Cleaned up repair function headers and some code

This commit is contained in:
jonpas 2015-08-16 20:14:54 +02:00
parent 85cc662fa4
commit 701c98e0da
36 changed files with 325 additions and 166 deletions

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@ -1,12 +1,17 @@
/*
* Author: commy2
* Called from init eventhandler. Checks if the vehicles class already has the actions initialized. Otherwise add all available repair options.
* Checks if the vehicles class already has the actions initialized, otherwise add all available repair options. Calleed from init EH.
*
* Arguments:
* 0: vehicle <OBJECT>
* 0: Vehicle <OBJECT>
*
* Return Value:
* NONE
* None
*
* Example:
* [vehicle] call ace_repair_fnc_addRepairActions
*
* Public: No
*/
#include "script_component.hpp"
#define TRACK_HITPOINTS ["HitLTrack", "HitRTrack"]

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@ -4,11 +4,16 @@
*
* Arguments:
* 0: Unit that does the repairing <OBJECT>
* 1: vehicle to repair <OBJECT>
* 1: Vehicle to repair <OBJECT>
* 2: Selected hitpoint <STRING>
*
* Return Value:
* NONE
* None
*
* Example:
* [unit, vehicle, "hitpoint"] call ace_repair_fnc_canRemoveTrack
*
* Public: No
*/
#include "script_component.hpp"

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@ -4,11 +4,16 @@
*
* Arguments:
* 0: Unit that does the repairing <OBJECT>
* 1: vehicle to repair <OBJECT>
* 1: Vehicle to repair <OBJECT>
* 2: Selected hitpoint <STRING>
*
* Return Value:
* NONE
* None
*
* Example:
* [unit, vehicle, "hitpoint"] call ace_repair_fnc_canRemoveWheel
*
* Public: No
*/
#include "script_component.hpp"

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@ -3,17 +3,19 @@
* Check if the repair action can be performed.
*
* Arguments:
* 0: The caller <OBJECT>
* 1: The target <OBJECT>
* 2: Selection name <STRING>
* 3: ACE_Engineeral_Treatments Classname <STRING>
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT>
* 2: Selected hitpoint <STRING>
* 3: Repair Action Classname <STRING>
*
* ReturnValue:
* Can Treat <BOOL>
* Return Value:
* Can Repair <BOOL>
*
* Example:
* ["something", player] call ace_repair_fnc_canRepair
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_caller", "_target", "_hitPoint", "_className"];

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@ -3,12 +3,17 @@
* Check if the unit can replace given wheel of the vehicle.
*
* Arguments:
* 0: Unit that does the repairing (Object)
* 1: vehicle to repair (Object)
* 2: Selected hitpoint (String)
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT>
* 2: Selected hitpoint <STRING>
*
* Return Value:
* NONE
* None
*
* Example:
* [unit, vehicle, "hitpoint"] call ace_repair_fnc_canRepairTrack
*
* Public: No
*/
#include "script_component.hpp"
@ -34,4 +39,3 @@ if (typeName _wheel == "OBJECT") then {
if (isNull _wheel || damage _wheel >= 1) exitWith {false};
alive _target && {_target getHitPointDamage _hitPoint > 0}

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@ -3,12 +3,17 @@
* Check if the unit can replace given wheel of the vehicle.
*
* Arguments:
* 0: Unit that does the repairing (Object)
* 1: vehicle to repair (Object)
* 2: Selected hitpoint (String)
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT>
* 2: Selected hitpoint <STRING>
*
* Return Value:
* NONE
* None
*
* Example:
* [unit, vehicle, "hipoint"] call ace_repair_fnc_canReplaceTrack
*
* Public: No
*/
#include "script_component.hpp"
@ -34,4 +39,3 @@ if (typeName _wheel == "OBJECT") then {
if (isNull _wheel) exitWith {false};
alive _target && {_target getHitPointDamage _hitPoint >= 1}

