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Added the function's script_component.hpp that includes the correct file. To reduce potential pain areas if a rename occurs.
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@ -19,7 +19,7 @@
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Example:
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[_unit, _explosive, "SatchelCharge_Remote_Mag", [ConfigFile >> "CfgACE_Triggers" >> "Command"]] call ACE_Explosives_fnc_AddClacker;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_unit", "_explosive", "_clacker", "_config", "_magazineClass", "_requiredItems", "_hasRequired"];
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_unit = _this select 0;
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_explosive = _this select 1;
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@ -15,7 +15,7 @@
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Example:
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[player] call ACE_Explosives_fnc_CanDefuse;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private "_unit";
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_unit = _this select 0;
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if (vehicle _unit != _unit || {!("ACE_DefusalKit" in (items _unit))}) exitWith {false};
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@ -15,7 +15,7 @@ BOOLEAN - if the unit has explosives and detonators.
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Example:
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[player] call ACE_Explosives_fnc_canDetonate;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private "_unit";
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_unit = _this select 0;
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@ -16,7 +16,7 @@
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Example:
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[player, ACE_Interaction_Target] call ACE_Explosives_fnc_defuseExplosive;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_unit", "_explosive"];
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_unit = _this select 0;
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_explosive = _this select 1;
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@ -21,7 +21,7 @@
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// Clacker
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[player, 100, [Explosive, 1]] call ACE_Explosives_fnc_detonateExplosive;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_item","_result", "_ignoreRange", "_unit", "_range"];
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_unit = _this select 0;
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_range = _this select 1;
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@ -16,7 +16,7 @@
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Example:
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_detonators = [player] call ACE_Explosives_fnc_getDetonators;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_unit", "_items", "_result", "_config"];
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_unit = _this select 0;
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_items = (items _unit);
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@ -17,7 +17,7 @@
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_allExplosives = [player] call ACE_Explosives_fnc_getPlacedExplosives;
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_deadmanExplosives = [player, "DeadManSwitch"] call ACE_Explosives_fnc_getPlacedExplosives;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_unit", "_clackerList", "_adjustedList", "_list", "_filter"];
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_unit = _this select 0;
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_filter = nil;
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@ -16,7 +16,7 @@
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Example:
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1.2 call ACE_Explosives_fnc_HandleScrollWheel;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_obj"];
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if (isNull(GVAR(Setup)) || {ACE_Modifier == 0} || !GVAR(pfeh_running)) exitWith {false};
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_this = _this * 5;
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@ -15,7 +15,7 @@
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Example:
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_hasExplosives = [player] call ACE_Explosives_fnc_hasExplosives;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_unit", "_result", "_magazines"];
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_result = false;
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_unit = _this select 0;
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@ -15,5 +15,5 @@
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Example:
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_hasPLacedExplosives = [player] call ACE_Explosives_fnc_hasPlacedExplosives;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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(count (_this call FUNC(getPlacedExplosives)) > 0)
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@ -15,7 +15,7 @@
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Example:
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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if !(isServer) exitWith {};
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_logic = _this select 0;
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_activated = _this select 2;
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@ -16,7 +16,7 @@
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Example:
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[player, "ACE_M26_Clacker"] call ACE_Explosives_fnc_openDetonateUI;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_unit","_result", "_item"];
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call EFUNC(Interaction,hideMenu);
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_unit = _this select 0;
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@ -15,7 +15,7 @@
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Example:
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[player] call ACE_Explosives_fnc_openPlaceUI;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_unit","_mags", "_item", "_index", "_actions"];
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_unit = _this select 0;
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call FUNC(place_Cancel);
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@ -15,7 +15,7 @@
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Example:
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[player] call ACE_Explosives_fnc_openTimerSetUI;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_mag"];
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_mag = _this select 0;
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createDialog "RscACE_SelectTimeUI";
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@ -15,7 +15,7 @@
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Example:
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[player] call ACE_Explosives_fnc_openTransmitterUI;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_items", "_unit", "_count", "_actions", "_config"];
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_unit = _this select 0;
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_items = (items _unit);
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@ -15,7 +15,7 @@
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Example:
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[lbData [8866, lbCurSel 8866]] call ACE_Explosives_fnc_openTriggerSelectionUI;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_magazine", "_hasRequiredItems","_triggerTypes", "_actions", "_detonators", "_required", "_magTriggers"];
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_magazine = _this select 0;
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_detonators = [ACE_player] call FUNC(getDetonators);
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@ -21,7 +21,7 @@
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Example:
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_explosive = [player, player modelToWorld [0,0.5, 0.1], 134, "SatchelCharge_Remote_Mag", "Command", []] call ACE_Explosives_fnc_PlaceExplosive;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_pos", "_dir", "_magazineClass", "_ammo", "_triggerSpecificVars", "_unit", "_triggerConfig", "_explosive"];
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_unit = _this select 0;
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_pos = _this select 1;
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@ -16,7 +16,7 @@
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Example:
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call ACE_Explosives_fnc_Place_Approve;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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if (GVAR(pfeh_running)) then {
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[QGVAR(Placement),"OnEachFrame"] call CALLSTACK(BIS_fnc_removeStackedEventHandler);
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GVAR(pfeh_running) = false;
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@ -16,7 +16,7 @@
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Example:
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call ACE_Explosives_fnc_Place_Cancel;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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if (GVAR(pfeh_running)) then {
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[QGVAR(Placement),"OnEachFrame"] call CALLSTACK(BIS_fnc_removeStackedEventHandler);
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GVAR(pfeh_running) = false;
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@ -16,7 +16,7 @@
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Example:
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["SatchelCharge_Remote_Mag","Timer"] call ACE_Explosives_fnc_selectTrigger;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_magazine","_trigger"];
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closeDialog 0;
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_magazine = _this select 0;
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@ -18,7 +18,7 @@
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Example:
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[_explosive, 150, 90] call ACE_Explosives_fnc_SetPos;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private "_ex";
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_ex=_this select 0;
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_ex setDir (_this select 1);
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Example:
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[player, "SatchelCharge_Remote_Mag", "Command"] call ACE_Explosives_fnc_SetupExplosive;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_unit", "_class", "_config", "_timer"];
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_unit = _this select 0;
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_class = _this select 1;
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Example:
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[player, ACE_Interaction_Target] call ACE_Explosives_fnc_StartDefuse;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private ["_unit","_target"];
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_unit = _this select 0;
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_target = _this select 1;
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Example:
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[_explosive, 10] call ACE_Explosives_fnc_startTimer;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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[{
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private ["_explosive"];
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_explosive = _this select 0;
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@ -16,7 +16,7 @@
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Example:
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_supports = ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_TriggerType;
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*/
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#include "\z\ace\explosives\script_component.hpp"
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#include "script_component.hpp"
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private "_result";
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_result = [];
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_config = getArray (ConfigFile >> "CfgMagazines" >> (_this select 0) >> "ACE_Triggers" >> "SupportedTriggers");
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1
addons/explosives/functions/script_component.hpp
Normal file
1
addons/explosives/functions/script_component.hpp
Normal file
@ -0,0 +1 @@
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#include "\z\ace\addons\explosives\script_component.hpp"
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