Function headers per Coding Guidelines for Interaction

This commit is contained in:
jonpas 2015-05-09 04:47:15 +02:00
parent 50d5e845ee
commit 2ff372e2a1
35 changed files with 490 additions and 197 deletions

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@ -2,7 +2,7 @@
* Author: esteldunedain * Author: esteldunedain
* Mount unit actions inside passenger submenu * Mount unit actions inside passenger submenu
* *
* Argument: * Arguments:
* 0: Vehicle <OBJECT> * 0: Vehicle <OBJECT>
* 1: Player <OBJECT> * 1: Player <OBJECT>
* 3: Parameters <ARRAY> * 3: Parameters <ARRAY>
@ -10,6 +10,9 @@
* Return value: * Return value:
* Children actions <ARRAY> * Children actions <ARRAY>
* *
* Example:
* _array = [vehicle, player, [params]] call ace_interaction_fnc_addPassengerAction
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -2,7 +2,7 @@
* Author: esteldunedain * Author: esteldunedain
* Create one action per passenger * Create one action per passenger
* *
* Argument: * Arguments:
* 0: Vehicle <OBJECT> * 0: Vehicle <OBJECT>
* 1: Player <OBJECT> * 1: Player <OBJECT>
* 3: Parameters <ARRAY> * 3: Parameters <ARRAY>
@ -10,6 +10,9 @@
* Return value: * Return value:
* Children actions <ARRAY> * Children actions <ARRAY>
* *
* Example:
* _array = [vehicle, player, [params]] call ace_interaction_fnc_addPassengersActions
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,21 +1,21 @@
/* /*
Author: Garth de Wet (LH) * Author: Garth de Wet (LH)
* Adds an item to the select menu
Description: *
Adds an item to the select menu * Arguments:
* 0: List container <ARRAY/NUMBER>
Parameters: * 1: Display name <STRING>
0: ARRAY/NUMBER - List container * 2: Picture <STRING>
1: String - Display Name * 3: Data <STRING/CODE>
2: String - Picture *
3: String/code - data * Return value:
* Container <ARRAY/NUMBER>
Returns: *
ARRAY/Number * Example:
* _array = [_actions, "Banana", "UI\dot_ca.paa", data] call ace_interaction_fnc_addSelectableItem
Example: *
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
private ["_container", "_displayName", "_picture", "_data", "_index"]; private ["_container", "_displayName", "_picture", "_data", "_index"];

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@ -1,5 +1,18 @@
// by commy2 /*
* Author: commy2
* Applies buttons
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_applyButtons
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_object", "_actions", "_dlgInteractionDialog", "_ctrlInteractionDialog", "_index", "_ctrlInteractionDialogIcon"]; private ["_object", "_actions", "_dlgInteractionDialog", "_ctrlInteractionDialog", "_index", "_ctrlInteractionDialogIcon"];

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@ -7,10 +7,10 @@
* 1: player <OBJECT> * 1: player <OBJECT>
* *
* Return Value: * Return Value:
* <BOOL> * Able to become leader of group <BOOL>
* *
* Example: * Example:
* [player, player] call ace_interaction_fnc_canBecomeLeader * _bool = [player, player] call ace_interaction_fnc_canBecomeLeader
* *
* Public: No * Public: No
*/ */

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@ -1,5 +1,18 @@
// by commy2 /*
* Author: commy2
* Checks if the player can interact with civilian
*
* Arguments:
* 0: Target <OBJECT>
*
* Return value:
* Able to interact with civilian <BOOL>
*
* Example:
* _bool = [target] call ace_interaction_fnc_canInteractWithCivilian
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
EXPLODE_2_PVT(_this,_unit,_isCivilian); EXPLODE_2_PVT(_this,_unit,_isCivilian);

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@ -1,4 +1,19 @@
// by commy2 /*
* Author: commy2
* Checks if the player can join a group
*
* Arguments:
* 0: Player <OBJECT>
* 1: Target <OBJECT>
*
* Return value:
* Able to join a group <BOOL>
*
* Example:
* _bool = [player, target] call ace_interaction_fnc_canJoinGroup
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_target"]; private ["_unit", "_target"];

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@ -1,4 +1,19 @@
// by commy2 /*
* Author: commy2
* Checks if the player can join a team
*
* Arguments:
* 0: Player <OBJECT>
* 1: Target <OBJECT>
*
* Return value:
* Able to join a team <BOOL>
*
* Example:
* _bool = [player, target] call ace_interaction_fnc_canJoinTeam
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_target"]; private ["_unit", "_target"];

