ -2,7 +2,7 @@
* Author: VKing, bux
* Gets the current latitude and altitude offset for the map.
*
* Argument:
* Arguments:
* 0: Map name (default: worldName) <STRING>
*
* Return Value:

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@ -5,7 +5,7 @@
* Arguments:
* 0: Unit <OBJECT>
*
* Return value:
* Return Value:
* Is the unit in a building? <BOOL>
*
* Public: Yes

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@ -2,7 +2,7 @@
* Author: commy2
* hint retun value of given function every frame
*
* Argument:
* Arguments:
* <CODE>
*
* Return Value:

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@ -2,11 +2,11 @@
* Author: PabstMirror
* Executes code after setting are initilized.
*
* Argument:
* Arguments:
* 0: Code to execute <CODE>
* 1: Parameters to run the code with <ANY>
*
* Return value:
* Return Value:
* None
*
* Example:

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@ -2,13 +2,13 @@
* Author: esteldunedain
* Publish a variable if it's different enough from the previously published value.
*
* Argument:
* Arguments:
* 0: Object the variable should be assigned to <OBJECT>
* 1: Name of the variable <STRING>
* 2: Value of the variable <ANY>
* 3: Absolute tolerance <NUMBER>
*
* Return value:
* Return Value:
* Nothing.
*
* Example:

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@ -2,13 +2,13 @@
* 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.
*
* Argument:
* Arguments:
* 0: Object the variable should be assigned to <OBJECT>
* 1: Name of the variable <STRING>
* 2: Value of the variable <ANY>
* 3: Embargo delay <NUMBER> (Optional. Default: 1)
*
* Return value:
* Return Value:
* Nothing.
*
* Example:

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@ -2,7 +2,7 @@
* Author: commy2
* hint the Variable ACE_isUsedBy from the input Object every frame
*
* Argument:
* Arguments:
* <OBJECT>
*
* Return Value:

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@ -2,12 +2,12 @@
* Author: joko // Jonas
* Executes a code once with after the Condition is True, using a PFH
*
* Argument:
* Arguments:
* 0: Condition <CODE>
* 1: Code to execute <CODE>
* 2: Parameters to run the code with <ARRAY,ANY,NIL>
*
* Return value:
* Return Value:
* None
*
* Example:

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@ -2,7 +2,7 @@
* Author: commy2
* Initialize variables for drag or carryable objects. Called from init EH.
*
* Argument:
* Arguments:
* 0: Any object <OBJECT>
*
* Return Value:

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@ -2,10 +2,10 @@
* Author: commy2
* Initialize variables for drag or carryable persons. Called from init EH.
*
* Argument:
* Arguments:
* 0: Unit <OBJECT>
*
* Return value:
* Return Value:
* None
*
* Example:

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@ -2,10 +2,10 @@
* Author: commy2
* Check if Object is Overlapping
*
* Argument:
* Arguments:
* 0: Object <OBJECT>
*
* Return value:
* Return Value:
* <BOOL>
*
* Example;

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@ -2,7 +2,7 @@
* Author: commy2
* Enable the object to be carried.
*
* Argument:
* Arguments:
* 0: Any object <OBJECT>
* 1: true to enable carrying, false to disable <BOOL>
* 2: Position offset for attachTo command <ARRAY> (default: [0,1,1])

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@ -2,13 +2,13 @@
* Author: commy2
* Enable the object to be dragged.
*
* Argument:
* Arguments:
* 0: Any object <OBJECT>
* 1: true to enable dragging, false to disable <BOOL>
* 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)
*
* Return value:
* Return Value:
* None
*
* Example:

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@ -2,11 +2,11 @@
* Author: commy2
* Start the dragging process.
*
* Argument:
* Arguments:
* 0: Unit that should do the dragging <OBJECT>
* 1: Object to drag <OBJECT>
*
* Return value:
* Return Value:
* None
*
* Example:

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@ -8,7 +8,7 @@
* 2: Target distance
* 3: Azimuth offset
*
* Return value:
* Return Value:
* None
*
* Public: No

