Merge branch 'acemod:master' into master

This commit is contained in:
lambdatiger 2024-03-18 00:08:02 -05:00 committed by GitHub
commit 48f96b42b8
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17 changed files with 43 additions and 30 deletions

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@ -1,7 +1,5 @@
#include "script_component.hpp"
#include "initKeybinds.inc.sqf"
GVAR(currentbulletID) = -1;
GVAR(Protractor) = false;
@ -11,6 +9,8 @@ GVAR(currentGrid) = 0;
if (!hasInterface) exitWith {};
#include "initKeybinds.inc.sqf"
["CBA_settingsInitialized", {
//If not enabled, dont't add PFEH
if (!GVAR(enabled)) exitWith {};

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@ -78,10 +78,10 @@ if (!isNull curatorCamera) then {
// Make face and voice selection JIP compatible; 3DEN doesn't need this though
if (isMultiplayer && {!is3DEN}) then {
private _id = [QGVAR(broadcastFace), [GVAR(center), GVAR(currentFace)], QGVAR(centerFace_) + netId GVAR(center)] call CBA_fnc_globalEventJIP;
private _id = [QGVAR(broadcastFace), [GVAR(center), GVAR(currentFace)], QGVAR(centerFace_) + hashValue GVAR(center)] call CBA_fnc_globalEventJIP;
[_id, GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
_id = [QGVAR(broadcastVoice), [GVAR(center), GVAR(currentVoice)], QGVAR(centerVoice_) + netId GVAR(center)] call CBA_fnc_globalEventJIP;
_id = [QGVAR(broadcastVoice), [GVAR(center), GVAR(currentVoice)], QGVAR(centerVoice_) + hashValue GVAR(center)] call CBA_fnc_globalEventJIP;
[_id, GVAR(center)] call CBA_fnc_removeGlobalEventJIP;
};

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@ -1,5 +1,7 @@
#include "script_component.hpp"
if (!hasInterface) exitWith {};
#include "initKeybinds.inc.sqf"
GVAR(active) = false;

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@ -1,5 +1,9 @@
class CfgMovesBasic {
class Default;
// Idle affects legs when weapon switching - fixes units sliding when holstering weapons
class Default {
idle = "";
};
// From ACRE
class ManActions {
GVAR(stop) = QGVAR(stop);

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@ -107,12 +107,12 @@ class CfgWeapons {
displayName = SUBCSTRING(CUP_NVG_GPNVG_tan_WP);
NVG_WP_PRESET;
};
class CUP_GPNVG_green_WP: CUP_NVG_GPNVG_green {
displayName = SUBCSTRING(CUP_GPNVG_green_WP);
class CUP_NVG_GPNVG_green_WP: CUP_NVG_GPNVG_green {
displayName = SUBCSTRING(CUP_NVG_GPNVG_green_WP);
NVG_WP_PRESET;
};
class CUP_GPNVG_winter_WP: CUP_NVG_GPNVG_winter {
displayName = SUBCSTRING(CUP_GPNVG_winter_WP);
class CUP_NVG_GPNVG_winter_WP: CUP_NVG_GPNVG_winter {
displayName = SUBCSTRING(CUP_NVG_GPNVG_winter_WP);
NVG_WP_PRESET;
};
};

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@ -6,7 +6,7 @@ class CfgPatches {
units[] = {};
weapons[] = {
"CUP_NVG_PVS14_WP", "CUP_NVG_PVS15_black_WP", "CUP_NVG_PVS15_green_WP", "CUP_NVG_PVS15_tan_WP", "CUP_NVG_PVS15_winter_WP",
"CUP_NVG_GPNVG_black_WP", "CUP_NVG_GPNVG_tan_WP", "CUP_GPNVG_green_WP", "CUP_GPNVG_winter_WP"
"CUP_NVG_GPNVG_black_WP", "CUP_NVG_GPNVG_tan_WP", "CUP_NVG_GPNVG_green_WP", "CUP_NVG_GPNVG_winter_WP"
};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {

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@ -67,7 +67,7 @@
<French>GPNVG (marron clair, WP)</French>
<Russian>GPNVG (Желтовато-коричневый, БФ)</Russian>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_GPNVG_green_WP">
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_GPNVG_green_WP">
<English>GPNVG (Green, WP)</English>
<Japanese>GPNVG (ブラック、白色蛍光)</Japanese>
<Italian>GPNVG (Nero, FB)</Italian>
@ -77,7 +77,7 @@
<French>GPNVG (noires, WP)</French>
<Russian>GPNVG (Зелёный, БФ)</Russian>
</Key>
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_GPNVG_winter_WP">
<Key ID="STR_ACE_Compat_CUP_Weapons_nightvision_CUP_NVG_GPNVG_winter_WP">
<English>GPNVG (Winter, WP)</English>
<Japanese>GPNVG (冬季迷彩, WP)</Japanese>
<Korean>GPNVG (설상, WP)</Korean>

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@ -57,6 +57,8 @@ if (isServer) then {
if (!hasInterface) exitWith {};
#include "initKeybinds.inc.sqf"
GVAR(PlacedCount) = 0;
GVAR(Setup) = objNull;
GVAR(pfeh_running) = false;

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@ -8,7 +8,6 @@ PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
#include "initKeybinds.inc.sqf"
#include "initSettings.inc.sqf"
GVAR(activeTrigger) = "";

