Added the function's script_component.hpp that includes the correct file. To reduce potential pain areas if a rename occurs.

This commit is contained in:
Garth L-H de Wet 2015-01-13 23:21:31 +02:00
parent e3466aaf8e
commit 0e09d5de67
26 changed files with 26 additions and 25 deletions

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@ -19,7 +19,7 @@
Example:
[_unit, _explosive, "SatchelCharge_Remote_Mag", [ConfigFile >> "CfgACE_Triggers" >> "Command"]] call ACE_Explosives_fnc_AddClacker;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_unit", "_explosive", "_clacker", "_config", "_magazineClass", "_requiredItems", "_hasRequired"];
_unit = _this select 0;
_explosive = _this select 1;

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@ -15,7 +15,7 @@
Example:
[player] call ACE_Explosives_fnc_CanDefuse;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private "_unit";
_unit = _this select 0;
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.
Example:
[player] call ACE_Explosives_fnc_canDetonate;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private "_unit";
_unit = _this select 0;

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@ -16,7 +16,7 @@
Example:
[player, ACE_Interaction_Target] call ACE_Explosives_fnc_defuseExplosive;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_unit", "_explosive"];
_unit = _this select 0;
_explosive = _this select 1;

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@ -21,7 +21,7 @@
// Clacker
[player, 100, [Explosive, 1]] call ACE_Explosives_fnc_detonateExplosive;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_item","_result", "_ignoreRange", "_unit", "_range"];
_unit = _this select 0;
_range = _this select 1;

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@ -16,7 +16,7 @@
Example:
_detonators = [player] call ACE_Explosives_fnc_getDetonators;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_unit", "_items", "_result", "_config"];
_unit = _this select 0;
_items = (items _unit);

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@ -17,7 +17,7 @@
_allExplosives = [player] call ACE_Explosives_fnc_getPlacedExplosives;
_deadmanExplosives = [player, "DeadManSwitch"] call ACE_Explosives_fnc_getPlacedExplosives;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_unit", "_clackerList", "_adjustedList", "_list", "_filter"];
_unit = _this select 0;
_filter = nil;

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@ -16,7 +16,7 @@
Example:
1.2 call ACE_Explosives_fnc_HandleScrollWheel;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_obj"];
if (isNull(GVAR(Setup)) || {ACE_Modifier == 0} || !GVAR(pfeh_running)) exitWith {false};
_this = _this * 5;

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@ -15,7 +15,7 @@
Example:
_hasExplosives = [player] call ACE_Explosives_fnc_hasExplosives;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_unit", "_result", "_magazines"];
_result = false;
_unit = _this select 0;

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@ -15,5 +15,5 @@
Example:
_hasPLacedExplosives = [player] call ACE_Explosives_fnc_hasPlacedExplosives;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
(count (_this call FUNC(getPlacedExplosives)) > 0)

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@ -15,7 +15,7 @@
Example:
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
if !(isServer) exitWith {};
_logic = _this select 0;
_activated = _this select 2;

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@ -16,7 +16,7 @@
Example:
[player, "ACE_M26_Clacker"] call ACE_Explosives_fnc_openDetonateUI;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_unit","_result", "_item"];
call EFUNC(Interaction,hideMenu);
_unit = _this select 0;

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@ -15,7 +15,7 @@
Example:
[player] call ACE_Explosives_fnc_openPlaceUI;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_unit","_mags", "_item", "_index", "_actions"];
_unit = _this select 0;
call FUNC(place_Cancel);

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@ -15,7 +15,7 @@
Example:
[player] call ACE_Explosives_fnc_openTimerSetUI;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_mag"];
_mag = _this select 0;
createDialog "RscACE_SelectTimeUI";

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@ -15,7 +15,7 @@
Example:
[player] call ACE_Explosives_fnc_openTransmitterUI;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_items", "_unit", "_count", "_actions", "_config"];
_unit = _this select 0;
_items = (items _unit);

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@ -15,7 +15,7 @@
Example:
[lbData [8866, lbCurSel 8866]] call ACE_Explosives_fnc_openTriggerSelectionUI;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_magazine", "_hasRequiredItems","_triggerTypes", "_actions", "_detonators", "_required", "_magTriggers"];
_magazine = _this select 0;
_detonators = [ACE_player] call FUNC(getDetonators);

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@ -21,7 +21,7 @@
Example:
_explosive = [player, player modelToWorld [0,0.5, 0.1], 134, "SatchelCharge_Remote_Mag", "Command", []] call ACE_Explosives_fnc_PlaceExplosive;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_pos", "_dir", "_magazineClass", "_ammo", "_triggerSpecificVars", "_unit", "_triggerConfig", "_explosive"];
_unit = _this select 0;
_pos = _this select 1;

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@ -16,7 +16,7 @@
Example:
call ACE_Explosives_fnc_Place_Approve;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
if (GVAR(pfeh_running)) then {
[QGVAR(Placement),"OnEachFrame"] call CALLSTACK(BIS_fnc_removeStackedEventHandler);
GVAR(pfeh_running) = false;

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@ -16,7 +16,7 @@
Example:
call ACE_Explosives_fnc_Place_Cancel;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
if (GVAR(pfeh_running)) then {
[QGVAR(Placement),"OnEachFrame"] call CALLSTACK(BIS_fnc_removeStackedEventHandler);
GVAR(pfeh_running) = false;

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@ -16,7 +16,7 @@
Example:
["SatchelCharge_Remote_Mag","Timer"] call ACE_Explosives_fnc_selectTrigger;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_magazine","_trigger"];
closeDialog 0;
_magazine = _this select 0;

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@ -18,7 +18,7 @@
Example:
[_explosive, 150, 90] call ACE_Explosives_fnc_SetPos;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private "_ex";
_ex=_this select 0;
_ex setDir (_this select 1);

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@ -19,7 +19,7 @@
Example:
[player, "SatchelCharge_Remote_Mag", "Command"] call ACE_Explosives_fnc_SetupExplosive;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_unit", "_class", "_config", "_timer"];
_unit = _this select 0;
_class = _this select 1;

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@ -16,7 +16,7 @@
Example:
[player, ACE_Interaction_Target] call ACE_Explosives_fnc_StartDefuse;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private ["_unit","_target"];
_unit = _this select 0;
_target = _this select 1;

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@ -17,7 +17,7 @@
Example:
[_explosive, 10] call ACE_Explosives_fnc_startTimer;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
[{
private ["_explosive"];
_explosive = _this select 0;

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@ -16,7 +16,7 @@
Example:
_supports = ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_TriggerType;
*/
#include "\z\ace\explosives\script_component.hpp"
#include "script_component.hpp"
private "_result";
_result = [];
_config = getArray (ConfigFile >> "CfgMagazines" >> (_this select 0) >> "ACE_Triggers" >> "SupportedTriggers");

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@ -0,0 +1 @@
#include "\z\ace\addons\explosives\script_component.hpp"