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more common code cleanup
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parent
e62683a0c4
commit
0a01bbdc76
@ -1,6 +1,5 @@
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/*
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* Author: KoffeinFlummi, commy2
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*
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* Filters array and removes every element not fitting the condition
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*
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* Arguments:
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@ -12,22 +11,21 @@
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*
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* Usage:
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* [[0,1,2,3,4], {_this > 2}] call FUNC(filter) ==> [3,4]
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*
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* Public: Yes
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*/
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#include "script_component.hpp"
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private ["_newArray", "_index"];
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params ["_array", "_code"];
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PARAMS_2(_array,_code);
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private "_result";
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_result = [];
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if (isNil "_array") exitWith {
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ACE_LOGERROR_1("No array for function filter in %1.",_fnc_scriptNameParent);
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[]
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};
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_newArray = [];
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for "_index" from 0 to (count _array - 1) do {
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if ((_array select _index) call _code) then {
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_newArray pushBack (_array select _index);
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{
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if (_x call _code) then {
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_result pushBack _x;
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};
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};
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_newArray
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false
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} count _array;
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_result
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@ -1,13 +1,14 @@
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/*
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* Author: commy2
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* Attempt to fix physx collisions causing unreasonable impact forces and damage.
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* Attempt to fix PhysX collisions causing unreasonable impact forces and damage.
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*
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* Arguments:
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* 0: Object <OBJECT>
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* Object <OBJECT>
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*
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* Return Value:
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* Nothing
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -1,9 +1,20 @@
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// by commy2
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/*
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* Author: commy2
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* Fixes zeus placed crates containing buged mine detectors and ace items.
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*
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* Arguments:
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* 0: Crate <OBJECT>
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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_weapons", "_items"];
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params ["_crate"];
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PARAMS_1(_crate);
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private ["_weapons", "_items"];
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// get all weapons inside the crate
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_weapons = weaponCargo _crate;
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@ -3,16 +3,16 @@
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* Attempt to fix floating physx with disabled damage after setPosXXX commands.
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*
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* Arguments:
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* Physx object (Object)
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* PhysX object <OBJECT>
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*
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* Return Value:
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* Nothing
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private "_object";
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_object = _this;
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// setHitPointDamage requires local object
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@ -15,8 +15,8 @@
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*/
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#include "script_component.hpp"
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PARAMS_1(_unit);
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params ["_unit"];
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if (currentWeapon _unit != "" && {currentWeapon _unit == primaryWeapon _unit} && {weaponLowered _unit} && {stance _unit == "STAND"} && {(vehicle _unit) == _unit}) then {
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if (currentWeapon _unit != "" && {currentWeapon _unit == primaryWeapon _unit} && {weaponLowered _unit} && {stance _unit == "STAND"} && {vehicle _unit == _unit}) then {
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[_unit, "amovpercmstpsraswrfldnon", 0] call FUNC(doAnimation);
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};
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@ -4,10 +4,12 @@
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* Fixes position of an object. E.g. moves object above ground and adjusts to terrain slope. Requires local object.
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*
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* Argument:
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* Object (Object)
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* Object <OBJECT>
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*
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* Return value:
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* NONE
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* Return Value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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@ -3,10 +3,10 @@
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* Check if the object still exists and is alive. This function exists because 'alive objNull' actually returns true.
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*
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* Argument:
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* 0: Any object (Object)
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* 0: Any object <OBJECT>
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*
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* Return value:
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* The object exists and is alive (Bool).
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* The object exists and is alive <BOOL>.
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*
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* Public: Yes
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*
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@ -14,4 +14,6 @@
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*/
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#include "script_component.hpp"
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!isNull (_this select 0) && {alive (_this select 0)} // return
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params ["_unit"];
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!isNull _unit && {alive _unit} // return
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@ -12,7 +12,7 @@
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* Usage:
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* [["2", "gobblecock", "25"], {parseNumber _this}] call FUNC(map) ==> [2, 0, 25]
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*
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* Public: No
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* Public: Yes
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*/
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#include "script_component.hpp"
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