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Cleanup unused variable (#8074)
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@ -59,8 +59,8 @@
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#define MOVE_IN_CODE(command) (_this select 0) command (_this select 1)
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#define MOVE_IN_CODE(command) (_this select 0) command (_this select 1)
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private _fnc_move = {
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private _fnc_move = {
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(_this select 2) params ["_moveInCode", "_moveInParams", "_currentTurret", "_moveBackCode", "_moveBackParams", ["_enabledByAnimationSource", ""]];
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(_this select 2) params ["_moveInCode", "_moveInParams", "_currentTurret", "_moveBackCode", "_moveBackParams"];
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TRACE_7("fnc_move params",_moveInCode,_moveInParams,_currentTurret,_moveBackCode,_moveBackParams,_enabledByAnimationSource,call {GVAR(frame)=diag_frameno});
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TRACE_6("fnc_move params",_moveInCode,_moveInParams,_currentTurret,_moveBackCode,_moveBackParams,call {GVAR(frame)=diag_frameno});
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// workaround getting damage when moveOut while vehicle is moving
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// workaround getting damage when moveOut while vehicle is moving
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// also this helps with arma bug when unit is stuck in wrong anim when move in turret with configured enabledByAnimationSource
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// also this helps with arma bug when unit is stuck in wrong anim when move in turret with configured enabledByAnimationSource
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@ -208,7 +208,7 @@ private _cargoNumber = -1;
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private _gunnerCompartments = (_turretConfig >> "gunnerCompartments") call BIS_fnc_getCfgData;
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private _gunnerCompartments = (_turretConfig >> "gunnerCompartments") call BIS_fnc_getCfgData;
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TO_COMPARTMENT_STRING(_gunnerCompartments);
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TO_COMPARTMENT_STRING(_gunnerCompartments);
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if (_compartment != _gunnerCompartments) then {breakTo "crewLoop"};
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if (_compartment != _gunnerCompartments) then {breakTo "crewLoop"};
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_params = [{MOVE_IN_CODE(moveInTurret)}, [_vehicle, _turretPath], _currentTurret, _moveBackCode, _moveBackParams, _enabledByAnimationSource];
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_params = [{MOVE_IN_CODE(moveInTurret)}, [_vehicle, _turretPath], _currentTurret, _moveBackCode, _moveBackParams];
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_statement = _fnc_move;
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_statement = _fnc_move;
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};
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};
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_name = getText (_turretConfig >> "gunnerName");
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_name = getText (_turretConfig >> "gunnerName");
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