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@ -3,12 +3,17 @@
* Check if the unit can replace given wheel of the vehicle.
*
* Arguments:
* 0: Unit that does the repairing (Object)
* 1: vehicle to repair (Object)
* 2: Selected hitpoint (String)
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT>
* 2: Selected hitpoint <STRING>
*
* Return Value:
* NONE
* None
*
* Example:
* [unit, vehicle, "hitpoint"] call ace_repair_fnc_canReplaceWheel
*
* Public: No
*/
#include "script_component.hpp"
@ -40,4 +45,3 @@ if (typeName _wheel == "OBJECT") then {
if (isNull _wheel) exitWith {false};
alive _target && {_target getHitPointDamage _hitPoint >= 1}

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@ -1,13 +1,19 @@
/*
* Author: Glowbal
*
* Called by repair action / progress bar. Raise events to set the new hitpoint damage.
*
* Arguments:
* Stuff from progress bar.
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT>
* 2: Selected hitpoint <STRING>
*
* Return Value:
* NONE
* None
*
* Example:
* [unit, vehicle, "hitpoint"] call ace_repair_fnc_doFullRepair
*
* Public: No
*/
#include "script_component.hpp"

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@ -1,13 +1,19 @@
/*
* Author: commy2
*
* Called by repair action / progress bar. Raise events to set the new hitpoint damage.
*
* Arguments:
* Stuff from progress bar.
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT>
* 2: Selected hitpoint <STRING>
*
* Return Value:
* NONE
* None
*
* Example:
* [unit, vehicle, "hitpoint"] call ace_repair_fnc_doRemoveTrack
*
* Public: No
*/
#include "script_component.hpp"

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@ -1,13 +1,19 @@
/*
* Author: commy2
*
* Called by repair action / progress bar. Raise events to set the new hitpoint damage.
*
* Arguments:
* Stuff from progress bar.
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT>
* 2: Selected hitpoint <STRING>
*
* Return Value:
* NONE
* None
*
* Example:
* [unit, vehicle, "hitpoint"] call ace_repair_fnc_doRemoveWheel
*
* Public: No
*/
#include "script_component.hpp"

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@ -3,10 +3,17 @@
* Called by repair action / progress bar. Raise events to set the new hitpoint damage.
*
* Arguments:
* 0: Stuff from progress bar. <ARRAY>
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT>
* 2: Selected hitpoint <STRING>
*
* Return Value:
* NONE
* None
*
* Example:
* [unit, vehicle, "hitpoint"] call ace_repair_fnc_doRepair
*
* Public: No
*/
#include "script_component.hpp"

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@ -3,10 +3,18 @@
* Called by repair action / progress bar. Raise events to set the new hitpoint damage.
*
* Arguments:
* 0: Stuff from progress bar. <ARRAY>
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT>
* 2: Selected hitpoint <STRING>
* 3: Repair Action Classname <STRING>
*
* Return Value:
* NONE
* None
*
* Example:
* [unit, vehicle, "hitpoint", "classname"] call ace_repair_fnc_doRepairTrack
*
* Public: No
*/
#include "script_component.hpp"

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@ -3,10 +3,18 @@
* Called by repair action / progress bar. Raise events to set the new hitpoint damage.
*
* Arguments:
* 0: Stuff from progress bar. <ARRAY>
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT>
* 2: Selected hitpoint <STRING>
* 3: Repair Action Classname <STRING>
*
* Return Value:
* NONE
* None
*
* Example:
* [unit, vehicle, "hitpoint", "classname"] call ace_repair_fnc_doReplaceTrack
*
* Public: No
*/
#include "script_component.hpp"

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@ -3,10 +3,18 @@
* Called by repair action / progress bar. Raise events to set the new hitpoint damage.
*
* Arguments:
* 0: Stuff from progress bar. <ARRAY>
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT>
* 2: Selected hitpoint <STRING>
* 3: Repair Action Classname <STRING>
*
* Return Value:
* NONE
* None
*
* Example:
* [unit, vehicle, "hitpoint", "classname"] call ace_repair_fnc_doReplaceWheel
*
* Public: No
*/
#include "script_component.hpp"

