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Add the setApproximateVariablePublic function to common
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@ -154,6 +154,7 @@ PREP(selectWeaponMode);
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PREP(sendRequest);
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PREP(serverLog);
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PREP(setAllGear);
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PREP(setApproximateVariablePublic);
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PREP(setCaptivityStatus);
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PREP(setDefinedVariable);
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PREP(setDisableUserInputStatus);
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42
addons/common/functions/fnc_setApproximateVariablePublic.sqf
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42
addons/common/functions/fnc_setApproximateVariablePublic.sqf
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@ -0,0 +1,42 @@
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/*
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* Author: esteldunedain
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* Publish a variable if it's different enough from the previously published value.
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*
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* Argument:
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* 0: Object the variable should be assigned to <OBJECT>
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* 1: Name of the variable <STRING>
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* 2: Value of the variable <ANY>
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* 3: Absolute tolerance <NUMBER>
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*
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* Return value:
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* Nothing.
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*
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* Example:
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* [player, "balls", 2, 0.1] call ace_common_fnc_setApproximateVariablePublic;
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*
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* Public: No
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*/
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// #define DEBUG_MODE_FULL
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#include "script_component.hpp"
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params ["_object", "_varName", "_value", "_tolerance"];
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TRACE_4("params",_object,_varName,_value,_tolerance);
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// Set exact new value locally
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_object setVariable [_varName, _value];
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// Exit if in SP - "duh"
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if (!isMultiplayer) exitWith {};
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// If new value is not different
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private _oldVarName = format ["ACE_oldValue_%1", _varName];
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private _oldValue = _object getVariable [_oldVarName, -100000];
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// Exit if new value is not different enough from the old onedifferent
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if (abs(_value - _oldValue) < _tolerance) exitWith {};
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// Publish the new value:
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_object setVariable [_varName, _value, true];
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_object setVariable [_oldVarName, _value];
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TRACE_2("Published variable:", _varName, _value);
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