Merge pull request #2085 from jokoho48/codeCleanupDisposable

Code cleanup of Disposable module
This commit is contained in:
PabstMirror 2015-08-09 13:24:18 -05:00
commit 6755b8766a
4 changed files with 14 additions and 17 deletions

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@ -5,6 +5,7 @@ if (!hasInterface) exitWith {};
["inventoryDisplayLoaded", {[ACE_player, _this select 0] call FUNC(updateInventoryDisplay)}] call EFUNC(common,addEventHandler);
["playerInventoryChanged", {
[_this select 0, _this select 1 select 11] call FUNC(takeLoadedATWeapon);
[_this select 0] call FUNC(updateInventoryDisplay);
params ["_unit", "_items"];
[_unit, _items select 11] call FUNC(takeLoadedATWeapon);
[_unit] call FUNC(updateInventoryDisplay);
}] call EFUNC(common,addEventHandler);

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@ -21,11 +21,8 @@
*/
#include "script_component.hpp"
private ["_unit", "_weapon", "_projectile", "_replacementTube", "_items"];
_unit = _this select 0;
_weapon = _this select 1;
_projectile = _this select 6;
private ["_replacementTube", "_items"];
params ["_unit", "_weapon", "", "", "", "", "_projectile"];
if (!local _unit) exitWith {};
@ -43,19 +40,19 @@ _unit selectWeapon _replacementTube;
//Re-add all attachments to the used tube
{
if (_x != "") then {_unit addSecondaryWeaponItem _x};
} forEach _items;
} count _items;
// AI - Remove the ai's missle launcher tube after the missle has exploded
if !([_unit] call EFUNC(common,isPlayer)) then {
[{
EXPLODE_2_PVT(_this,_params,_pfhId);
EXPLODE_3_PVT(_params,_unit,_tube,_projectile);
params ["args","_idPFH"];
_args params ["_unit", "_tube", "_projectile"];
//don't do anything until projectile is null (exploded/max range)
if (isNull _projectile) then {
//Remove PFEH:
[_pfhId] call cba_fnc_removePerFrameHandler;
[_idPFH] call cba_fnc_removePerFrameHandler;
//If (tube is dropped) OR (is dead) OR (is player) just exit
if (((secondaryWeapon _unit) != _tube) || {!alive _unit} || {([_unit] call EFUNC(common,isPlayer))}) exitWith {};
@ -66,13 +63,13 @@ if !([_unit] call EFUNC(common,isPlayer)) then {
_container = createVehicle ["GroundWeaponHolder", position _unit, [], 0, "CAN_COLLIDE"];
_container setPosAsl (getPosAsl _unit);
_container addWeaponCargoGlobal [_tube, 1];
//This will duplicate attachements, because we will be adding a weapon that may already have attachments on it
//We either need a way to add a clean weapon, or a way to add a fully configured weapon to a container:
// {
// if (_x != "") then {_container addItemCargoGlobal [_x, 1];};
// } forEach _items;
_unit removeWeaponGlobal _tube;
};
}, 1, [_unit, _replacementTube, _projectile]] call CBA_fnc_addPerFrameHandler;

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@ -17,7 +17,8 @@
private ["_unit", "_launcher", "_config"];
PARAMS_1(_unit);
params ["_unit"];
if (!local _unit) exitWith {};
_launcher = secondaryWeapon _unit;

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@ -16,9 +16,7 @@
#include "script_component.hpp"
disableSerialization;
PARAMS_1(_player);
DEFAULT_PARAM(1,_display,(findDisplay 602));
params ["_player", ["_display",(findDisplay 602),[(findDisplay 602)]]]
_player removeMagazines "ACE_PreloadedMissileDummy";
_player removeMagazines "ACE_FiredMissileDummy";