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@ -1,4 +1,18 @@
// by comm2
/*
* Author: commy2
* Returns the damage threshold based on settings and unit type.
*
* Arguments:
* 0: Unit that does the repairing <OBJECT>
*
* Return Value:
* 0: Rpair Damage Threshold <NUMBER>
*
* Example:
* [unit] call ace_repair_fnc_getPostRepairDamage
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];

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@ -3,10 +3,16 @@
* Returns the wheel hitpoints and their selections.
*
* Arguments:
* 0: A vehicle <Object>
* 0: Vehicle <OBJECT>
*
* Return Value:
* Wheel positions in model coordinates. <Array>
* 0: Wheel hitpoints <ARRAY>
* 1: Wheel hitpoint selections in model coordinates <ARRAY>
*
* Example:
* [unit, vehicle, "hitpoint"] call ace_repair_fnc_getWheelHitPointsWithSelections
*
* Public: No
*/
#include "script_component.hpp"

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@ -3,28 +3,30 @@
* Check if the engineer has all items.
*
* Arguments:
* 0: Engineer <OBJECT>
* 1: Patient <OBJECT>
* 2: Items <ARRAY<STRING>>
* 0: Unit that does the repairing <OBJECT>
* 1: Items required <ARRAY>
*
* ReturnValue:
* Has the items <BOOL>
* Return Value:
* Has Items <BOOL>
*
* Example:
* [engineer, [items]] call ace_repair_fnc_hasItems
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_engineer", "_items"];
TRACE_2("params",_engineer,_items);
params ["_unit", "_items"];
TRACE_2("params",_unit,_items);
private ["_return"];
_return = true;
{
if (typeName _x == "ARRAY" && {({[_engineer, _x] call EFUNC(common,hasItem)} count _x == 0)}) exitwith {
if (typeName _x == "ARRAY" && {({[_unit, _x] call EFUNC(common,hasItem)} count _x == 0)}) exitwith {
_return = false;
};
if (typeName _x == "STRING" && {!([_engineer, _x] call EFUNC(common,hasItem))}) exitwith {
if (typeName _x == "STRING" && {!([_unit, _x] call EFUNC(common,hasItem))}) exitwith {
_return = false;
};
} forEach _items;

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@ -1,13 +1,16 @@
/*
* Author: Glowbal, KoffeinFlummi, commy2
* Check if a unit is any engineer class
* Check if a unit is any engineer class.
*
* Arguments:
* 0: The Unit <OBJECT>
* 1: Class <NUMBER> <OPTIONAL>
* 0: Unit <OBJECT>
* 1: Class <NUMBER> (Optional)
*
* ReturnValue:
* Is in of engineer class <BOOL>
* Return Value:
* Is Engineer Class <BOOL>
*
* Example:
* [unit, 1] call ace_repair_fnc_isEngineer
*
* Public: Yes
*/
@ -23,4 +26,4 @@ _class = _unit getVariable ["ACE_IsEngineer", getNumber (configFile >> "CfgVehic
// We cannot move this function to common because we require the GVAR(engineerSetting_Repair), which only makes sense to include in the repair module.
if (typeName _class == "BOOL") then {_class = 1};
_class >= (_engineerN min GVAR(engineerSetting_Repair));
_class >= (_engineerN min GVAR(engineerSetting_Repair));

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@ -1,16 +1,18 @@
/*
* Author: Glowbal
* Checks if a unit is in a repair facility
* Checks if a unit is in a repair facility.
*
* Arguments:
* 0: The Unit <OBJECT>
* 0: Unit <OBJECT>
*
* ReturnValue:
* Return Value:
* Is inside a repair facility <BOOL>
*
* Example:
* [unit] call ace_repair_fnc_isInRepairFacility
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_object"];

