Replace all use of deprecated commands

This commit is contained in:
PabstMirror 2016-01-19 09:34:59 -06:00
parent 8e2d489312
commit 04bccf47d7
29 changed files with 44 additions and 44 deletions

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@ -49,7 +49,7 @@ if (_unit == _attachToVehicle) then { //Self Attachment
} else {
GVAR(placeAction) = PLACE_WAITING;
[_unit, "ACE_Attach", true] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_Attach", true] call EFUNC(common,statusEffect_set);
[{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call EFUNC(common,execNextFrame);
_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)];
@ -88,7 +88,7 @@ if (_unit == _attachToVehicle) then { //Self Attachment
{!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then {
[_idPFH] call CBA_fnc_removePerFrameHandler;
[_unit, "ACE_Attach", false] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_Attach", false] call EFUNC(common,statusEffect_set);
[] call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
_unit removeAction _actionID;

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@ -40,12 +40,12 @@ if (_respawn > 3) then {
if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
[_unit, false] call FUNC(setHandcuffed);
};
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
[_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set);
if (_unit getVariable [QGVAR(isSurrendering), false]) then {
[_unit, false] call FUNC(setSurrendered);
};
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
[_unit, "setCaptive", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set);
if (_oldUnit getVariable [QGVAR(isEscorting), false]) then {
_oldUnit setVariable [QGVAR(isEscorting), false, true];

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@ -28,7 +28,7 @@ if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith
if (_state) then {
_unit setVariable [QGVAR(isHandcuffed), true, true];
[_unit, QGVAR(Handcuffed), true] call EFUNC(common,setCaptivityStatus);
[_unit, "setCaptive", QGVAR(Handcuffed), true] call EFUNC(common,statusEffect_set);
if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
[_unit, false] call FUNC(setSurrendered);
@ -89,7 +89,7 @@ if (_state) then {
}, [_unit], 0.01] call EFUNC(common,waitAndExecute);
} else {
_unit setVariable [QGVAR(isHandcuffed), false, true];
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
[_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set);
//remove AnimChanged EH
private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];

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@ -33,7 +33,7 @@ if (_state) then {
_unit setVariable [QGVAR(isSurrendering), true, true];
[_unit, QGVAR(Surrendered), true] call EFUNC(common,setCaptivityStatus);
[_unit, "setCaptive", QGVAR(Surrendered), true] call EFUNC(common,statusEffect_set);
if (_unit == ACE_player) then {
["captive", [false, false, false, false, false, false, false, false]] call EFUNC(common,showHud);
@ -65,7 +65,7 @@ if (_state) then {
}, [_unit], 0.01] call EFUNC(common,waitAndExecute);
} else {
_unit setVariable [QGVAR(isSurrendering), false, true];
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
[_unit, "setCaptive", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set);
//remove AnimChanged EH
private _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];

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@ -14,7 +14,7 @@
params ["_unit"];
//Now just a wrapper for FUNC(statusEffect_get)
ACE_DEPRECATED("ace_common_fnc_getCaptivityStatus","3.6.0","ace_common_fnc_statusEffect_get");
//Now just a wrapper for FUNC(statusEffect_get) [No longer used in ace as of 3.5]
ACE_DEPRECATED("ace_common_fnc_getCaptivityStatus","3.7.0","ace_common_fnc_statusEffect_get");
([player, "setCaptive"] call FUNC(statusEffect_get)) select 1
([_unit, "setCaptive"] call FUNC(statusEffect_get)) select 1

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@ -17,7 +17,7 @@
params ["_unit"];
//Now just a wrapper for FUNC(statusEffect_get)
ACE_DEPRECATED("ace_common_fnc_getForceWalkStatus","3.6.0","ace_common_fnc_statusEffect_get");
//Now just a wrapper for FUNC(statusEffect_get) [No longer used in ace as of 3.5]
ACE_DEPRECATED("ace_common_fnc_getForceWalkStatus","3.7.0","ace_common_fnc_statusEffect_get");
([player, "forceWalk"] call FUNC(statusEffect_get)) select 1
([_unit, "forceWalk"] call FUNC(statusEffect_get)) select 1

