Refactor private ARRAY to private keyword (#5598)

* Everything

* Fixed missing ;

* Fix missing ; and double private

* Fixed cannot isNull on number

* Turn _temparture back to isNil

* Fix error from merge
This commit is contained in:
Dedmen Miller
2017-10-10 16:39:59 +02:00
committed by PabstMirror
parent 22c8ef1e8a
commit 81e02a7336
236 changed files with 1496 additions and 1920 deletions

View File

@ -22,9 +22,7 @@ if (inputAction "nextWeapon" > 0) exitWith {};
params ["_unit", "_weapon", "_muzzle"];
private ["_safedWeapons", "_picture"];
_safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
private _safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
if (_weapon in _safedWeapons) exitWith {
_this call FUNC(unlockSafety);
@ -69,5 +67,5 @@ if (_muzzle isEqualType "") then {
[_unit, _weapon, _muzzle] call FUNC(playChangeFiremodeSound);
// show info box
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
private _picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize LSTRING(PutOnSafety), _picture] call EFUNC(common,displayTextPicture);

View File

@ -18,16 +18,14 @@
params ["_unit", "_weapon"];
private ["_sound", "_position"];
_sound = getArray (configFile >> "CfgWeapons" >> _weapon >> "changeFiremodeSound");
private _sound = getArray (configFile >> "CfgWeapons" >> _weapon >> "changeFiremodeSound");
if (_sound isEqualTo []) exitWith {
playSound "ACE_Sound_Click";
};
// get position where to play the sound (position of the weapon)
_position = AGLToASL (_unit modelToWorldVisual (_unit selectionPosition "RightHand"));
private _position = AGLToASL (_unit modelToWorldVisual (_unit selectionPosition "RightHand"));
_sound params ["_filename", ["_volume", 1], ["_soundPitch", 1], ["_distance", 0]];

View File

@ -19,9 +19,7 @@
params ["_unit", "_weapon", "_muzzle"];
private ["_safedWeapons", "_picture"];
_safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
private _safedWeapons = _unit getVariable [QGVAR(safedWeapons), []];
_safedWeapons deleteAt (_safedWeapons find _weapon);
_unit setVariable [QGVAR(safedWeapons), _safedWeapons];
@ -36,10 +34,8 @@ _unit selectWeapon _muzzle;
if (inputAction "nextWeapon" > 0) then {
// switch to the last mode to roll over to first after the default nextWeapon action
private ["_modes", "_mode", "_index"];
// get weapon modes
_modes = [];
private _modes = [];
{
if (getNumber (configFile >> "CfgWeapons" >> _weapon >> _x >> "showToPlayer") == 1) then {
_modes pushBack _x;
@ -51,10 +47,10 @@ if (inputAction "nextWeapon" > 0) then {
} count getArray (configFile >> "CfgWeapons" >> _weapon >> "modes");
// select last mode
_mode = _modes select (count _modes - 1);
private _mode = _modes select (count _modes - 1);
// switch to last mode
_index = 0;
private _index = 0;
while {
_index < 299 && {currentMuzzle _unit != _weapon || {currentWeaponMode _unit != _mode}}
} do {
@ -70,5 +66,5 @@ if (inputAction "nextWeapon" > 0) then {
[true] call FUNC(setSafeModeVisual);
// show info box
_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
private _picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
[localize LSTRING(TookOffSafety), _picture] call EFUNC(common,displayTextPicture);