Changed ACE_time back to time in comments where appropriate

This commit is contained in:
VKing 2015-10-21 22:52:21 +02:00
parent 57abe3b885
commit 069169cc72
29 changed files with 36 additions and 36 deletions

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@ -1,6 +1,6 @@
/*
* Author: commy2
* Add an event handler that executes every ACE_time the scroll wheel is used. This is needed, because adding a MouseZ display event handler to display 46 will break in save games.
* Add an event handler that executes every time the scroll wheel is used. This is needed, because adding a MouseZ display event handler to display 46 will break in save games.
* _this will be [Interval] where 'Interval' is a number.
*
* Arguments:

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@ -1,6 +1,6 @@
/*
* Author: esteldunedain, Jaynus
* Returns the result of the function and caches it up to a given ACE_time or event
* Returns the result of the function and caches it up to a given time or event
*
* Arguments:
* 0: Parameters <ARRAY>

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@ -1,6 +1,6 @@
/*
* Author: Glowbal, PabstMirror
* Get the death animation for the unit at current ACE_time
* Get the death animation for the unit at current time
*
* Arguments:
* 0: unit <OBJECT>

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@ -4,7 +4,7 @@
* Finish/Failure/Conditional are all passed [_args, _elapsedTime, _totalTime, _errorCode]
*
* Arguments:
* 0: NUMBER - Total Time (in game "ACE_time" seconds)
* 0: NUMBER - Total Time (in game "time" seconds)
* 1: ARRAY - Arguments, passed to condition, fail and finish
* 2: CODE or STRING - On Finish: Code called or STRING raised as event.
* 3: CODE or STRING - On Failure: Code called or STRING raised as event.

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@ -1,12 +1,12 @@
/*
* Author: commy2 and joko // Jonas
* Sets a public variable, but wait a certain amount of ACE_time to transfer the value over the network. Changing the value by calling this function again resets the windup timer.
* Sets a public variable, but wait a certain amount of time to transfer the value over the network. Changing the value by calling this function again resets the windup timer.
*
* Arguments:
* 0: Object the variable should be assigned to <OBJECT>
* 1: Name of the variable <STRING>
* 2: Value of the variable <ANY>
* 3: Windup ACE_time <NUMBER> (default: 1)
* 3: Windup time <NUMBER> (default: 1)
*
* Return Value:
* None

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@ -19,7 +19,7 @@
params ["_unit", "_varName", "_maxDelay"];
// Create the publish scheduler PFH the first ACE_time
// Create the publish scheduler PFH the first time
if (isNil QGVAR(publishSchedId)) then {
GVAR(publishVarNames) = [];
GVAR(publishNextTime) = 1e7;

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@ -1,6 +1,6 @@
/*
* Author: esteldunedain
* Executes a code once with a given game ACE_time delay, using a PFH
* Executes a code once with a given game time delay, using a PFH
*
* Arguments:
* 0: Code to execute <CODE>

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@ -63,7 +63,7 @@ if (isNull _holder) then {
if (isNull _holder) exitWith {
[_caller, _target, "Debug: Null Holder"] call FUNC(eventTargetFinish);
};
//Make sure only one drop operation at a ACE_time (using PFEH system as a queue)
//Make sure only one drop operation at a time (using PFEH system as a queue)
if (_holder getVariable [QGVAR(holderInUse), false]) exitWith {
[{
_this call FUNC(disarmDropItems);

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@ -61,7 +61,7 @@ if (_target isKindOf "CAManBase") then {
[_unit, _target, true] call EFUNC(common,claim);
// prevents draging and carrying at the same ACE_time
// prevents draging and carrying at the same time
_unit setVariable [QGVAR(isCarrying), true, true];
// required for aborting animation

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@ -45,7 +45,7 @@ if (_target isKindOf "CAManBase") then {
[_target, "AinjPpneMrunSnonWnonDb_grab", 2, true] call EFUNC(common,doAnimation);
};
// prevents draging and carrying at the same ACE_time
// prevents draging and carrying at the same time
_unit setVariable [QGVAR(isDragging), true, true];
[FUNC(startDragPFH), 0.2, [_unit, _target, ACE_time + 5]] call CBA_fnc_addPerFrameHandler;

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@ -31,7 +31,7 @@ if (!alive _target || {_unit distance _target > 10}) then {
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
// timeout. Do nothing. Quit. ACE_time, because anim length is linked to ingame ACE_time.
// timeout. Do nothing. Quit. ACE_time, because anim length is linked to ingame time.
if (ACE_time > _timeOut) exitWith {
[_idPFH] call CBA_fnc_removePerFrameHandler;

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@ -7,7 +7,7 @@
* 1: Max range (-1 to ignore) <NUMBER>
* 2: Explosive <ARRAY>
* 0: Explosive <OBJECT>
* 1: Fuse ACE_time <NUMBER>
* 1: Fuse time <NUMBER>
*
* Return Value:
* None