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@ -16,7 +16,7 @@
params ["_unit", "_reason", "_status"];
//Now just a wrapper for FUNC(statusEffect_set)
ACE_DEPRECATED("ace_common_fnc_setCaptivityStatus","3.6.0","ace_common_fnc_statusEffect_set");
//Now just a wrapper for FUNC(statusEffect_set) [No longer used in ace as of 3.5]
ACE_DEPRECATED("ace_common_fnc_setCaptivityStatus","3.7.0","ace_common_fnc_statusEffect_set");
[_unit, "setCaptive", _reason, _status] call FUNC(statusEffect_set);

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@ -20,7 +20,7 @@
params ["_unit", "_reason", "_status"];
//Now just a wrapper for FUNC(statusEffect_set)
ACE_DEPRECATED("ace_common_fnc_setForceWalkStatus","3.6.0","ace_common_fnc_statusEffect_set");
//Now just a wrapper for FUNC(statusEffect_set) [No longer used in ace as of 3.5]
ACE_DEPRECATED("ace_common_fnc_setForceWalkStatus","3.7.0","ace_common_fnc_statusEffect_set");
[_unit, "forceWalk", _reason, _status] call FUNC(statusEffect_set);

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@ -48,7 +48,7 @@ _unit removeWeapon "ACE_FakePrimaryWeapon";
// reselect weapon and re-enable sprint
_unit selectWeapon primaryWeapon _unit;
[_unit, "ACE_dragging", false] call EFUNC(common,setforceWalkStatus);
[_unit, "forceWalk", "ACE_dragging", false] call EFUNC(common,statusEffect_set);
// prevent object from flipping inside buildings
if (_inBuilding) then {

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@ -53,7 +53,7 @@ if (_target isKindOf "CAManBase") then {
_unit action ["SwitchWeapon", _unit, _unit, 99];
[_unit, "AmovPercMstpSnonWnonDnon", 0] call EFUNC(common,doAnimation);
[_unit, "ACE_dragging", true] call EFUNC(common,setforceWalkStatus);
[_unit, "forceWalk", "ACE_dragging", true] call EFUNC(common,statusEffect_set);
};

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@ -32,7 +32,7 @@ if (!isClass (configFile >> "CfgVehicles" >> _setupObjectClass)) exitWith {ERROR
_p3dModel = getText (configFile >> "CfgVehicles" >> _setupObjectClass >> "model");
if (_p3dModel == "") exitWith {ERROR("No Model");}; //"" - will crash game!
[_unit, "ACE_Explosives", true] call EFUNC(common,setForceWalkStatus);
[_unit, "ACE_Explosives", true] call EFUNC(common,statusEffect_set);
//Show mouse buttons:
[localize LSTRING(PlaceAction), localize LSTRING(CancelAction), localize LSTRING(ScrollAction)] call EFUNC(interaction,showMouseHint);
@ -152,7 +152,7 @@ GVAR(TweakedAngle) = 0;
[_pfID] call CBA_fnc_removePerFrameHandler;
GVAR(pfeh_running) = false;
[_unit, "ACE_Explosives", false] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_Explosives", false] call EFUNC(common,statusEffect_set);
[] call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
[_unit, "zoomtemp", (_unit getVariable [QGVAR(cancelActionEH), -1])] call EFUNC(common,removeActionEventHandler);

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@ -7,7 +7,7 @@ params ["_unit"];
// Reset captive status for respawning unit
if (!(_unit getVariable ["ACE_isUnconscious", false])) then {
[_unit, QGVAR(unconscious), false] call EFUNC(common,setCaptivityStatus);
[_unit, "setCaptive", QGVAR(unconscious), false] call EFUNC(common,statusEffect_set);
};
// Remove maximum unconsciousness time handler

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@ -95,7 +95,7 @@ if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
[_unit, true, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
};
[_unit, QGVAR(unconscious), true] call EFUNC(common,setCaptivityStatus);
[_unit, "setCaptive", QGVAR(unconscious), true] call EFUNC(common,statusEffect_set);
_anim = [_unit] call EFUNC(common,getDeathAnim);
[_unit, _anim, 1, true] call EFUNC(common,doAnimation);
[{

