replace private with private keyword in first half of common

This commit is contained in:
commy2
2015-12-12 16:48:54 +01:00
parent e9a669b03b
commit 3d5ea74c7e
117 changed files with 470 additions and 741 deletions

View File

@ -15,79 +15,60 @@
params ["_unit", "_lightSource"];
private ["_unitPos", "_lightLevel"];
_unitPos = _unit modelToWorld (_unit selectionPosition "spine3");
_lightLevel = 0;
private _unitPos = _unit modelToWorld (_unit selectionPosition "spine3");
private _lightLevel = 0;
if (_lightSource isKindOf "CAManBase") then {
// handle persons with flashlights
private "_weapon";
_weapon = currentWeapon _lightSource;
private _weapon = currentWeapon _lightSource;
if !(_lightSource isFlashlightOn _weapon) exitWith {};
private ["_flashlight", "_properties", "_intensity", "_innerAngle", "_outerAngle", "_position", "_direction", "_directionToUnit", "_distance", "_angle"];
_flashlight = switch (_weapon) do {
case (primaryWeapon _lightSource): {
primaryWeaponItems _lightSource select 1
};
case (secondaryWeapon _lightSource): {
secondaryWeaponItems _lightSource select 1
};
case (handgunWeapon _lightSource): {
handgunItems _lightSource select 1
};
default {""};
};
private _flashlight = (_lightSource weaponAccessories _weapon) select 1;
if (getNumber (configFile >> "CfgWeapons" >> _flashlight >> "ACE_laserpointer") == 1) exitWith {_lightLevel = 0};
_properties = [[_flashlight], FUNC(getLightPropertiesWeapon), uiNamespace, format [QEGVAR(cache,%1_%2), QUOTE(DFUNC(getLightPropertiesWeapon)), _flashlight], 1E11] call FUNC(cachedCall);
private _properties = [[_flashlight], FUNC(getLightPropertiesWeapon), uiNamespace, format [QEGVAR(cache,%1_%2), QUOTE(DFUNC(getLightPropertiesWeapon)), _flashlight], 1E11] call FUNC(cachedCall);
//_properties = [_flashlight] call FUNC(getLightPropertiesWeapon);
_innerAngle = (_properties select 3) / 2;
_outerAngle = (_properties select 4) / 2;
private _innerAngle = (_properties select 3) / 2;
private _outerAngle = (_properties select 4) / 2;
_position = _lightSource modelToWorld (_lightSource selectionPosition "rightHand");
_direction = _lightSource weaponDirection _weapon;
private _position = _lightSource modelToWorld (_lightSource selectionPosition "rightHand");
private _direction = _lightSource weaponDirection _weapon;
_directionToUnit = _position vectorFromTo _unitPos;
private _directionToUnit = _position vectorFromTo _unitPos;
_distance = _unitPos distance _position;
_angle = acos (_direction vectorDotProduct _directionToUnit);
private _distance = _unitPos distance _position;
private _angle = acos (_direction vectorDotProduct _directionToUnit);
_lightLevel = (linearConversion [0, 30, _distance, 1, 0, true]) * (linearConversion [_innerAngle, _outerAngle, _angle, 1, 0, true]);
} else {
// handle any object, strcutures, cars, tanks, etc. @todo campfires, burning vehicles
private "_lights";
_lights = [_lightSource] call FUNC(getTurnedOnLights);
private _lights = [_lightSource] call FUNC(getTurnedOnLights);
{
private ["_properties", "_intensity", "_innerAngle", "_outerAngle", "_position", "_direction", "_directionToUnit", "_distance", "_angle"];
_properties = [[_lightSource, _x], FUNC(getLightProperties), uiNamespace, format [QEGVAR(cache,%1_%2_%3), QUOTE(DFUNC(getLightProperties)), typeOf _lightSource, _x], 1E11] call FUNC(cachedCall);
private _properties = [[_lightSource, _x], FUNC(getLightProperties), uiNamespace, format [QEGVAR(cache,%1_%2_%3), QUOTE(DFUNC(getLightProperties)), typeOf _lightSource, _x], 1E11] call FUNC(cachedCall);
//_properties = [_lightSource, _x] call FUNC(getLightProperties);
// @todo intensity affects range?
//_intensity = _properties select 0;
//private _intensity = _properties select 0;
_innerAngle = (_properties select 3) / 2;
_outerAngle = (_properties select 4) / 2;
private _innerAngle = (_properties select 3) / 2;
private _outerAngle = (_properties select 4) / 2;
// get world position and direction
_position = _lightSource modelToWorld (_lightSource selectionPosition (_properties select 1));
_direction = _lightSource modelToWorld (_lightSource selectionPosition (_properties select 2));
private _position = _lightSource modelToWorld (_lightSource selectionPosition (_properties select 1));
private _direction = _lightSource modelToWorld (_lightSource selectionPosition (_properties select 2));
_direction = _position vectorFromTo _direction;
_directionToUnit = _position vectorFromTo _unitPos;
private _directionToUnit = _position vectorFromTo _unitPos;
_distance = _unitPos distance _position;
_angle = acos (_direction vectorDotProduct _directionToUnit);
private _distance = _unitPos distance _position;
private _angle = acos (_direction vectorDotProduct _directionToUnit);
_lightLevel = _lightLevel max ((linearConversion [0, 30, _distance, 1, 0, true]) * (linearConversion [_innerAngle, _outerAngle, _angle, 1, 0, true]));
@ -97,8 +78,7 @@ if (_lightSource isKindOf "CAManBase") then {
// handle campfires
if (inflamed _lightSource) then {
private "_distance";
_distance = _unitPos distance position _lightSource;
private _distance = _unitPos distance position _lightSource;
_lightLevel = _lightLevel max linearConversion [0, 30, _distance, 0.5, 0, true];
};