remove temp folder

didn't mean to push this
This commit is contained in:
bux578 2015-01-12 15:48:32 +01:00
parent 5da1bdf9c0
commit 91ba0c6a55
13 changed files with 0 additions and 563 deletions

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/*
Author(s):
bux578
*/
0 spawn {
private ["_side"];
waitUntil {sleep 0.5; AGM_SwitchUnits_EnableSwitchUnits};
//_side = [west, east, independent, civilian] select AGM_SwitchUnits_SwitchUnitsAllowedForSide;
_sides = [];
if(AGM_SwitchUnits_SwitchToWest) then {_sides pushBack west};
if(AGM_SwitchUnits_SwitchToEast) then {_sides pushBack east};
if(AGM_SwitchUnits_SwitchToIndependent) then {_sides pushBack independent};
if(AGM_SwitchUnits_SwitchToCivilian) then {_sides pushBack civilian};
if (player getVariable ["AGM_CanSwitchUnits", false]) then {
[player, _sides] call AGM_SwitchUnits_fnc_initPlayer;
};
};

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class CfgPatches {
class AGM_SwitchUnits {
units[] = {};
weapons[] = {};
requiredVersion = 0.60;
requiredAddons[] = {AGM_Core};
version = "0.95";
versionStr = "0.95";
versionAr[] = {0,95,0};
author[] = {"bux578"};
authorUrl = "https://github.com/bux578/";
};
};
class CfgFunctions {
class AGM_SwitchUnits {
class AGM_SwitchUnits {
file = "AGM_SwitchUnits\functions";
class addMapFunction;
class handleMapClick;
class initPlayer;
class isValidAi;
class markAiOnMap;
class module;
class nearestPlayers;
class switchBack;
class switchUnit;
};
};
};
class Extended_PostInit_EventHandlers {
class AGM_SwitchUnits {
clientInit = "call compile preprocessFileLineNumbers '\AGM_SwitchUnits\clientInit.sqf'";
};
};
class CfgVehicles {
class Module_F;
class AGM_ModuleSwitchUnits: Module_F {
author = "AGM Team";
category = "AGM";
displayName = "SwitchUnits System";
function = "AGM_SwitchUnits_fnc_module";
scope = 2;
isGlobal = 1;
icon = "\AGM_SwitchUnits\UI\IconSwitchUnits_ca.paa";
class Arguments {
class SwitchToWest {
displayName = "Switch to West?";
description = "Allow switching to west units?";
typeName = "BOOL";
class values {
class Yes {name = "Yes"; value = 1;};
class No {default = 1; name = "No"; value = 0;};
};
};
class SwitchToEast {
displayName = "Switch to East?";
description = "Allow switching to east units?";
typeName = "BOOL";
class values {
class Yes {name = "Yes"; value = 1;};
class No {default = 1; name = "No"; value = 0;};
};
};
class SwitchToIndependent {
displayName = "Switch to Independent?";
description = "Allow switching to independent units?";
typeName = "BOOL";
class values {
class Yes {name = "Yes"; value = 1;};
class No {default = 1; name = "No"; value = 0;};
};
};
class SwitchToCivilian {
displayName = "Switch to Civilian?";
description = "Allow switching to civilian units?";
typeName = "BOOL";
class values {
class Yes {name = "Yes"; value = 1;};
class No {default = 1; name = "No"; value = 0;};
};
};
class EnableSafeZone {
displayName = "Enable Safe Zone?";
description = "Enable a safe zone around enemy units? Players can't switch to units inside of the safe zone.";
typeName = "BOOL";
class values {
class Yes {default = 1; name = "Yes"; value = 1;};
class No {name = "No"; value = 0;};
};
};
class SafeZoneRadius {
displayName = "Safe Zone Radius";
description = "The safe zone around players from a different team. Default: 200";
typeName = "NUMBER";
defaultValue = 100;
};
/*
class EnableSwitchUnits {
displayName = "Enable SwitchUnits?";
description = "Enable to switch to AI units? Default: No";
typeName = "BOOL";
class values {
class Yes {name = "Yes"; value = 1;};
class No {default = 1; name = "No"; value = 0;};
};
};
class SwitchUnitsAllowedForSide {
displayName = "Allow for which side?";
description = "Which side should be allowed to switch to AI units?";
typeName = "NUMBER";
class values {
class West {name = "West"; value = 0;};
class East {default = 1; name = "East"; value = 1;};
class Independent {name = "Independent"; value = 2;};
class Civilian {name = "Civilian"; value = 3;};
};
};*/
};
};
};
class AGM_Parameters_Numeric {
AGM_SwitchUnits_SafeZoneRadius = 100;
};
class AGM_Parameters_Boolean {
AGM_SwitchUnits_EnableSwitchUnits = 0;
AGM_SwitchUnits_SwitchToWest = 0;
AGM_SwitchUnits_SwitchToEast = 0;
AGM_SwitchUnits_SwitchToIndependent = 0;
AGM_SwitchUnits_SwitchToCivilian = 0;
AGM_SwitchUnits_EnableSafeZone = 1;
};