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@ -1,16 +1,18 @@
/*
* Author: KoffeinFlummi
* Checks if a unit is in a engineeral vehicle.
* Checks if a unit is near an engineering vehicle.
*
* Arguments:
* 0: unit to be checked <OBJECT>
* 0: Unit <OBJECT>
*
* Return Value:
* Is unit in engineeral vehicle? <BOOL>
* Is near engineering vehicle <BOOL>
*
* Example:
* [unit] call ace_repair_fnc_isNearRepairVehicle
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_unit"];

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@ -1,12 +1,15 @@
/*
* Author: Glowbal
* Check if vehicle is a engineeral vehicle
* Check if vehicle is a engineering vehicle.
*
* Arguments:
* 0: The Vehicle <OBJECT>
* 0: Vehicle <OBJECT>
*
* ReturnValue:
* Is in of engineer class <BOOL>
* Is engineering vehicle <BOOL>
*
* Example:
* [vehicle] call ace_repair_fnc_isRepairVehicle
*
* Public: Yes
*/

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@ -1,18 +1,20 @@
/*
* Author: Glowbal
* Assign an engineer role to a unit
* Assign an engineer role to a unit.
*
* Arguments:
* 0: The module logic <LOGIC>
* 1: units <ARRAY>
* 2: activated <BOOL>
* 0: The module logic <OBJECT>
* 1: Synchronized units <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None <NIL>
* None
*
* Example:
* function = "ace_repair_fnc_moduleAssignEngineer"
*
* Public: No
*/
#include "script_component.hpp"
params ["_logic"];

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@ -1,18 +1,20 @@
/*
* Author: Glowbal
* Assign an repair facility
* Assign a repair facility.
*
* Arguments:
* 0: The module logic <LOGIC>
* 1: units <ARRAY>
* 2: activated <BOOL>
* 0: The module logic <OBJECT>
* 1: Synchronized units <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None <NIL>
* None
*
* Example:
* function = "ace_repair_fnc_moduleAssignRepairFacility"
*
* Public: No
*/
#include "script_component.hpp"
params ["_logic"];

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@ -1,18 +1,20 @@
/*
* Author: Glowbal
* Assign an repair vehicle
* Assign a repair vehicle.
*
* Arguments:
* 0: The module logic <LOGIC>
* 1: units <ARRAY>
* 2: activated <BOOL>
* 0: The module logic <OBJECT>
* 1: Synchronized units <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None <NIL>
* None
*
* Example:
* function = "ace_repair_fnc_moduleAssignRepairVehicle"
*
* Public: No
*/
#include "script_component.hpp"
params ["_logic"];

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@ -1,12 +1,17 @@
/*
* Author: commy2
* Module for adjusting the repair damage settings
* Adjusts repair damage settings.
*
* Arguments:
* 0: The module logic <LOGIC>
* 0: The module logic <OBJECT>
* 1: Synchronized units <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None <NIL>
* None
*
* Example:
* function = "ace_repair_fnc_moduleRepairSettings"
*
* Public: No
*/

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@ -3,29 +3,31 @@
* Used to normalize dependant hitpoints. May overwrite some global variables that are named like hitpoints or "Total" though...
*
* Arguments:
* 0: A local vehicle with hitpoints. <OBJECT>
* 0: Local Vehicle <OBJECT>
*
* Return Value:
* NONE
* None
*
* Example:
* [vehicle] call ace_repair_fnc_normalizeHitPoints
*
* Public: No
*/
#include "script_component.hpp"
params ["_vehicle"];
TRACE_1("params",_vehicle);
// can't execute all commands if the vehicle isn't local. exit here.
// Can't execute all commands if the vehicle isn't local, exit if that's so
if !(local _vehicle) exitWith {};
private ["_hitPoints", "_config"];
private ["_hitPoints", "_config", "_dependentHitPoints", "_dependentHitPointScripts", "_damage"];
_hitPoints = [_vehicle] call EFUNC(common,getHitPoints);
_config = configFile >> "CfgVehicles" >> typeOf _vehicle >> "HitPoints";
// define global variables. Needed to parse the depends config entries. Also find dependent hitpoints.
private ["_dependentHitPoints", "_dependentHitPointScripts"];
_dependentHitPoints = [];
_dependentHitPointScripts = [];
@ -33,21 +35,14 @@ Total = damage _vehicle;
{
missionNamespace setVariable [_x, _vehicle getHitPointDamage _x];
if (isText (_config >> _x >> "depends")) then {
_dependentHitPoints pushBack _x;
_dependentHitPointScripts pushBack compile getText (_config >> _x >> "depends");
};
} forEach _hitPoints;
// apply normalized damage to all dependand hitpoints
{
private "_damage";
_damage = call (_dependentHitPointScripts select _forEachIndex);
_vehicle setHitPointDamage [_x, _damage];
} forEach _dependentHitPoints;

