Updated parameterization in Backpack module.

This commit is contained in:
jokoho48 2015-08-05 01:12:55 +02:00
parent 275b0c4300
commit 57d484d382
3 changed files with 23 additions and 27 deletions

View File

@ -12,8 +12,8 @@
* None.
*/
#include "script_component.hpp"
PARAMS_3(_unit,_target,_backpack);
private ["_sounds", "_position"];
params ["_target", "_backpack"];
// do cam shake if the target is the player
if ([_target] call EFUNC(common,isPlayer)) then {
@ -21,7 +21,6 @@ if ([_target] call EFUNC(common,isPlayer)) then {
};
// play a rustling sound
private ["_sounds", "_position"];
_sounds = [
/*"a3\sounds_f\characters\ingame\AinvPknlMstpSlayWpstDnon_medic.wss",
@ -29,8 +28,8 @@ _sounds = [
"a3\sounds_f\characters\ingame\AinvPpneMstpSlayWpstDnon_medic.wss",
"a3\sounds_f\characters\ingame\AinvPpneMstpSlayWrflDnon_medic.wss"*/
QUOTE(PATHTO_R(sounds\zip_in.wav)),
QUOTE(PATHTO_R(sounds\zip_out.wav))
QUOTE(PATHTOF(sounds\zip_in.wav)),
QUOTE(PATHTOF(sounds\zip_out.wav))
];
_position = _target modelToWorldVisual (_target selectionPosition "Spine3");

View File

@ -4,19 +4,18 @@
* Returns the unit that has the given backpack object equipped.
*
* Argument:
* 0: A backpack object (Object)
* 0: Executing Unit (Object)
* 1: A backpack object (Object)
*
* Return value:
* Unit that has the backpack equipped. (Object)
*/
#include "script_component.hpp"
scopeName "main";
private ["_backpack", "_unit"];
_backpack = _this select 0;
_unit = objNull;
params ["_unit","_backpack"];
_target = objNull;
{
if (backpackContainer _x == _backpack) exitWith {_unit = _x};
} forEach (allUnits + allDeadMen);
_unit
if (backpackContainer _x == _backpack) then {_target = _x; breakTo "main"};
} forEach nearestObjects [_unit, ["Man"],2];
_target

View File

@ -11,20 +11,18 @@
*/
#include "script_component.hpp"
private ["_unit", "_backpack"];
_unit = _this select 0;
_backpack = _this select 1;
private "_target";
params ["","_backpack"];
// exit if the target is not a backpack
if !([_backpack] call FUNC(isBackpack)) exitWith {};
// get the unit that wears the backpack object
private "_target";
_target = [_backpack] call FUNC(getBackpackAssignedUnit);
_target = _this call FUNC(getBackpackAssignedUnit);
if (isNull _target) exitWith {false};
// raise event on target unit
["backpackOpened", _target, [_unit, _target, _backpack]] call EFUNC(common,targetEvent);
["backpackOpened", _target, [_target, _backpack]] call EFUNC(common,targetEvent);
// return false to open inventory as usual
false