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@ -75,7 +75,7 @@ if (ACE_time - GVAR(ACE_time) > 1 and GVAR(ACE_time) != -1 and count _this < 3)
private ["_magazineType", "_ammoType", "_initSpeed", "_airFriction", "_timeToLive", "_simulationStep", "_initSpeedCoef", "_velocityMagnitude"];
// estimate ACE_time to target
// estimate time to target
_magazineType = _vehicle currentMagazineTurret _turret;
_ammoType = getText (configFile >> "CfgMagazines" >> _magazineType >> "ammo");
_initSpeed = getNumber (configFile >> "CfgMagazines" >> _magazineType >> "initSpeed");
@ -90,7 +90,7 @@ if (ACE_time - GVAR(ACE_time) > 1 and GVAR(ACE_time) != -1 and count _this < 3)
if (_initSpeedCoef > 0) then {
_initSpeed = _initSpeedCoef;
};
if (_simulationStep != 0) then {
private ["_posX", "_velocityX", "_velocityY", "_timeToTarget"];
@ -157,7 +157,7 @@ _FCSElevation = [];
_maxElev = getNumber (_turretConfig >> "maxElev");
_initSpeed = getNumber (configFile >> "CfgMagazines" >> _magazine >> "initSpeed");
_airFriction = getNumber (configFile >> "CfgAmmo" >> _ammoType >> "airFriction");
{
private ["_weapon", "_muzzles", "_weaponMagazines", "_muzzleMagazines"];
_weapon = _x;
@ -179,7 +179,7 @@ _FCSElevation = [];
};
};
} forEach _weapons;
_offset = "ace_fcs" callExtension format ["%1,%2,%3,%4", _initSpeed, _airFriction, _angleTarget, _distance];
_offset = parseNumber _offset;
@ -209,4 +209,4 @@ if(_playSound) then {
if(_showHint) then {
[format ["%1: %2", localize LSTRING(ZeroedTo), _distance]] call EFUNC(common,displayTextStructured);
};
};

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@ -19,7 +19,7 @@ EXPLODE_2_PVT(_this,_params,_pfhId);
_interval = ACE_time - GVAR(lastUpdateTime);
// Update the g-forces at constant game ACE_time intervals
// Update the g-forces at constant game time intervals
if (_interval < INTERVAL) exitWith {};
if (isNull ACE_player) exitWith {};

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@ -103,7 +103,7 @@ _affected = _grenade nearEntities ["CAManBase", 20];
GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
//PARTIALRECOVERY - start decreasing effect over ACE_time
//PARTIALRECOVERY - start decreasing effect over time
[{
params ["_strength"];

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@ -2,7 +2,7 @@
#include "script_component.hpp"
TRACE_1("enter", _this);
#define __LOCKONTIMERANDOM 2 // Deviation in lock on ACE_time
#define __LOCKONTIMERANDOM 2 // Deviation in lock on time
if((count _this) > 0) then {
uiNameSpace setVariable ['ACE_RscOptics_javelin',_this select 0];
@ -29,7 +29,7 @@ uiNameSpace setVariable [QGVAR(arguments),
0, // Run Time
0, // Lock Time
0, // Sound timer
(random __LOCKONTIMERANDOM), // random lock ACE_time addition
(random __LOCKONTIMERANDOM), // random lock time addition
-1
]
];

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@ -9,7 +9,7 @@
* 2: Magazine is a belt <BOOL>
*
* Return Value:
* Array in format [ACE_time, isBullet, array of ammo counts] <ARRAY>
* Array in format [time, isBullet, array of ammo counts] <ARRAY>
*
* Example:
* [10, [1,2,3,8], false] call ace_magazinerepack_fnc_simulateRepackEvents =

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@ -26,7 +26,7 @@ _fnc_blendColor = {
(_c1 select 3) * (1 - _alpha) + (_c2 select 3) * _alpha]
};
// Ambient light tint depending on ACE_time of day
// Ambient light tint depending on time of day
_lightTint = switch (true) do {
case (sunOrMoon == 1.0) : { [0.5,0.5,0.5,1] };
case (sunOrMoon > 0.80) : {[[1.0 - overcast,0.2,0,1], [1,1,1,1], (sunOrMoon - 0.8)/0.2] call _fnc_blendColor};

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@ -10,7 +10,7 @@ if (!(_unit getVariable ["ACE_isUnconscious", false])) then {
[_unit, QGVAR(unconscious), false] call EFUNC(common,setCaptivityStatus);
};
// Remove maximum unconsciousness ACE_time handler
// Remove maximum unconsciousness time handler
_maxUnconHandle = _unit getVariable [QGVAR(maxUnconTimeHandle), -1];
if (_maxUnconHandle > 0) then {
[_maxUnconHandle] call CBA_fnc_removePerFrameHandler;

