remove static fix from vmedical component

This commit is contained in:
commy2 2016-08-27 08:50:55 +02:00
parent 8a8bc6a336
commit 2ac52fb430
4 changed files with 32 additions and 74 deletions

View File

@ -10,34 +10,4 @@ GVAR(SELECTIONS) = ["head", "body", "hand_l", "hand_r", "leg_l", "leg_r"];
call FUNC(parseConfigForInjuries);
GVAR(STATE_MACHINE) = (configFile >> "ACE_Medical_StateMachine") call FUNC(createStateMachine);
//Hack for #3168 (units in static weapons do not take any damage):
//doing a manual pre-load with a small distance seems to fix the LOD problems with handle damage not returning full results
GVAR(fixedStatics) = [];
private _fixStatic = {
params ["_vehicle"];
private _vehType = typeOf _vehicle;
TRACE_2("",_vehicle,_vehType);
if (!(_vehType in GVAR(fixedStatics))) then {
GVAR(fixedStatics) pushBack _vehType;
TRACE_1("starting preload",_vehType);
[{
1 preloadObject (_this select 0);
}, {
TRACE_1("preload done",_this);
}, [_vehType]] call CBA_fnc_waitUntilAndExecute;
};
};
["StaticWeapon", "init", _fixStatic] call CBA_fnc_addClassEventHandler;
["Car", "init", _fixStatic] call CBA_fnc_addClassEventHandler;
addMissionEventHandler ["Loaded",{
{
TRACE_1("starting preload (save load)",_x);
[{
1 preloadObject (_this select 0);
}, {
TRACE_1("preload done",_this);
}, [_x]] call CBA_fnc_waitUntilAndExecute;
} forEach GVAR(fixedStatics);
}];
ADDON = true;

View File

@ -41,47 +41,3 @@
];
}] call CBA_fnc_waitUntilAndExecute;
#endif
// Hack for #3168 (units in static weapons do not take any damage):
// Doing a manual pre-load with a small distance seems to fix the LOD problems
// with handle damage not returning full results.
GVAR(fixedStatics) = [];
private _fnc_fixStatic = {
params ["_vehicle"];
private _type = typeOf _vehicle;
TRACE_2("",_vehicle,_type);
if !(_type in GVAR(fixedStatics)) then {
GVAR(fixedStatics) pushBack _type;
ACE_LOGINFO_1("Starting preload for ""%1""",_type);
[{
1 preloadObject _this;
}, {
ACE_LOGINFO_1("Preload done for ""%1""",_this);
}, _type] call CBA_fnc_waitUntilAndExecute;
};
};
["StaticWeapon", "init", _fnc_fixStatic, nil, nil, true] call CBA_fnc_addClassEventHandler;
["Car", "init", _fnc_fixStatic, nil, nil, true] call CBA_fnc_addClassEventHandler;
addMissionEventHandler ["Loaded", {
{
ACE_LOGINFO_1("Starting preload for ""%1""",_x);
[{
1 preloadObject _this;
}, {
ACE_LOGINFO_1("Preload done for ""%1""",_this);
}, _x] call CBA_fnc_waitUntilAndExecute;
} forEach GVAR(fixedStatics);
}];
#define BLAH __FILE__
diag_log BLAH;
diag_log 127;
diag_log __FILE__;

View File

@ -4,6 +4,30 @@ ADDON = false;
#include "XEH_PREP.hpp"
// Hack for #3168 (units in static weapons do not take any damage):
// Doing a manual pre-load with a small distance seems to fix the LOD problems
// with handle damage not returning full results.
GVAR(fixedStatics) = [];
private _fnc_fixStatic = {
params ["_vehicle"];
private _type = typeOf _vehicle;
if !(_type in GVAR(fixedStatics)) then {
GVAR(fixedStatics) pushBack _type;
PRELOAD_CLASS(_type);
};
};
["StaticWeapon", "init", _fnc_fixStatic] call CBA_fnc_addClassEventHandler;
["Car", "init", _fnc_fixStatic] call CBA_fnc_addClassEventHandler;
addMissionEventHandler ["Loaded", {
{
PRELOAD_CLASS(_x);
} forEach GVAR(fixedStatics);
}];
// HitScream
GVAR(HitScreamNamespace) = [] call CBA_fnc_createNamespace;
GVAR(HitScreamNamespace) setVariable ["#default", "Male08ENG"];

View File

@ -27,3 +27,11 @@
#define EMPTY_SOUND {"A3\Sounds_F\dummysound.wss",1,1}
#define NAMESPACE_NULL locationNull
#define PRELOAD_CLASS(class) \
LOG_1("Starting preload for ""%1""",class);\
[{\
1 preloadObject _this;\
}, {\
LOG_1("Preload done for ""%1""",_this);\
}, class] call CBA_fnc_waitUntilAndExecute