diff --git a/addons/attach/functions/fnc_attach.sqf b/addons/attach/functions/fnc_attach.sqf index 2a79a28699..a8b73052dc 100644 --- a/addons/attach/functions/fnc_attach.sqf +++ b/addons/attach/functions/fnc_attach.sqf @@ -11,16 +11,15 @@ * Nothing * * Example: - * Nothing + * [bob, bob, ["light"]] call ace_attach_fnc_attach; * * Public: No */ #include "script_component.hpp" -PARAMS_3(_attachToVehicle,_unit,_args); - private ["_itemClassname", "_itemVehClass", "_onAtachText", "_selfAttachPosition", "_attachedItem", "_tempObject", "_actionID"]; +PARAMS_3(_attachToVehicle,_unit,_args); _itemClassname = [_args, 0, ""] call CBA_fnc_defaultParam; //Sanity Check (_unit has item in inventory, not over attach limit) diff --git a/addons/attach/functions/fnc_canAttach.sqf b/addons/attach/functions/fnc_canAttach.sqf index 550e780342..966794b32f 100644 --- a/addons/attach/functions/fnc_canAttach.sqf +++ b/addons/attach/functions/fnc_canAttach.sqf @@ -8,10 +8,10 @@ * 2: Array empty or containing a string of the attachable item * * Return Value: - * Boolean + * Can Attach * * Example: - * Nothing + * [bob, bob, ["light"]] call ace_attach_fnc_canAttach; * * Public: No */ diff --git a/addons/attach/functions/fnc_canDetach.sqf b/addons/attach/functions/fnc_canDetach.sqf index a32440e56e..dc335e6bb6 100644 --- a/addons/attach/functions/fnc_canDetach.sqf +++ b/addons/attach/functions/fnc_canDetach.sqf @@ -7,10 +7,10 @@ * 1: unit doing the detaching (player) * * Return Value: - * Boolean + * Can Detach * * Example: - * Nothing + * [bob, bob] call ace_attach_fnc_canDetach; * * Public: No */ diff --git a/addons/attach/functions/fnc_placeApprove.sqf b/addons/attach/functions/fnc_placeApprove.sqf index f371ef7050..576721cf59 100644 --- a/addons/attach/functions/fnc_placeApprove.sqf +++ b/addons/attach/functions/fnc_placeApprove.sqf @@ -8,13 +8,18 @@ * This is VERY computationaly intensive, but doesn't happen that often. * * Arguments: - * Nothing + * 0: Unit (player) + * 1: attachToVehicle + * 2: Item Classname (cfgWeapon/cfgMagazine) + * 3: Light Vehicle Classname + * 4: On Attach Text + * 5: Starting Pos of dummy item * * Return Value: * Nothing * * Example: - * Nothing + * No * * Public: No */ @@ -52,7 +57,7 @@ while {(_closeInMax - _closeInMin) > 0.01} do { _endASL = if (surfaceIsWater _startingPosShifted) then {_endPosShifted} else {ATLtoASL _endPosShifted}; //Uncomment to see the lazor show, and see how the scanning works: - drawLine3D [_startingPosShifted, _endPosShifted, [1,0,0,1]]; + // drawLine3D [_startingPosShifted, _endPosShifted, [1,0,0,1]]; if (_attachToVehicle in lineIntersectsWith [_startASL, _endASL, _unit]) exitWith {_doesIntersect = true}; } forEach [[0,0,0.045], [0,0,-0.045], [0,0.045,0], [0,-0.045,0], [0.045,0,0], [-0.045,0,0]]; } forEach [[0,0,0], [0,0,0.05], [0,0,-0.05]];