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@ -145,11 +145,11 @@ if (hasInterface && {!isNull ACE_player} && {alive ACE_player}) then {
//PARTIALRECOVERY - start decreasing effect over time
[{
params ["_strength"];
params ["_strength", "_blend"];
GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,0,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
GVAR(flashbangPPEffectCC) ppEffectAdjust [1, 1, 0, _blend, [0,0,0,1], [0,0,0,0]];
GVAR(flashbangPPEffectCC) ppEffectCommit (10 * _strength);
}, [_strength], 7 * _strength] call CBA_fnc_waitAndExecute;
}, [_strength, _blend], 7 * _strength] call CBA_fnc_waitAndExecute;
//FULLRECOVERY - end effect
[{

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@ -1,6 +1,7 @@
#include "script_component.hpp"
if (hasInterface) then {
#include "initKeybinds.inc.sqf"
["ace_infoDisplayChanged", FUNC(turretDisplayLoaded)] call CBA_fnc_addEventHandler;
};

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@ -7,6 +7,5 @@ PREP_RECOMPILE_START;
PREP_RECOMPILE_END;
#include "initSettings.inc.sqf"
#include "initKeybinds.inc.sqf"
ADDON = true;

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@ -39,10 +39,10 @@ class RscTitles {
};
class TimeText: RscText {
idc = 1001;
text = "00:00";
x = "0.206094 * safezoneW + safezoneX";
text = "00:00:00";
x = "0.202094 * safezoneW + safezoneX";
y = "0.819 * safezoneH + safezoneY";
w = "0.0309375 * safezoneW";
w = "0.0380375 * safezoneW";
h = "0.022 * safezoneH";
colorText[] = {0,0,0,1};
};

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@ -40,8 +40,10 @@ private _TimeText = _display displayCtrl 1001;
_pfhID call CBA_fnc_removePerFrameHandler;
};
private _hour = floor daytime;
private _minute = floor ((daytime - _hour) * 60);
private _daytime = dayTime;
private _hour = floor _daytime;
private _minute = floor ((_daytime - _hour) * 60);
private _seconds = floor ((((_daytime - _hour) * 60) - _minute) * 60);
private _curTime = CBA_missionTime;
private _timeDiff = _curTime - _prevTime;
@ -52,7 +54,7 @@ private _TimeText = _display displayCtrl 1001;
0
};
_TimeText ctrlSetText (format ["%1:%2", [_hour, 2] call CBA_fnc_formatNumber, [_minute, 2] call CBA_fnc_formatNumber]);
_TimeText ctrlSetText (format ["%1:%2:%3", [_hour, 2] call CBA_fnc_formatNumber, [_minute, 2] call CBA_fnc_formatNumber, [_seconds, 2] call CBA_fnc_formatNumber]);
_HeightText ctrlSetText str floor _height;
_DecendRate ctrlSetText str (_descentRate max 0);

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@ -1,7 +1,5 @@
#include "script_component.hpp"
#include "initKeybinds.inc.sqf"
GVAR(RangeCardOpened) = false;
GVAR(controls) = [];
@ -17,3 +15,7 @@ GVAR(boreHeightCopy) = 3.81;
GVAR(ammoClassCopy) = "";//"ACE_762x51_Ball_M118LR";
GVAR(magazineClassCopy) = "";//"ACE_20Rnd_762x51_M118LR_Mag";
GVAR(weaponClassCopy) = "";//srifle_DMR_06_olive_F";
if (!hasInterface) exitWith {};
#include "initKeybinds.inc.sqf"

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@ -2224,13 +2224,13 @@
<Russian>Порог починки колеса</Russian>
</Key>
<Key ID="STR_ACE_Repair_patchWheelMaximumRepair_Description">
<English>Maximum level to which a wheel can be patched.</English>
<Japanese>タイヤを補修できる最大の度合い。</Japanese>
<Polish>Maksymalny poziom, do którego koło może zostać załatane.</Polish>
<English>Maximum damage to which a wheel can be patched.\n0% means all damage can be repaired.</English>
<Japanese>タイヤを補修できる最大の度合い。/n 0% は、すべてのダメージが修復可能であることを意味します</Japanese>
<Polish>Maksymalny poziom, do którego koło może zostać załatane.\n0% oznacza że każde uszkodzenia mogą być naprawione.</Polish>
<Italian>Livello di integrità massimo di una ruota rattoppata.</Italian>
<German>Maximales Level, bis zu dem ein Rad geflickt werden kann.</German>
<German>Maximales Level, bis zu dem ein Rad geflickt werden kann.\n0% bedeutet, dass das Rad vollständig repariert werden kann.</German>
<Korean>바퀴를 수리할 수 있는 최대 레벨입니다.</Korean>
<French>Niveau maximum de rafistolage d'une roue.</French>
<French>Niveau maximum de dégâts jusqu'à laquelle une roue peut être réparée.\n0% signifie que la roue peut être reparée entièrement.</French>
<Russian>Максимальный уровень, до которого колесо может быть починено.</Russian>
</Key>
<Key ID="STR_ACE_Repair_patchWheelLocation_DisplayName">

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@ -1,5 +1,7 @@
#include "script_component.hpp"
if (!hasInterface) exitWith {};
#include "initKeybinds.inc.sqf"
GVAR(active) = false;