Fixed incorrect indenting with headers in explosives.

This commit is contained in:
Garth L-H de Wet 2015-02-02 10:35:17 +02:00
parent eafc9e659c
commit 2440e4fa69
27 changed files with 406 additions and 460 deletions

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/*
* XEH_postInit.sqf
*
* Author: Garth 'L-H' de Wet
* Initialises the player object for the explosive system.
*

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/*
* XEH_preInit.sqf
*
* Author: Garth 'L-H' de Wet
* Initialises the explosives system
*

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/*
* fnc_addClacker.sqf
*
* Author: Garth 'L-H' de Wet
* Adds an explosive as a clacker item to the passed unit if the unit has the required item.
*

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/*
* fnc_canDefuse.sqf
*
* Author: Garth 'L-H' de Wet
* Whether a unit can perform the defuse action
*

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/*
* fnc_canDetonate.sqf
*
* Author: Garth 'L-H' de Wet
* Whether the unit is able to detonate explosives
*

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/*
* fnc_defuseExplosive.sqf
*
* Author: Garth 'L-H' de Wet
* Causes the unit to defuse the passed explosive.
*

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/*
* fnc_detonateExplosive.sqf
*
* Author: Garth 'L-H' de Wet
* Causes the unit to defuse the passed explosive.
*

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/*
* fnc_getDetonators.sqf
*
* Author: Garth 'L-H' de Wet
* Returns all the detonators of the unit
*

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/*
* fnc_getPlacedExplosives.sqf
*
* Author: Garth 'L-H' de Wet
* Gets all placed explosives by unit, optionally filtered by specific trigger type.
*

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/*
* fnc_handleScrollWheel.sqf
*
* Author: Garth 'L-H' de Wet
* Handles rotating of Explosives
*

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/*
* fnc_hasExplosives.sqf
*
* Author: Garth 'L-H' de Wet
* Whether the passed unit has any explosives on them.
*

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/*
* fnc_hasPlacedExplosives.sqf
*
* Author: Garth 'L-H' de Wet
* Whether the passed unit has placed any explosives or has a clacker that was used when explosives were placed.
*

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/*
* fnc_module.sqf
*
* Author: Garth 'L-H' de Wet
* Initialises the explosives module
*

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/*
* fnc_openDetonateUI.sqf
*
* Author: Garth 'L-H' de Wet
* Opens the UI for explosive detonation selection
*

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/*
* fnc_openPlaceUI.sqf
*
* Author: Garth 'L-H' de Wet
* Opens the UI for explosive placement selection
*

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/*
* fnc_openTimerSetUI.sqf
*
* Author: Garth 'L-H' de Wet
* Opens the UI for timer setting of an explosive
*

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/*
* fnc_openTransmitterUI.sqf
*
* Author: Garth 'L-H' de Wet
* Opens the UI for selecting the transmitter
*

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/*
* fnc_openTriggerSelectionUI.sqf
*
* Author: Garth 'L-H' de Wet
* Opens the UI for explosive trigger selection
*

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/*
* fnc_placeExplosive.sqf
*
* Author: Garth 'L-H' de Wet
* Places an explosive at the requested position
*

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/*
* fnc_place_Approve.sqf
*
* Author: Garth 'L-H' de Wet
* Approves placement of the explosive, releases the placement object for it
* to settle in a location suitable for the explosive to be created.

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/*
* fnc_place_Cancel.sqf
*
* Author: Garth 'L-H' de Wet
* Cancels placement of the explosive
*

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/*
* fnc_selectTrigger.sqf
*
* Author: Garth 'L-H' de Wet
* Selects a trigger for an explosive.
*

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/*
* fnc_setPosition.sqf
*
* Author: Garth 'L-H' de Wet
* Sets the Dir and pitch of passed object
*

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/*
* fnc_setupExplosive.sqf
*
* Author: Garth 'L-H' de Wet
* Starts the setup process for the passed explosive. Player only.
*

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/*
* fnc_startDefuse.sqf
*
* Author: Garth 'L-H' de Wet
* Starts defusing an explosive
*

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/*
* fnc_startTimer.sqf
*
* Author: Garth 'L-H' de Wet
* Starts a timer for an explosive.
*

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/*
* fnc_triggerType.sqf
*
* Author: Garth 'L-H' de Wet
* Gets the types of triggers associated with the explosive
*