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@ -1,19 +1,21 @@
/*
* Author: Glowbal, KoffeinFlummi
* Starts the repair process
* Starts the repair process.
*
* Arguments:
* 0: The engineer <OBJECT>
* 1: The patient <OBJECT>
* 2: SelectionName <STRING>
* 3: repair classname <STRING>
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT
* 2: Selected hitpoint <STRING>
* 3: Repair Action Classname <STRING>
*
* Return Value:
* Succesful repair started <BOOL>
* Succesful Repair Started <BOOL>
*
* Example:
* [unit, vehicle, "hitpoint", "classname"] call ace_repair_fnc_repair
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_caller", "_target", "_hitPoint", "_className"];

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@ -1,15 +1,19 @@
/*
* Author: commy2
*
* Start a repair action and open progress bar.
* Starts a repair action with a progress bar.
*
* Arguments:
* 0: Unit that does the repairing (Object)
* 1: vehicle to repair (Object)
* 2: Selected hitpoint (String)
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT
* 2: Selected hitpoint <STRING>
*
* Return Value:
* NONE
* None
*
* Example:
* [unit, vehicle, "hitpoint"] call ace_repair_fnc_repairVehicle
*
* Public: No
*/
#include "script_component.hpp"

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@ -1,16 +1,21 @@
/*
* Author: KoffeinFlummi, Glowbal
* Callback when the repair fails
* Callback when repair fails.
*
* Arguments:
* 0: The engineer <OBJECT>
* 1: The patient <OBJECT>
* 2: SelectionName <STRING>
* 3: Treatment classname <STRING>
* 4: Items available <ARRAY<STRING>>
* 0: Arguments <ARRAY>
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT
* 2: Selected hitpoint <STRING>
* 3: Repair Action Classname <STRING>
* 4: None
* 5: Items available <ARRAY>
*
* Return Value:
* nil
* None
*
* Example:
* [[unit, vehicle, "hitpoint", "classname", nil, [items]]] call ace_repair_fnc_repair_failure
*
* Public: No
*/

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@ -1,20 +1,22 @@
/*
* Author: KoffeinFlummi, Glowbal
* Callback when the repair is completed
* Callback when repair completes.
*
* Arguments:
* 0: The engineer <OBJECT>
* 1: The patient <OBJECT>
* 2: SelectionName <STRING>
* 3: Treatment classname <STRING>
* 4: Items available <ARRAY<STRING>>
* 0: Arguments <ARRAY>
* 0: Unit that does the repairing <OBJECT>
* 1: Vehicle to repair <OBJECT
* 2: Selected hitpoint <STRING>
* 3: Repair Action Classname <STRING>
*
* Return Value:
* nil
* None
*
* Example:
* [[unit, vehicle, "hitpoint", "classname"]] call ace_repair_fnc_repair_success
*
* Public: No
*/
#include "script_component.hpp"
params ["_args"];

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@ -1,13 +1,18 @@
/*
* Author: commy2
* Sets the structural damage of a vehicle without altering the hitPoints. Requires local vehicle.
* Sets the structural damage of a vehicle without altering the hitPoints, requires local vehicle.
*
* Arguments:
* 0: vehicle to damage <OBJECT>
* 1: Total damage <NUMBER>
* 0: Local Vehicle to Damage <OBJECT>
* 1: Total Damage <NUMBER>
*
* Return Value:
* NONE
* None
*
* Example:
* [vehicle, 0.5] call ace_repair_fnc_setDamage
*
* Public: No
*/
#include "script_component.hpp"

