Rename some variables

This commit is contained in:
esteldunedain 2016-02-04 17:42:12 -03:00
parent 2d45a28863
commit 3d47156547
10 changed files with 98 additions and 99 deletions

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@ -3,14 +3,14 @@
ADDON = false;
PREP(canDigTrench);
PREP(digCancel);
PREP(digConfirm);
PREP(handleInteractMenuOpened);
PREP(handleKilled);
PREP(handlePlayerChanged);
PREP(handlePlayerInventoryChanged);
PREP(handleScrollWheel);
PREP(handleUnconscious);
PREP(placeCancel);
PREP(placeConfirm);
PREP(placeTrench);
// Trench types

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@ -1,78 +0,0 @@
/*
* Author: Garth 'L-H' de Wet, Ruthberg, edited by commy2 for better MP and eventual AI support and esteldunedain
* Confirms trench dig
*
* Arguments:
* 0: unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [ACE_player] call ace_trenches_fnc_digConfirm
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
// enable running again
[_unit, "forceWalk", "ACE_Trenches", false] call EFUNC(common,statusEffect_set);
// Delete placement dummy and create real trench
[{
params ["_unit"];
if (isNull GVAR(trench)) exitWith {};
deleteVehicle GVAR(trench);
private _trench = createVehicle [GVAR(trenchType) select 0, [0, 0, 0], [], 0, "NONE"];
GVAR(trenchType) params ["", "", "_dx", "_dy", "_offset"];
private _basePos = GVAR(trenchPos);
private _angle = (GVAR(digDirection) + getDir _unit);
// _v1 forward from the player, _v2 to the right, _v3 points away from the ground
private _v3 = surfaceNormal _basePos;
private _v2 = [sin _angle, +cos _angle, 0] vectorCrossProduct _v3;
private _v1 = _v3 vectorCrossProduct _v2;
// Stick the trench to the ground
_basePos set [2, getTerrainHeightASL _basePos];
private _minzoffset = 0;
private ["_ix","_iy"];
for [{_ix = -_dx/2},{_ix <= _dx/2},{_ix = _ix + _dx/3}] do {
for [{_iy = -_dy/2},{_iy <= _dy/2},{_iy = _iy + _dy/3}] do {
private _pos = _basePos vectorAdd (_v2 vectorMultiply _ix)
vectorAdd (_v1 vectorMultiply _iy);
_minzoffset = _minzoffset min ((getTerrainHeightASL _pos) - (_pos select 2));
#ifdef DEBUG_MODE_FULL
_pos set [2, getTerrainHeightASL _pos];
_pos2 = +_pos;
_pos2 set [2, getTerrainHeightASL _pos + 1];
drawLine3D [ASLtoAGL _pos, ASLtoAGL _pos2, [1,1,0,1]];
#endif
};
};
_basePos set [2, (_basePos select 2) + _minzoffset + _offset];
TRACE_2("",_minzoffset,_offset);
_trench setPosASL _basePos;
_trench setVectorDirAndUp [_v1, _v3];
GVAR(trench) = objNull;
}, [_unit], 1] call EFUNC(common,waitAndExecute);
// remove dig pfh
[GVAR(digPFH)] call CBA_fnc_removePerFrameHandler;
GVAR(digPFH) = -1;
// remove mouse button actions
call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", _unit getVariable [QGVAR(Dig), -1]] call EFUNC(common,removeActionEventHandler);
[_unit, "zoomtemp", _unit getVariable [QGVAR(Cancel), -1]] call EFUNC(common,removeActionEventHandler);
// play animation
_unit playActionNow "PutDown";
_unit setVariable [QGVAR(isDigging), false, true];

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@ -14,6 +14,6 @@
params ["_unit"];
if (_unit getVariable [QGVAR(isDigging), false]) then {
[_unit] call FUNC(digCancel);
if (_unit getVariable [QGVAR(isPlacing), false]) then {
[_unit] call FUNC(placeCancel);
};

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@ -14,6 +14,6 @@
params ["_unit"];
if (_unit getVariable [QGVAR(isDigging), false]) then {
[_unit] call FUNC(digCancel);
if (_unit getVariable [QGVAR(isPlacing), false]) then {
[_unit] call FUNC(placeCancel);
};

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@ -15,10 +15,10 @@
params ["_newPlayer", "_oldPlayer"];
if (_newPlayer getVariable [QGVAR(isDigging), false]) then {
[_newPlayer] call FUNC(digCancel);
if (_newPlayer getVariable [QGVAR(isPlacing), false]) then {
[_newPlayer] call FUNC(placeCancel);
};
if (_oldPlayer getVariable [QGVAR(isDigging), false]) then {
[_oldPlayer] call FUNC(digCancel);
if (_oldPlayer getVariable [QGVAR(isPlacing), false]) then {
[_oldPlayer] call FUNC(placeCancel);
};

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@ -15,8 +15,8 @@
params ["_unit"];
if (_unit getVariable [QGVAR(isDigging), false]) then {
if (_unit getVariable [QGVAR(isPlacing), false]) then {
if !("ACE_EntrenchingTool" in items _unit) then {
[_unit] call FUNC(digCancel);
[_unit] call FUNC(placeCancel);
};
};

