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Common - Make FUNC(isModLoaded)
case-insensitive (#9704)
* Update fnc_isModLoaded.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com> * Update fnc_isModLoaded.sqf --------- Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com> Co-authored-by: PabstMirror <pabstmirror@gmail.com>
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@ -60,7 +60,7 @@ if (!hasInterface) exitWith {};
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}, true] call CBA_fnc_addPlayerEventHandler;
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// - Duty factors -------------------------------------------------------------
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if (["ACE_Medical"] call EFUNC(common,isModLoaded)) then {
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if (["ace_medical"] call EFUNC(common,isModLoaded)) then {
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[QEGVAR(medical,pain), { // 0->1.0, 0.5->1.05, 1->1.1
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linearConversion [0, 1, (_this getVariable [QEGVAR(medical,pain), 0]), 1, 1.1, true];
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}] call FUNC(addDutyFactor);
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@ -68,7 +68,7 @@ if (!hasInterface) exitWith {};
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linearConversion [6, 0, (_this getVariable [QEGVAR(medical,bloodVolume), 6]), 1, 2, true];
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}] call FUNC(addDutyFactor);
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};
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if (["ACE_Dragging"] call EFUNC(common,isModLoaded)) then {
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if (["ace_dragging"] call EFUNC(common,isModLoaded)) then {
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[QEGVAR(dragging,isCarrying), {
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[1, 3] select (_this getVariable [QEGVAR(dragging,isCarrying), false]);
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}] call FUNC(addDutyFactor);
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@ -4,24 +4,17 @@
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* Check in CfgPatches if modification is loaded
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*
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* Arguments:
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* 0: Mod Name or Classname of the mod in CfgPatches <STRING>
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* 0: Classname of the mod in CfgPatches <STRING>
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*
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* Return Value:
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* if modification is loaded <BOOL>
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* If modification is loaded <BOOL>
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*
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* Example:
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* ["class"] call ace_common_fnc_isModLoaded
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* "class" call ace_common_fnc_isModLoaded
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*
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* Public: Yes
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*/
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params [["_modName", "", [""]]];
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private _return = GVAR(isModLoadedCache) get _modName;
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if (isNil "_return") then {
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_return = isClass (configFile >> "CfgPatches" >> _modName);
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GVAR(isModLoadedCache) set [_modName, _return];
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};
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_return
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GVAR(isModLoadedCache) getOrDefaultCall [toLowerANSI _modName, {isClass (configFile >> "CfgPatches" >> _modName)}, true]
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@ -15,7 +15,7 @@
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* Public: No
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*/
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params ["_trap"];
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if (!(["ACE_Medical"] call EFUNC(common,isModLoaded))) exitWith {};
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if (!(["ace_medical"] call EFUNC(common,isModLoaded))) exitWith {};
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private _radius = getNumber (configOf _trap >> "indirectHitRange");
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private _affectedUnits = _trap nearEntities ["CAManBase", _radius];
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@ -53,7 +53,7 @@
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[_player, "PutDown"] call EFUNC(common,doGesture);
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// drag after deploying
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if ((missionNamespace getVariable [QGVAR(dragAfterDeploy), false]) && {["ACE_dragging"] call EFUNC(common,isModLoaded)}) then {
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if ((missionNamespace getVariable [QGVAR(dragAfterDeploy), false]) && {["ace_dragging"] call EFUNC(common,isModLoaded)}) then {
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if ([_player, _cswTripod] call EFUNC(dragging,canCarry)) then {
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TRACE_1("starting carry",_cswTripod);
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[_player, _cswTripod] call EFUNC(dragging,startCarry);
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@ -89,7 +89,7 @@ if (hasInterface && {!(_typeOf in GVAR(initializedStaticTypes))}) then {
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_ammoActionPath = [_typeOf, 0, ["ACE_MainActions"], _ammoAction] call EFUNC(interact_menu,addActionToClass);
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};
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if (["ACE_reload"] call EFUNC(common,isModLoaded)) then {
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if (["ace_reload"] call EFUNC(common,isModLoaded)) then {
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// move reload's check ammo action to the ammo handling point (remove and re-add)
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[_typeOf, 0, ["ACE_MainActions", QEGVAR(reload,CheckAmmo)]] call EFUNC(interact_menu,removeActionFromClass);
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private _checkAmmoAction = [QGVAR(checkAmmo), localize ELSTRING(reload,checkAmmo), "", EFUNC(reload,checkAmmo), EFUNC(reload,canCheckAmmo)] call EFUNC(interact_menu,createAction);
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@ -7,7 +7,7 @@
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// Add actions and event handlers only if ace_medical is loaded
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// - Adding actions via config would create a dependency
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if (["ACE_Medical"] call EFUNC(common,isModLoaded)) then {
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if (["ace_medical"] call EFUNC(common,isModLoaded)) then {
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if (hasInterface) then {
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private _checkTagAction = [
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"ACE_CheckDogtag",
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@ -47,7 +47,7 @@ if (["ACE_Medical"] call EFUNC(common,isModLoaded)) then {
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};
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// If the arsenal is loaded, show the custom names for dog tags when in the arsenal