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@ -1,5 +1,19 @@
// by commy2 /*
* Author: commy2
* Checks if the player can tap a shoulder
*
* Arguments:
* 0: Player <OBJECT>
* 1: Target <OBJECT>
*
* Return value:
* Able to tap a shoulder <BOOL>
*
* Example:
* _bool = [player, target] call ace_interaction_fnc_canTapShoulder
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_target"]; private ["_unit", "_target"];

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@ -3,8 +3,8 @@
* Become Leader of group * Become Leader of group
* *
* Arguments: * Arguments:
* 0: target <OBJECT> * 0: Target <OBJECT>
* 1: player <OBJECT> * 1: Player <OBJECT>
* *
* Return Value: * Return Value:
* None * None

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@ -1,4 +1,20 @@
// by commy2 /*
* Author: commy2
* Get door
*
* Arguments:
* 0: Distance <NUMBER>
*
* Return value:
* House objects and door <ARRAY>
* 0: House <OBJECT>
* 1: Door Name <STRING>
*
* Example:
* _array = [player, target] call ace_interaction_fnc_getDoor
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_distance", "_position0", "_position1", "_intersections", "_count", "_house", "_door", "_index", "_id"]; private ["_distance", "_position0", "_position1", "_intersections", "_count", "_house", "_door", "_index", "_id"];

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@ -1,4 +1,21 @@
// by commy2 /*
* Author: commy2
* Get door animations
*
* Arguments:
* 0: House <OBJECT>
* 1: Door <STRING>
*
* Return value:
* Animation and Locked variable <ARRAY>
* 0: Animation <STRING>
* 1: Locked variable <STRING>
*
* Example:
* _array = [target, "door"] call ace_interaction_fnc_getDoorAnimations
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_house", "_door", "_animations", "_lockedVariable"]; private ["_house", "_door", "_animations", "_lockedVariable"];

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@ -1,13 +1,17 @@
/* /*
* Author: KoffeinFlummi * Author: KoffeinFlummi
* * Forces a civilian to the ground (with a chance of failure)
* Forces a civilian to the ground. (chance of failure).
* *
* Arguments: * Arguments:
* 0: Unit to be sent away (Object) * 0: Unit <OBJECT>
* *
* Return value: * Return value:
* none * None
*
* Example:
* [target] call ace_interaction_fnc_getDown
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,4 +1,18 @@
// by commy2 /*
* Author: commy2
* Get selected button
*
* Arguments:
* None
*
* Return value:
* Angle <NUMBER>
*
* Example:
* _number = call ace_interaction_fnc_getSelectedButton
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
#define MIN_DISTANCE 0.0065 #define MIN_DISTANCE 0.0065

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@ -2,12 +2,15 @@
* Author: esteldunedain * Author: esteldunedain
* Return a suitable position for the action point for the current weapon * Return a suitable position for the action point for the current weapon
* *
* Argument: * Arguments:
* None * None
* *
* Return value: * Return value:
* Children actions <ARRAY> * Children actions <ARRAY>
* *
* Example:
* _array = call ace_interaction_fnc_getWeaponPos
*
* Public: No * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,17 +1,17 @@
/* /*
Author: Garth de Wet (LH) * Author: Garth de Wet (LH)
* Closes the Interaction menu
Description: *
Closes the Interaction menu * Arguments:
* None
Parameters: *
Nothing * Return value:
* None
Returns: *
Nothing * Example:
* call ace_interaction_fnc_hideMenu
Example: *
call FUNC(hideMenu); * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,18 +1,17 @@
/* /*
Author(s): * Author: Garth de Wet (LH)
Garth de Wet (LH) * Hides the interaction helper text with the mouse buttons at the bottom middle of the screen
*
Description: * Arguments:
Hides the interaction helper text with the mouse buttons at the bottom middle of the screen * None
*
Parameters: * Return value:
Nothing * None
*
Returns: * Example:
Nothing * call ace_interaction_fnc_hideMouseHint
*
Example: * Public: No
call FUNC(hideMouseHint);
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,14 +1,18 @@
/* /*
* Author: commy2 * Author: commy2
*
* Check if the vehicle is in range of the player. * Check if the vehicle is in range of the player.
* *
* Argument: * Arguments:
* 0: Vehicke (Object) * 0: Vehicle <OBJECT>
* 1: Distance in meters (Number) * 1: Distance in meters <NUMBER>
* *
* Return value: * Return value:
* (Bool) * Vehicle in range of player <BOOL>
*
* Example:
* _bool = [target, 5] call ace_interaction_fnc_isInRange
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,4 +1,19 @@
// by commy2 /*
* Author: commy2
* Assigns a unit to the team
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Team <STRING>
*
* Return value:
* None
*
* Example:
* [target, "YELLOW"] call ace_interaction_fnc_joinTeam
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_team", "_message"]; private ["_unit", "_team", "_message"];