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@ -14,6 +14,6 @@
params ["_unit"];
if (_unit getVariable [QGVAR(isDigging), false]) then {
[_unit] call FUNC(digCancel);
if (_unit getVariable [QGVAR(isPlacing), false]) then {
[_unit] call FUNC(placeCancel);
};

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@ -9,7 +9,7 @@
* None
*
* Example:
* [ACE_player] call ace_sandbag_fnc_digCancel
* [ACE_player] call ace_sandbag_fnc_placeCancel
*
* Public: No
*/
@ -33,4 +33,4 @@ call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", _unit getVariable [QGVAR(Dig), -1]] call EFUNC(common,removeActionEventHandler);
[_unit, "zoomtemp", _unit getVariable [QGVAR(Cancel), -1]] call EFUNC(common,removeActionEventHandler);
_unit setVariable [QGVAR(isDigging), false, true];
_unit setVariable [QGVAR(isPlacing), false, true];

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@ -0,0 +1,77 @@
/*
* Author: Garth 'L-H' de Wet, Ruthberg, edited by commy2 for better MP and eventual AI support and esteldunedain
* Confirms trench dig
*
* Arguments:
* 0: unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [ACE_player] call ace_trenches_fnc_placeConfirm
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
// enable running again
[_unit, "forceWalk", "ACE_Trenches", false] call EFUNC(common,statusEffect_set);
// remove dig pfh
[GVAR(digPFH)] call CBA_fnc_removePerFrameHandler;
GVAR(digPFH) = -1;
// remove mouse button actions
call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", _unit getVariable [QGVAR(Dig), -1]] call EFUNC(common,removeActionEventHandler);
[_unit, "zoomtemp", _unit getVariable [QGVAR(Cancel), -1]] call EFUNC(common,removeActionEventHandler);
// play animation
_unit playActionNow "PutDown";
_unit setVariable [QGVAR(isPlacing), false, true];
// Delete placement dummy and create real trench
params ["_unit"];
if (isNull GVAR(trench)) exitWith {};
deleteVehicle GVAR(trench);
private _trench = createVehicle [GVAR(trenchType) select 0, [0, 0, 0], [], 0, "NONE"];
GVAR(trenchType) params ["", "", "_dx", "_dy", "_offset"];
private _basePos = GVAR(trenchPos);
private _angle = (GVAR(digDirection) + getDir _unit);
// _v1 forward from the player, _v2 to the right, _v3 points away from the ground
private _v3 = surfaceNormal _basePos;
private _v2 = [sin _angle, +cos _angle, 0] vectorCrossProduct _v3;
private _v1 = _v3 vectorCrossProduct _v2;
// Stick the trench to the ground
_basePos set [2, getTerrainHeightASL _basePos];
private _minzoffset = 0;
private ["_ix","_iy"];
for [{_ix = -_dx/2},{_ix <= _dx/2},{_ix = _ix + _dx/3}] do {
for [{_iy = -_dy/2},{_iy <= _dy/2},{_iy = _iy + _dy/3}] do {
private _pos = _basePos vectorAdd (_v2 vectorMultiply _ix)
vectorAdd (_v1 vectorMultiply _iy);
_minzoffset = _minzoffset min ((getTerrainHeightASL _pos) - (_pos select 2));
#ifdef DEBUG_MODE_FULL
_pos set [2, getTerrainHeightASL _pos];
_pos2 = +_pos;
_pos2 set [2, getTerrainHeightASL _pos + 1];
drawLine3D [ASLtoAGL _pos, ASLtoAGL _pos2, [1,1,0,1]];
#endif
};
};
_basePos set [2, (_basePos select 2) + _minzoffset + _offset];
TRACE_2("",_minzoffset,_offset);
_trench setPosASL _basePos;
_trench setVectorDirAndUp [_v1, _v3];
GVAR(trench) = objNull;

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@ -42,12 +42,12 @@ GVAR(digPFH) = [{
// Cancel if the helper object is gone
if (isNull _trench) exitWith {
[_unit] call FUNC(digCancel);
[_unit] call FUNC(placeCancel);
};
// Cancel if the place is no longer suitable
if !([_unit, GVAR(trenchType)] call FUNC(canDigTrench)) exitWith {
[_unit] call FUNC(digCancel);
[_unit] call FUNC(placeCancel);
};
// Update trench position
@ -92,13 +92,13 @@ GVAR(digPFH) = [{
_unit setVariable [QGVAR(Dig), [
_unit, "DefaultAction",
{GVAR(digPFH) != -1},
{[_this select 0] call FUNC(digConfirm)}
{[_this select 0] call FUNC(placeConfirm)}
] call EFUNC(common,addActionEventHandler)];
_unit setVariable [QGVAR(Cancel), [
_unit, "zoomtemp",
{GVAR(digPFH) != -1},
{[_this select 0] call FUNC(digCancel)}
{[_this select 0] call FUNC(placeCancel)}
] call EFUNC(common,addActionEventHandler)];
_unit setVariable [QGVAR(isDigging), true, true];
_unit setVariable [QGVAR(isPlacing), true, true];