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https://github.com/acemod/ACE3.git
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some more Improvements
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parent
fab4c6a67f
commit
260b048da4
@ -17,11 +17,7 @@
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private ["_output"];
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params ["_caller", "_target"];
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_output = if ([_target] call EFUNC(common,isAwake)) then {
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LSTRING(Check_Response_Responsive)
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} else {
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LSTRING(Check_Response_Unresponsive)
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};
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_output = [LSTRING(Check_Response_Unresponsive), LSTRING(Check_Response_Responsive)] select ([_target] call EFUNC(common,isAwake));
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["displayTextStructured", [_caller], [[_output, [_target] call EFUNC(common,getName)], 2, _caller]] call EFUNC(common,targetEvent);
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@ -22,7 +22,7 @@
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#define ARMDAMAGETRESHOLD2 1.7
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private ["_unit", "_selection", "_damage", "_selections", "_damages", "_damageOld", "_damageSumOld", "_damageNew", "_damageSumNew", "_damageFinal", "_armdamage", "_legdamage"];
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params ["_unit", "_selection", "_damage", ["_disalbed", false]];
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params ["_unit", "_selection", "_damage", ["_disabled", false]];
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// Unit isn't local, give function to machine where it is.
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if !(local _unit) exitWith {
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@ -30,7 +30,7 @@ if !(local _unit) exitWith {
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};
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// Check if overall damage adjustment is disabled
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if (_disalbed) exitWith {
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if (_disabled) exitWith {
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_unit setHitPointDamage [_selection, _damage];
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};
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@ -28,12 +28,12 @@ if (vehicle _caller == _caller) then {
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_lastAnim = _caller getvariable [QGVAR(treatmentPrevAnimCaller), ""];
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//Don't play another medic animation (when player is rapidily treating)
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TRACE_2("Reseting to old animation", animationState player, _lastAnim);
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switch _lastAnim do {
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case "AinvPknlMstpSlayWrflDnon_medic": {_lastAnim = "AmovPknlMstpSrasWrflDnon"};
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case "AinvPpneMstpSlayWrflDnon_medic": {_lastAnim = "AmovPpneMstpSrasWrflDnon"};
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case "AinvPknlMstpSlayWnonDnon_medic": {_lastAnim = "AmovPknlMstpSnonWnonDnon"};
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case "AinvPpneMstpSlayWpstDnon_medic": {_lastAnim = "AinvPpneMstpSlayWpstDnon"};
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case "AinvPknlMstpSlayWpstDnon_medic": {_lastAnim = "AmovPknlMstpSrasWpstDnon"};
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switch (toLower _lastAnim) do {
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case "ainvpknlmstpslaywrfldnon_medic": {_lastAnim = "AmovPknlMstpSrasWrflDnon"};
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case "ainvppnemstpslaywrfldnon_medic": {_lastAnim = "AmovPpneMstpSrasWrflDnon"};
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case "ainvpknlmstpslaywnondnon_medic": {_lastAnim = "AmovPknlMstpSnonWnonDnon"};
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case "ainvppnemstpslaywpstdnon_medic": {_lastAnim = "AinvPpneMstpSlayWpstDnon"};
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case "ainvpknlmstpslaywpstdnon_medic": {_lastAnim = "AmovPknlMstpSrasWpstDnon"};
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};
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[_caller, _lastAnim, 1] call EFUNC(common,doAnimation);
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[_caller, _lastAnim, 1] call EFUNC(common,doAnimation);
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@ -28,12 +28,12 @@ if (vehicle _caller == _caller) then {
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_lastAnim = _caller getvariable [QGVAR(treatmentPrevAnimCaller), ""];
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//Don't play another medic animation (when player is rapidily treating)
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TRACE_2("Reseting to old animation", animationState player, _lastAnim);
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switch _lastAnim do {
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case "AinvPknlMstpSlayWrflDnon_medic": {_lastAnim = "AmovPknlMstpSrasWrflDnon"};
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case "AinvPpneMstpSlayWrflDnon_medic": {_lastAnim = "AmovPpneMstpSrasWrflDnon"};
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case "AinvPknlMstpSlayWnonDnon_medic": {_lastAnim = "AmovPknlMstpSnonWnonDnon"};
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case "AinvPpneMstpSlayWpstDnon_medic": {_lastAnim = "AinvPpneMstpSlayWpstDnon"};
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case "AinvPknlMstpSlayWpstDnon_medic": {_lastAnim = "AmovPknlMstpSrasWpstDnon"};
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switch (tolower _lastAnim) do {
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case "ainvpknlmstpslaywrfldnon_medic": {_lastAnim = "AmovPknlMstpSrasWrflDnon"};
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case "ainvppnemstpslaywrfldnon_medic": {_lastAnim = "AmovPpneMstpSrasWrflDnon"};
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case "ainvpknlmstpslaywnondnon_medic": {_lastAnim = "AmovPknlMstpSnonWnonDnon"};
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case "ainvppnemstpslaywpstdnon_medic": {_lastAnim = "AinvPpneMstpSlayWpstDnon"};
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case "ainvpknlmstpslaywpstdnon_medic": {_lastAnim = "AmovPknlMstpSrasWpstDnon"};
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};
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[_caller, _lastAnim, 1] call EFUNC(common,doAnimation);
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};
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