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@ -1,13 +1,19 @@
/* /*
* Author: bux578 * Author: bux578
* * Initializes the Interaction module
* Initializes the Interaction module.
* *
* Arguments: * Arguments:
* Whatever the module provides. (I dunno.) * 0: Logic <NUMBER>
* 1: ???
* 2: Activation State <BOOL>
* *
* Return Value: * Return value:
* None * None
*
* Example:
* [logic, ???, activationState] call ace_interaction_fnc_moduleInteraction
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,18 +1,17 @@
/* /*
Author: Garth de Wet (LH) * Author: Garth de Wet (LH)
* Scrolls through the list down or up
Description: *
Depending on the passed value, either scrolls down through the list or up. * Arguments:
* 0: Amount <NUMBER>
Parameters: *
NUMBER - Amount to increase current interaction target * Return value:
* None
Returns: *
Nothing * Example:
* [2] call ace_interaction_fnc_moveDown
Example: *
1 call FUNC(moveDown); * Public: No
-1 call FUNC(moveDown);
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,4 +1,18 @@
// by commy2 /*
* Author: commy2
* On button up
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_onButtonUp
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_player", "_vehicle", "_target", "_count", "_index", "_action", "_statement", "_condition", "_conditionShow", "_exceptions", "_distance"]; private ["_player", "_vehicle", "_target", "_count", "_index", "_action", "_statement", "_condition", "_conditionShow", "_exceptions", "_distance"];

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@ -1,4 +1,18 @@
// by commy2 /*
* Author: commy2
* On click
*
* Arguments:
* Index <NUMBER>
*
* Return value:
* None
*
* Example:
* 5 call ace_interaction_fnc_onClick
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_player", "_vehicle", "_target", "_count", "_index", "_action", "_subMenu", "_statement", "_condition", "_conditionShow", "_exceptions", "_distance"]; private ["_player", "_vehicle", "_target", "_count", "_index", "_action", "_subMenu", "_statement", "_condition", "_conditionShow", "_exceptions", "_distance"];

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@ -1,4 +1,18 @@
// by CorruptedHeart, commy2 /*
* Author: CorruptedHeart, commy2
* On select menu double click
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_onSelectMenuDblClick
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
call compile (lbData [8866, lbCurSel 8866]) call GVAR(SelectAccept); call compile (lbData [8866, lbCurSel 8866]) call GVAR(SelectAccept);

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@ -1,4 +1,19 @@
// by commy2 /*
* Author: commy2
* Opens door
*
* Arguments:
* 0: House <OBJECT>
* 1: Door <STRING>
*
* Return value:
* None
*
* Example:
* [house, "door"] call ace_interaction_fnc_openDoor
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_info", "_house", "_door", "_animations", "_lockedVariable"]; private ["_info", "_house", "_door", "_animations", "_lockedVariable"];

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@ -1,4 +1,19 @@
// by commy2 /*
* Author: commy2
* Opens menu select UI
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Vehicle <OBJECT>
*
* Return value:
* None
*
* Example:
* [unit, vehicle] call ace_interaction_fnc_openMenuSelectUI
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_vehicle", "_cargo"]; private ["_unit", "_vehicle", "_cargo"];

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@ -1,25 +1,26 @@
/* /*
Author: Garth de Wet (LH) * Author: Garth de Wet (LH)
* Opens the select menu UI and sets up the UI
Description: *
Opens the select menu UI and sets up the UI * Arguments:
* 0: Items <ARRAY>
Parameters: * 0: Text <STRING>
0: ARRAY - items * 1: Statement to execute <CODE>
ARRAY * 2: Condition before execute <CODE>
0 = Text * 3: showDisabled <BOOL>
1 = statement to execute * 4: Priority <NUMBER>
2 = condition before execute * 5: Icon <STRING>
3 = showDisabled * 6: Extra variables passed to the code <ARRAY>
4 = priority * 1: Select Action <CODE>
5 = icon * 2: Cancel Action <CODE>
6 = extra variables. Passed to the code. *
1: Code - select action * Return value:
2: Code - Cancel Action * None
Returns: *
Nothing * Example:
* [["text", {statement}, {condition}, showDisabled, priority, "icon", [variables]], {selectAction}, {cancelAction}] call ace_interaction_fnc_openSelectMenu
Example: *
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,18 +1,18 @@
/* /*
Author: Garth de Wet (LH) * Author: Garth de Wet (LH)
* Prepares the select menu for use
Description: *
Prepares the select menu for use. * Arguments:
* 0: Header Text <STRING>
Parameters: * 1: Approve Button Text <STRING>
0: TEXT - Header text *
1: TEXT - Approve button text * Return value:
* Container object <ARRAY/NUMBER>
Returns: *
ARRAY/NUMBER - container object for use with addSelectableItem. * Example:
* _array = ["Select Explosive", "Place"] call ace_interaction_fnc_prepareSelectMenu
Example: *
["Select Explosive", "Place"] call FUNC(prepareSelectMenu); * Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,15 +1,20 @@
/* /*
* Author: KoffeinFlummi * Author: KoffeinFlummi
* * Pushes a boat away from the player
* Pushes a boat away from the player.
* *
* Arguments: * Arguments:
* 0: Boat (object) * 0: Boat <OBJECT>
* 1: Velocity (vectorlike array) * 1: Velocity <ARRAY>
* *
* Return Value: * Return Value:
* None * None
*
* Example:
* [target, [vector]] call ace_interaction_fnc_push
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
_boat = _this select 0; _boat = _this select 0;

