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Merge pull request #2016 from jokoho48/codeCleanupBackpack
Code cleanup of the Backpack module.
This commit is contained in:
commit
05def2f62b
@ -1,3 +1,3 @@
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#include "script_component.hpp"
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#include "script_component.hpp"
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["backpackOpened", {_this call FUNC(backpackOpened)}] call EFUNC(common,addEventHandler);
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["backpackOpened", DFUNC(backpackOpened)] call EFUNC(common,addEventHandler);
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@ -2,18 +2,18 @@
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* Author: commy2
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* Author: commy2
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*
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*
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* Someone opened your backpack. Execute locally.
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* Someone opened your backpack. Execute locally.
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*
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*
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* Argument:
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* Argument:
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* 0: Who accessed your inventory? (Object)
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* 0: Who accessed your inventory? (Object)
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* 1: Unit that wields the backpack (Object)
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* 1: Unit that wields the backpack (Object)
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* 2: The backpack object (Object)
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* 2: The backpack object (Object)
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*
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*
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* Return value:
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* Return value:
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* None.
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* None.
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*/
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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private ["_sounds", "_position"];
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PARAMS_3(_unit,_target,_backpack);
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params ["_target", "_backpack"];
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// do cam shake if the target is the player
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// do cam shake if the target is the player
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if ([_target] call EFUNC(common,isPlayer)) then {
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if ([_target] call EFUNC(common,isPlayer)) then {
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@ -21,7 +21,6 @@ if ([_target] call EFUNC(common,isPlayer)) then {
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};
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};
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// play a rustling sound
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// play a rustling sound
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private ["_sounds", "_position"];
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_sounds = [
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_sounds = [
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/*"a3\sounds_f\characters\ingame\AinvPknlMstpSlayWpstDnon_medic.wss",
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/*"a3\sounds_f\characters\ingame\AinvPknlMstpSlayWpstDnon_medic.wss",
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@ -2,21 +2,21 @@
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* Author: commy2
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* Author: commy2
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*
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*
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* Returns the unit that has the given backpack object equipped.
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* Returns the unit that has the given backpack object equipped.
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*
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*
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* Argument:
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* Argument:
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* 0: A backpack object (Object)
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* 0: Executing Unit (Object)
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*
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* 1: A backpack object (Object)
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*
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* Return value:
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* Return value:
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* Unit that has the backpack equipped. (Object)
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* Unit that has the backpack equipped. (Object)
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*/
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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scopeName "main";
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private ["_backpack", "_unit"];
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params ["_unit","_backpack"];
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_target = objNull;
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_backpack = _this select 0;
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_unit = objNull;
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{
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{
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if (backpackContainer _x == _backpack) exitWith {_unit = _x};
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if (backpackContainer _x == _backpack) then {_target = _x; breakTo "main"};
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} forEach (allUnits + allDeadMen);
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} count nearestObjects [_unit, ["Man"], 5];
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_unit
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if (isNull _target) exitWith {ACE_Player};
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_target
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@ -11,9 +11,8 @@
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*/
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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private ["_backpack", "_config"];
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private ["_config"];
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params ["_backpack"];
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_backpack = _this select 0;
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if (typeName _backpack == "OBJECT") then {
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if (typeName _backpack == "OBJECT") then {
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_backpack = typeOf _backpack;
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_backpack = typeOf _backpack;
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@ -2,29 +2,27 @@
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* Author: commy2
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* Author: commy2
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*
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*
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* Handle the open inventory event. Display message on traget client.
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* Handle the open inventory event. Display message on traget client.
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*
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*
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* Argument:
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* Argument:
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* Input from "InventoryOpened" eventhandler
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* Input from "InventoryOpened" eventhandler
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*
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*
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* Return value:
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* Return value:
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* false. Always open the inventory dialog. (Bool)
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* false. Always open the inventory dialog. (Bool)
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*/
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*/
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#include "script_component.hpp"
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#include "script_component.hpp"
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private ["_unit", "_backpack"];
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private "_target";
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params ["","_backpack"];
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_unit = _this select 0;
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_backpack = _this select 1;
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// exit if the target is not a backpack
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// exit if the target is not a backpack
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if !([_backpack] call FUNC(isBackpack)) exitWith {};
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if !([_backpack] call FUNC(isBackpack)) exitWith {};
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// get the unit that wears the backpack object
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// get the unit that wears the backpack object
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private "_target";
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_target = _this call FUNC(getBackpackAssignedUnit);
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_target = [_backpack] call FUNC(getBackpackAssignedUnit);
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if (isNull _target) exitWith {false};
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// raise event on target unit
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// raise event on target unit
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["backpackOpened", _target, [_unit, _target, _backpack]] call EFUNC(common,targetEvent);
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["backpackOpened", _target, [_target, _backpack]] call EFUNC(common,targetEvent);
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// return false to open inventory as usual
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// return false to open inventory as usual
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false
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false
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