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@ -1,14 +1,19 @@
/*
* Author: commy2
* Set the hitpoint damage and change the structural damage acordingly. Requires local vehicle.
* Set the hitpoint damage and change the structural damage acordingly, requires local vehicle.
*
* Arguments:
* 0: vehicle
* 1: hitpoint
* 2: damage
* 0: Local Vehicle to Damage <OBJECT>
* 1: Selected hitpoint <STRING>
* 2: Total Damage <NUMBER>
*
* Return Value:
* NONE
* None
*
* Example:
* [vehicle, "hitpoint", 0.5] call ace_repair_fnc_setHitPointDamage
*
* Public: No
*/
#include "script_component.hpp"

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@ -1,4 +1,20 @@
// by commy2
/*
* Author: commy2
* Spawns an object of specified string, at specified position with specified damage taken.
*
* Arguments:
* 0: Item classname <STRING>
* 1: Position <ARRAY>
* 2: Damage <NUMBER>
*
* Return Value:
* None
*
* Example:
* ["classname", [0, 0, 0], 1] call ace_repair_fnc_spawnObject
*
* Public: No
*/
#include "script_component.hpp"
params ["_item", "_position", ["_damage", 0]];

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@ -3,22 +3,24 @@
* Use Equipment if any is available.
*
* Arguments:
* 0: Engineer <OBJECT>
* 2: Item <STRING>
* 0: Unit <OBJECT>
* 2: Item classname <STRING>
*
* ReturnValue:
* <NIL>
* None
*
* Example:
* [unit, "classname"] call ace_repair_fnc_useItem
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_engineer", "_item"];
TRACE_2("params",_engineer,_item);
params ["_unit", "_item"];
TRACE_2("params",_unit,_item);
if ([_engineer, _item] call EFUNC(common,hasItem)) exitwith {
[[_engineer, _item], QUOTE(EFUNC(common,useItem)), _engineer] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
[true, _engineer];
if ([_unit, _item] call EFUNC(common,hasItem)) exitwith {
[[_unit, _item], QUOTE(EFUNC(common,useItem)), _unit] call EFUNC(common,execRemoteFnc); /* TODO Replace by event system */
[true, _unit];
};
[false, objNull];

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@ -3,19 +3,21 @@
* Use Equipment items if any is available.
*
* Arguments:
* 0: Engineer <OBJECT>
* 1: Items <ARRAY<STRING>>
* 0: Unit <OBJECT>
* 1: Item classnames <ARRAY>
*
* ReturnValue:
* <NIL>
* None
*
* Example:
* [unit, ["classname1", "classname2"]] call ace_repair_fnc_useItems
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_engineer", "_items"];
TRACE_2("params",_engineer,_items);
params ["_unit", "_items"];
TRACE_2("params",_unit,_items);
private ["_itemUsedInfo", "_itemsUsedBy"];
@ -24,14 +26,14 @@ _itemsUsedBy = [];
// handle a one of type use item
if (typeName _x == "ARRAY") then {
{
_itemUsedInfo = [_engineer, _x] call FUNC(useItem);
_itemUsedInfo = [_unit, _x] call FUNC(useItem);
if (_itemUsedInfo select 0) exitwith { _itemsUsedBy pushback [(_itemUsedInfo select 1), _x]};
} forEach _x;
};
// handle required item
if (typeName _x == "STRING") then {
_itemUsedInfo = [_engineer, _x] call FUNC(useItem);
_itemUsedInfo = [_unit, _x] call FUNC(useItem);
if (_itemUsedInfo select 0) exitwith { _itemsUsedBy pushback [(_itemUsedInfo select 1), _x]};
};
} forEach _items;

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@ -1 +1 @@
#include "\z\ace\addons\repair\script_component.hpp"
#include "\z\ace\addons\repair\script_component.hpp"