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@ -33,7 +33,7 @@ if (!alive _unit) exitWith {
if (GVAR(moveUnitsFromGroupOnUnconscious)) then {
[_unit, false, "ACE_isUnconscious", side group _unit] call EFUNC(common,switchToGroupSide);
};
[_unit, QGVAR(unconscious), false] call EFUNC(common,setCaptivityStatus);
[_unit, "setCaptive", QGVAR(unconscious), false] call EFUNC(common,statusEffect_set);
[_unit, false] call EFUNC(common,disableAI);
//_unit setUnitPos _originalPos;
_unit setUnconscious false;
@ -102,7 +102,7 @@ if !(_unit getVariable ["ACE_isUnconscious",false]) exitWith {
};
if (!_hasMovedOut) then {
// Reset the unit back to the previous captive state.
[_unit, QGVAR(unconscious), false] call EFUNC(common,setCaptivityStatus);
[_unit, "setCaptive", QGVAR(unconscious), false] call EFUNC(common,statusEffect_set);
// Swhich the unit back to its original group
//Unconscious units shouldn't be put in another group #527:

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@ -36,7 +36,7 @@ if (_actionID != -1) then {
_unit removeAction _actionID;
_unit setVariable [QGVAR(ReleaseActionID), nil];
};
[_unit, QGVAR(vehRearm), false] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", QGVAR(vehRearm), false] call EFUNC(common,statusEffect_set);
if (_unholster) then {
REARM_UNHOLSTER_WEAPON

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@ -19,7 +19,7 @@
params ["_dummy", "_unit"];
REARM_HOLSTER_WEAPON
[_unit, QGVAR(vehRearm), true] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", QGVAR(vehRearm), true] call EFUNC(common,statusEffect_set);
[
5,

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@ -22,7 +22,7 @@ private ["_ammo", "_dummyName", "_dummy", "_actionID"];
params ["_args"];
_args params ["_unit", "_magazineClass", "_target"]; // _target is for future possible finite ammo
[_unit, QGVAR(vehRearm), true] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", QGVAR(vehRearm), true] call EFUNC(common,statusEffect_set);
_dummy = [_unit, _magazineClass] call FUNC(createDummy);
[_dummy, _unit] call FUNC(pickUpAmmo);

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@ -6,6 +6,6 @@ _unit = _this select 0;
if !(local _unit) exitWith {};
[_unit, "ACE_refuel", false] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_refuel", false] call EFUNC(common,statusEffect_set);
_unit setVariable [QGVAR(selectedWeaponOnRefuel), nil];
_unit setVariable [QGVAR(isRefueling), false];

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@ -80,7 +80,7 @@ _endPosTestOffset set [2, (_startingOffset select 2)];
_args params ["_unit", "_nozzle", "_target", "_endPosTestOffset"];
_unit setVariable [QGVAR(nozzle), nil];
_unit setVariable [QGVAR(isRefueling), false];
[_unit, "ACE_refuel", false] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_refuel", false] call EFUNC(common,statusEffect_set);
REFUEL_UNHOLSTER_WEAPON
_actionID = _unit getVariable [QGVAR(ReleaseActionID), -1];
if (_actionID != -1) then {

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@ -22,7 +22,7 @@ if (!local _unit || {!_isUnconscious}) exitWith {};
private "_nozzle";
[_unit, "ACE_refuel", false] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_refuel", false] call EFUNC(common,statusEffect_set);
_nozzle = _unit getVariable [QGVAR(nozzle), objNull];
if !(isNull _nozzle) then {
[_unit, _nozzle] call FUNC(dropNozzle);

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@ -33,7 +33,7 @@ if (isNull _nozzle || {_source != _target}) exitWith {false};
_args params ["_unit", "_nozzle", "_target"];
_unit setVariable [QGVAR(nozzle), nil];
detach _nozzle;
[_unit, "ACE_refuel", false] call EFUNC(common,setForceWalkStatus);
[_unit, "ACE_refuel", false] call EFUNC(common,statusEffect_set);
REFUEL_UNHOLSTER_WEAPON
_unit setVariable [QGVAR(isRefueling), false];
_actionID = _unit getVariable [QGVAR(ReleaseActionID), -1];