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if (["ACE_Arsenal"] call EFUNC(common,isModLoaded)) then {
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if (["ace_arsenal"] call EFUNC(common,isModLoaded)) then {
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[QEGVAR(arsenal,rightPanelFilled), {
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params ["_display", "_leftPanelIDC", "_rightPanelIDC"];
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@ -71,7 +71,7 @@ private _suitCoef = if ((uniform ACE_player) != "") then {
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private _gBlackOut = MAXVIRTUALG / _classCoef + MAXVIRTUALG / _suitCoef - MAXVIRTUALG;
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// Unconsciousness
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if ((_average > _gBlackOut) && {["ACE_Medical"] call EFUNC(common,isModLoaded) && {!(ACE_player getVariable ["ACE_isUnconscious", false])}}) then {
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if ((_average > _gBlackOut) && {["ace_medical"] call EFUNC(common,isModLoaded) && {!(ACE_player getVariable ["ACE_isUnconscious", false])}}) then {
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[ACE_player, true, (10 + floor(random 5)), true] call EFUNC(medical,setUnconscious);
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};
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@ -110,14 +110,14 @@ if (hasInterface && {!isNull ACE_player} && {alive ACE_player}) then {
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_strength = _strength * _losCoefficient;
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// Add ace_hearing ear ringing sound effect
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if (["ACE_Hearing"] call EFUNC(common,isModLoaded) && {_strength > 0 && {EGVAR(hearing,damageCoefficent) > 0.25}}) then {
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if (["ace_hearing"] call EFUNC(common,isModLoaded) && {_strength > 0 && {EGVAR(hearing,damageCoefficent) > 0.25}}) then {
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private _earringingStrength = 40 * _strength;
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[_earringingStrength] call EFUNC(hearing,earRinging);
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TRACE_1("Earringing Strength",_earringingStrength);
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};
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// add ace_medical pain effect:
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if (["ACE_Medical"] call EFUNC(common,isModLoaded) && {_strength > 0.1}) then {
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if (["ace_medical"] call EFUNC(common,isModLoaded) && {_strength > 0.1}) then {
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[ACE_player, _strength / 2] call EFUNC(medical,adjustPainLevel);
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};
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@ -19,7 +19,7 @@
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if ((getText (missionconfigfile >> "CfgDebriefingSections" >> QUOTE(XADDON) >> "variable")) != QXGVAR(outputText)) exitWith {
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TRACE_1("no mission debriefing config",_this);
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};
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if (!(["ACE_Medical"] call EFUNC(common,isModLoaded))) exitWith {
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if (!(["ace_medical"] call EFUNC(common,isModLoaded))) exitWith {
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WARNING("No ACE-Medical");
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XGVAR(outputText) = "No ACE-Medical";
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};
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@ -53,7 +53,7 @@ if (_distance < _backblastRange) then {
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[_damage * 100] call BIS_fnc_bloodEffect;
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if (["ACE_Medical"] call EFUNC(common,isModLoaded)) then {
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if (["ace_medical"] call EFUNC(common,isModLoaded)) then {
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[_unit, _damage, "body", "backblast", _unit] call EFUNC(medical,addDamageToUnit);
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} else {
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_unit setDamage (damage _unit + _damage);
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@ -57,7 +57,7 @@ TRACE_3("cache",_overpressureAngle,_overpressureRange,_overpressureDamage);
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[_damage * 100] call BIS_fnc_bloodEffect;
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};
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if (["ACE_Medical"] call EFUNC(common,isModLoaded)) then {
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if (["ace_medical"] call EFUNC(common,isModLoaded)) then {
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[_x, _damage, "body", "backblast", _firer] call EFUNC(medical,addDamageToUnit);
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} else {
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_x setDamage (damage _x + _damage);
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@ -33,7 +33,7 @@ if (_activated && local _logic) then {
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};
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if (_error == "") then {
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if (["ACE_Arsenal"] call EFUNC(common,isModLoaded)) then {
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if (["ace_arsenal"] call EFUNC(common,isModLoaded)) then {
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if (!isPlayer _unit || {player == _unit}) then {
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[{
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@ -21,7 +21,7 @@ params ["_logic"];
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if !(local _logic) exitWith {};
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if !(["ACE_Medical"] call EFUNC(common,isModLoaded)) then {
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if !(["ace_medical"] call EFUNC(common,isModLoaded)) then {
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[LSTRING(RequiresAddon)] call FUNC(showMessage);
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} else {
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private _mouseOver = GETMVAR(bis_fnc_curatorObjectPlaced_mouseOver,[""]);
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@ -21,7 +21,7 @@ params ["_logic"];
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if !(local _logic) exitWith {};
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if !(["ACE_Medical"] call EFUNC(common,isModLoaded)) then {
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if !(["ace_medical"] call EFUNC(common,isModLoaded)) then {
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[LSTRING(RequiresAddon)] call FUNC(showMessage);
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} else {
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private _mouseOver = GETMVAR(bis_fnc_curatorObjectPlaced_mouseOver,[""]);
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@ -21,7 +21,7 @@ params ["_logic"];
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if !(local _logic) exitWith {};
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if !(["ACE_Medical"] call EFUNC(common,isModLoaded)) then {
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if !(["ace_medical"] call EFUNC(common,isModLoaded)) then {
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[LSTRING(RequiresAddon)] call FUNC(showMessage);
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} else {
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private _mouseOver = GETMVAR(bis_fnc_curatorObjectPlaced_mouseOver,[""]);
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