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@ -2,7 +2,7 @@
* Author: KoffeinFlummi
* Called from config. Can player reset FCS?
*
* Argument:
* Arguments:
* Nothing
*
* Return Value:

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@ -2,13 +2,13 @@
* Author: commy2
* Read laser distance measurement from engine.
*
* Argument:
* Arguments:
* 0: Measurement Accuracy (default: 1) <NUMBER>
* 1: Maximum measure distance (default: 5000) <NUMBER>
* 2: Minimum measure distance (default: 0) <NUMBER>
* 3: Blank display on range error (default: false) <BOOL>
*
* Return value:
* Return Value:
* Measured distance <NUMBER>
*
* Public: No

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@ -2,10 +2,10 @@
* Author: commy2
* Update compatible info elements.
*
* Argument:
* Arguments:
* None
*
* Return value:
* Return Value:
* None
*
* Public: No

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@ -2,10 +2,10 @@
* Author: KoffeinFlummi and esteldunedain
* Adds the PFEH
*
* Argument:
* Arguments:
* None
*
* Return value:
* Return Value:
* None
*
* Public: No

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@ -2,11 +2,11 @@
* Author: KoffeinFlummi and esteldunedain
* Calculates average g-forces and triggers g-effects
*
* Argument:
* Arguments:
* 0: Arguments <ARRAY>
* 1: pfh_id <NUMBER>
*
* Return value:
* Return Value:
* None
*
* Public: No

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@ -3,13 +3,13 @@
* Insert an ACE action to a class, under a certain path
* Note: This function is NOT global.
*
* Argument:
* Arguments:
* 0: TypeOf of the class <STRING>
* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
* 2: Parent path of the new 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>.
*
* Example:

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@ -3,13 +3,13 @@
* Insert an ACE action to an object, under a certain config path
* Note: This function is NOT global.
*
* Argument:
* Arguments:
* 0: Object the action should be assigned to <OBJECT>
* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
* 2: Parent path of the new 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>.
*
* Example:

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@ -2,11 +2,11 @@
* Author: Jonpas, PabstMirror
* Makes sure there is a ACE_MainActions on the object type
*
* Argument:
* Arguments:
* 0: Object classname <STRING>
* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
*
* Return value:
* Return Value:
* None
*
* Example:

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@ -2,13 +2,13 @@
* Author: esteldunedain
* Collect a entire tree of active actions
*
* Argument:
* Arguments:
* 0: Object <OBJECT>
* 1: Original action tree <ARRAY>
* 2: Parent path <ARRAY>
* 3: Distance to base point (will be 0 for self/zeus/in-vehicle) <NUMBER>
*
* Return value:
* Return Value:
* Active children <ARRAY>
*
* Public: No

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@ -2,10 +2,10 @@
* Author: NouberNou and esteldunedain
* Compile the action menu from config for an object's class
*
* Argument:
* Arguments:
* 0: Object or class name <OBJECT> or <STRING>
*
* Return value:
* Return Value:
* None
*
* Public: No

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@ -2,10 +2,10 @@
* Author: NouberNou and esteldunedain
* Compile the self action menu from config for an object's class
*
* Argument:
* Arguments:
* 0: Object or class name <OBJECT> or <STRING>
*
* Return value:
* Return Value:
* None
*
* Public: No

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@ -2,10 +2,10 @@
* Author: SilentSpike
* Compile the zeus action menu (only to be done once)
*
* Argument:
* Arguments:
* nil
*
* Return value:
* Return Value:
* None
*
* Public: No

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@ -3,7 +3,7 @@
* Creates an isolated ACE action
* Note: This function is NOT global.
*
* Argument:
* Arguments:
* 0: Action name <STRING>
* 1: Name of the action shown in the menu <STRING>
* 2: Icon <STRING>
@ -16,7 +16,7 @@
* 9: Other parameters [showDisabled,enableInside,canCollapse,runOnHover,doNotCheckLOS] <ARRAY> (Optional)
* 10: Modifier function <CODE> (Optional)
*
* Return value:
* Return Value:
* Action <ARRAY>
*
* Example:

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@ -2,12 +2,12 @@
* Author: commy2
* Sets the controls structured text if it isn't already set.
*
* Argument:
* Arguments:
* 0: Structured Text Ctrl <CONTROL>
* 1: Index <NUMBER>
* 2: Text <STRING>
*
* Return value:
* Return Value:
* None
*
* Public: No

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@ -3,11 +3,11 @@
* Return action point from path
* Note: This function is NOT global.
*
* Argument:
* Arguments:
* 0: List of Action Tree <ARRAY>
* 1: Path <ARRAY>
*
* Return value:
* Return Value:
* Action node <ARRAY> or <NIL> if not found
*
* Example:

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@ -2,11 +2,11 @@
* Author: commy2
* Disables firing while the menu is opened. Called from playerChanged eh.
*
* Argument:
* Arguments:
* 0: New unit to add the addAction eh <OBJECT>
* 1: Old unit to remove the addAction eh <STRING>
*
* Return value:
* Return Value:
* None
*/
#include "script_component.hpp"

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@ -2,11 +2,11 @@
* Author: esteldunedain
* Check if the first path is a subpath of the other
*
* Argument:
* Arguments:
* 0: LongPath <ARRAY>
* 1: ShortPath <STRING>
*
* Return value:
* Return Value:
* Bool
*
* Example:

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@ -2,10 +2,10 @@
* Author: NouberNou and esteldunedain
* Handle interactions key down
*
* Argument:
* Arguments:
* 0: Type of key: 0 interaction / 1 self interaction <NUMBER>
*
* Return value:
* Return Value:
* true <BOOL>
*
* Public: No

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@ -2,10 +2,10 @@
* Author: NouberNou and esteldunedain
* Handle interactions key up
*
* Argument:
* Arguments:
* 0: Type of key: 0 interaction / 1 self interaction <NUMBER>
*
* Return value:
* Return Value:
* true <BOOL>
*
* Public: No

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@ -2,12 +2,12 @@
* Author: esteldunedain
* Removes an action from a class
*
* Argument:
* Arguments:
* 0: TypeOf of the class <STRING>
* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
* 2: Full path of the new action <ARRAY>
*
* Return value:
* Return Value:
* None
*
* Example:

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@ -2,12 +2,12 @@
* Author: commy2, NouberNou and esteldunedain
* Removes an action from an object
*
* Argument:
* Arguments:
* 0: Object the action is assigned to <OBJECT>
* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
* 2: Full path of the action to remove <ARRAY>
*
* Return value:
* Return Value:
* None
*
* Example:

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@ -2,10 +2,10 @@
* Author: NouberNou and esteldunedain
* Render all available nearby interactions
*
* Argument:
* Arguments:
* None
*
* Return value:
* Return Value:
* None
*
* Example:

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

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

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

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

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

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

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

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

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

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

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

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

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

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@ -10,7 +10,7 @@
* 4: Laser code <number>
* 5: Beam divergence (in mils off beam center).
*
* Return value:
* Return Value:
* 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>
* 4: Seeker laser code. <number>
*
* Return value:
* Return Value:
* 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
* Checks if the turret occupied by the given unit can lock a laser designator and select laser code.
*
* Argument:
* Arguments:
* 0: Unit <OBJECT>
*
* Return value:
* Return Value:
* Has designator? <BOOL>
*/
#include "script_component.hpp"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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@ -2,11 +2,11 @@
* Author: jaynus
* Returns whether the seeker object can see the target position with lineIntersect
*
* Argument:
* Arguments:
* 0: Seeker [Object]
* 1: Target [Object]
*
* Return value:
* Return Value:
* Boolean
*/
#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
* objects current direction.
*
* Argument:
* Arguments:
* 0: Seeker [Object]
* 1: Target [Position]
* 2: Max Angle [Degrees]
*
* Return value:
* Return Value:
* Boolean
*/

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

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

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@ -2,10 +2,10 @@
* 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.
*
* Argument:
* Arguments:
* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return value:
* Return Value:
* None
*
* Public: No

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

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@ -3,12 +3,12 @@
* Handle "take" event
* 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>
* 1: container <OBJECT>
* 2: item <STRING>
*
* Return value:
* Return Value:
* None
*
* Public: No

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

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