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@ -5,7 +5,7 @@
* Arguments:
* 0: The unit <OBJECT>
* 1: value <NUMBER>
* 2: ACE_time in seconds <NUMBER>
* 2: time in seconds <NUMBER>
* 3: callback <CODE>
*
* Return Value:

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@ -7,7 +7,7 @@
* 1: Medication Treatment classname <STRING>
* 2: The medication treatment variablename <STRING>
* 3: Max dosage <NUMBER>
* 4: The ACE_time in the system <NUMBER>
* 4: The time in the system <NUMBER>
* 5: Incompatable medication <ARRAY<STRING>>
*
* Return Value:

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@ -1,7 +1,7 @@
/*
* Author: Glowbal
* Play the injured sound for a unit if the unit is damaged. The sound broadcasted across MP.
* Will not play if the unit has already played a sound within to close a ACE_time frame.
* Will not play if the unit has already played a sound within to close a time frame.
* Delay: With minimal damage (below 1), the delay is (10 + random(50)) seconds. Otherwise it is 60 seconds / damage.
*
* Arguments:

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@ -5,7 +5,7 @@
* Arguments:
* 0: The unit that will be put in an unconscious state <OBJECT>
* 1: Set unconsciouns <BOOL> (default: true)
* 2: Minimum unconscious ACE_time <NUMBER> (default: (round(random(10)+5)))
* 2: Minimum unconscious time <NUMBER> (default: (round(random(10)+5)))
* 3: Force AI Unconscious (skip random death chance) <BOOL> (default: false)
*
* ReturnValue:

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@ -84,7 +84,7 @@ _resistance = _target getvariable [QGVAR(peripheralResistance), 100];
_resistance = _resistance + _viscosityChange;
_target setvariable [QGVAR(peripheralResistance), _resistance max 0];
// Call back to ensure that the medication is decreased over ACE_time
// Call back to ensure that the medication is decreased over time
[_target, _classname, _varName, _maxDose, _timeInSystem, _inCompatableMedication, _viscosityChange, _painReduce] call FUNC(onMedicationUsage);
true

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@ -51,5 +51,5 @@ while {(_numberOfAttempts < MAX_ATTEMPTS) && {(abs _error) > 0.2}} do {
};
if (_numberOfAttempts >= MAX_ATTEMPTS) exitWith {[]};
//return the elevation and ACE_time required
//return the elevation and time required
[_solutionElevation, (_lastTestResult select 1)]

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@ -45,7 +45,7 @@ _currentVelocity = [0, (_muzzleVelocity * cos _angleDeg), (_muzzleVelocity * sin
_currentTime = 0;
_lastPos = _currentPos;
_kCoefficent = -1 * _relDensity * _airFriction; //save ACE_time in the loop and compute once
_kCoefficent = -1 * _relDensity * _airFriction; //save time in the loop and compute once
while {((_currentVelocity select 2) > 0) || ((_currentPos select 2) >= _heightOfTarget)} do {
_lastPos = _currentPos;
@ -64,7 +64,7 @@ _linConversion = linearConversion [(_lastPos select 2), (_currentPos select 2),
_middlePos = (_lastPos vectorMultiply (1 - _linConversion)) vectorAdd (_currentPos vectorMultiply (_linConversion));
// _middlePosOld = (_lastPos vectorAdd _currentPos) vectorMultiply 0.5;
//Same to find travel ACE_time
//Same to find travel time
_middleTotalTravelTime = _currentTime - (_timeStep * (1-_linConversion));
//Find shot offset (from crosswind), in degrees

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@ -16,7 +16,7 @@
EXPLODE_3_PVT(_this,_temperature,_barrelMass,_totalTime);
// If a long ACE_time passed since the last shot, there's no need to calculate anything; the weapon should be cool
// If a long time passed since the last shot, there's no need to calculate anything; the weapon should be cool
if (_totalTime > 1800) exitWith {0};
private ["_barrelSurface", "_time", "_deltaTime"];

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@ -21,5 +21,5 @@ _target selectWeapon _weapon;
if (currentWeapon _target != _weapon) exitWith {};
if (currentMagazine _target != "") exitWith {};
// command is wip, reload ACE_time for launchers is not intended.
// command is wip, reload time for launchers is not intended.
_target addWeaponItem [_weapon, _magazine];

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@ -44,7 +44,7 @@ _horizontal = _display displayCtrl 13;
_vertical ctrlSetText (str _elevation);
_horizontal ctrlSetText (str _windage);
// Set the ACE_time when to hide the knobs
// Set the time when to hide the knobs
GVAR(timeToHide) = ACE_diagTime + 3.0;
if !(isNil QGVAR(fadePFH)) exitWith {};