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@ -1,4 +1,18 @@
// by commy2 /*
* Author: commy2
* Removes tag
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_removeTag
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
0 spawn { 0 spawn {

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@ -1,13 +1,17 @@
/* /*
* Author: KoffeinFlummi * Author: KoffeinFlummi
* * Sends a civilian crowd away with a chance of failure
* Sends a civilian crowd away (chance of failure).
* *
* Arguments: * Arguments:
* 0: Unit to be sent away (Object) * 0: Unit <OBJECT>
* *
* Return value: * Return value:
* none * None
*
* Example:
* [target] call ace_interaction_fnc_sendAway
*
* Public: No
*/ */
#include "script_component.hpp" #include "script_component.hpp"
@ -33,4 +37,4 @@ if (count weapons ACE_player > 0) then {
(_this select 0) doMove [(getPos (_this select 0) select 0) + DISTANCE * (eyeDirection (_this select 1) select 0), (getPos (_this select 0) select 1) + DISTANCE * (eyeDirection (_this select 1) select 1), 0]; (_this select 0) doMove [(getPos (_this select 0) select 0) + DISTANCE * (eyeDirection (_this select 1) select 0), (getPos (_this select 0) select 1) + DISTANCE * (eyeDirection (_this select 1) select 1), 0];
}, [_x, ACE_player]] call CBA_fnc_globalExecute; }, [_x, ACE_player]] call CBA_fnc_globalExecute;
}; };
} foreach (_unit nearEntities ["Civilian", RADIUS]); } forEach (_unit nearEntities ["Civilian", RADIUS]);

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@ -1,20 +1,19 @@
/* /*
Author(s): * Author: Garth de Wet (LH)
Garth de Wet (LH) * Shows the interaction helper text with the mouse buttons at the bottom middle of the screen
*
Description: * Arguments:
Shows the interaction helper text with the mouse buttons at the bottom middle of the screen * 0: Left Click Text <STRING>
* 1: Right Click Text <STRING>
Parameters: * 2: Scroll Text <STRING> (Optional)
0: STRING - Left click text *
1: STRING - Right click text * Return value:
3: STRING - (Optional) Scroll text * None
*
Returns: * Example:
Nothing * ["Place Explosive", "Cancel"] call ace_interaction_fnc_showMouseHint
*
Example: * Public: No
["Place Explosive", "Cancel"] call FUNC(showMouseHint);
*/ */
#include "script_component.hpp" #include "script_component.hpp"

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@ -1,4 +1,18 @@
// by commy2 /*
* Author: commy2
* Sort options by priority
*
* Arguments:
* Actions <ARRAY>
*
* Return value:
* None
*
* Example:
* _customActions call ace_interaction_fnc_sortOptionsByPriority
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_actions", "_count", "_index", "_actionN", "_actionM"]; private ["_actions", "_count", "_index", "_actionN", "_actionM"];

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@ -1,4 +1,19 @@
// by commy2 /*
* Author: commy2
* Taps a shoulder
*
* Arguments:
* 0: Player <OBJECT>
* 1: Target <OBJECT>
*
* Return value:
* None
*
* Example:
* [player, target] call ace_interaction_fnc_tapShoulder
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
EXPLODE_3_PVT(_this,_tapper,_target,_shoulderNum); EXPLODE_3_PVT(_this,_tapper,_target,_shoulderNum);

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@ -1,4 +1,20 @@
// by commy2 /*
* Author: commy2
* Updates tooltip's position
*
* Arguments:
* 0: Tooltip Display <NUMBER>
* 1: X Coordinate <NUMBER>
* 2: Y Coordinate <NUMBER>
*
* Return value:
* None
*
* Example:
* [player, 0.5, 0.5] call ace_interaction_fnc_updateTooltipPosition
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
disableSerialization; disableSerialization;