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@ -21,7 +21,7 @@
private ["_endPosOffset"],
params ["_unit", "_target", ["_nozzle", objNull]];
[_unit, "ACE_refuel", true] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_refuel", true] call EFUNC(common,statusEffect_set);
REFUEL_HOLSTER_WEAPON
@ -70,7 +70,7 @@ if (isNull _nozzle) then { // func is called on fuel truck
};
_actionID = _unit addAction [
format ["<t color='#FF0000'>%1</t>", localize ELSTRING(dragging,Drop)],
'_unit = _this select 0; _nozzle = _unit getVariable QGVAR(nozzle); [_unit, _nozzle] call FUNC(dropNozzle); [_unit, "ACE_refuel", false] call EFUNC(common,setForceWalkStatus); REFUEL_UNHOLSTER_WEAPON',
'_unit = _this select 0; _nozzle = _unit getVariable QGVAR(nozzle); [_unit, _nozzle] call FUNC(dropNozzle); [_unit, "forceWalk", "ACE_refuel", false] call EFUNC(common,statusEffect_set); REFUEL_UNHOLSTER_WEAPON',
nil,
20,
false,
@ -107,7 +107,7 @@ if (isNull _nozzle) then { // func is called on fuel truck
};
_actionID = _unit addAction [
format ["<t color='#FF0000'>%1</t>", localize ELSTRING(dragging,Drop)],
'_unit = _this select 0; _nozzle = _unit getVariable QGVAR(nozzle); [_unit, _nozzle] call FUNC(dropNozzle); [_unit, "ACE_refuel", false] call EFUNC(common,setForceWalkStatus); REFUEL_UNHOLSTER_WEAPON',
'_unit = _this select 0; _nozzle = _unit getVariable QGVAR(nozzle); [_unit, _nozzle] call FUNC(dropNozzle); [_unit, "forceWalk", "ACE_refuel", false] call EFUNC(common,statusEffect_set); REFUEL_UNHOLSTER_WEAPON',
nil,
20,
false,
@ -138,7 +138,7 @@ if !(_nozzle getVariable [QGVAR(jerryCan), false]) then {
[_unit, _nozzle] call FUNC(dropNozzle);
REFUEL_UNHOLSTER_WEAPON
[_unit, "ACE_refuel", false] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_refuel", false] call EFUNC(common,statusEffect_set);
[LSTRING(Hint_TooFar), 2, _unit] call EFUNC(common,displayTextStructured);
};
[_pfID] call cba_fnc_removePerFrameHandler;

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@ -18,7 +18,7 @@
params ["_unit"];
// prevent the placing unit from running
[_unit, "ACE_Sandbag", true] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_Sandbag", true] call EFUNC(common,statusEffect_set);
// create the sandbag
private "_sandBag";

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@ -18,7 +18,7 @@
params ["_unit"];
// enable running again
[_unit, "ACE_Sandbag", false] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_Sandbag", false] call EFUNC(common,statusEffect_set);
// delete placement dummy
deleteVehicle GVAR(sandBag);

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@ -18,7 +18,7 @@
params ["_unit"];
// enable running again
[_unit, "ACE_Sandbag", false] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_Sandbag", false] call EFUNC(common,statusEffect_set);
// remove sandbag from inventory
_unit removeItem "ACE_Sandbag_empty";

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@ -39,7 +39,7 @@ if (vehicle _playerUnit == _playerUnit) then {
_playerUnit linkItem "ItemMap";
removeUniform _playerUnit;
[_playerUnit, "ACE_SwitchUnits", true] call EFUNC(common,setForceWalkStatus);
[_playerUnit, "forceWalk", "ACE_SwitchUnits", true] call EFUNC(common,statusEffect_set);
[_playerUnit, _sides] call FUNC(addMapFunction);
};

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@ -21,7 +21,7 @@
params ["_unit", "_ladder"];
// enable running again
[_unit, "ACE_Ladder", false] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_Ladder", false] call EFUNC(common,statusEffect_set);
detach _ladder;

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@ -19,7 +19,7 @@
params ["_unit", "_ladder"];
// enable running again
[_unit, "ACE_Ladder", false] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_Ladder", false] call EFUNC(common,statusEffect_set);
private ["_pos1", "_pos2"];

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@ -21,7 +21,7 @@
params ["_unit", "_ladder"];
// prevent the placing unit from running
[_unit, "ACE_Ladder", true] call EFUNC(common,setForceWalkStatus);
[_unit, "forceWalk", "ACE_Ladder", true] call EFUNC(common,statusEffect_set);
{
_ladder animate [_x, 0];