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/*
Name: AGM_SwitchUnits_fnc_addMapFunction
Author(s):
bux578
Description:
Adds a mapClick Eventhandler
Parameters:
0: OBJECT - unit
1: ARRAY<OBJECT> - sided
Returns:
VOID
*/
private ["_unit"];
_unit = _this select 0;
["theMapClick", "onMapSingleClick", {
[_this, _pos, _shift, _alt] call AGM_SwitchUnits_fnc_handleMapClick;
}, [_unit, _sides]] call BIS_fnc_addStackedEventHandler;

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/*
Name: AGM_SwitchUnits_fnc_handleMapClick
Author(s):
bux578
Description:
Finds the clicked unit
Parameters:
0: OBJECT - MapClickEventHandlerArgs
0: OBJECT - unit to switch to
1: ARRAY<OBJECT> - sides
Returns:
VOID
*/
private ["_args", "_currentPlayerUnit", "_sides", "_pos", "_sideNearest"];
_currentPlayerUnit = (_this select 0) select 0;
_sides = (_this select 0) select 1;
_pos = _this select 1;
_sideNearest = [];
{
if ([_x] call AGM_SwitchUnits_fnc_isValidAi && (side group _x in _sides)) then {
_sideNearest pushBack _x;
};
} forEach (nearestObjects [_pos, ["Man"], 20]);
if (count _sideNearest > 0) then {
private ["_switchUnit"];
_switchUnit = _sideNearest select 0;
[_currentPlayerUnit, _switchUnit] call AGM_SwitchUnits_fnc_switchUnit;
openMap false;
};

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/*
Name: AGM_SwitchUnits_fnc_initPlayer
Author(s):
bux578
Description:
Initializes the player
Parameters:
0: OBJECT - player
1: ARRAY<OBJECT> - Array containing selected sides
Returns:
VOID
*/
private ["_playerUnit", "_sides"];
_playerUnit = _this select 0;
_sides = _this select 1;
if (vehicle _playerUnit == _playerUnit) then {
[_sides] call AGM_SwitchUnits_fnc_markAiOnMap;
_playerUnit setVariable ["AGM_SwitchUnits_IsPlayerUnit", true];
_playerUnit allowDamage false;
AGM_SwitchUnits_OriginalUnit = _playerUnit;
AGM_SwitchUnits_OriginalName = [_playerUnit] call AGM_Core_fnc_getName;
AGM_SwitchUnits_OriginalGroup = group _playerUnit;
// remove all starting gear of a player
removeAllWeapons _playerUnit;
removeGoggles _playerUnit;
removeHeadgear _playerUnit;
removeVest _playerUnit;
removeAllAssignedItems _playerUnit;
clearAllItemsFromBackpack _playerUnit;
removeBackpack _playerUnit;
_playerUnit linkItem "ItemMap";
removeUniform _playerUnit;
[_playerUnit, "AGM_SwitchUnits", true] call AGM_Core_fnc_setForceWalkStatus;
[_playerUnit, _sides] call AGM_SwitchUnits_fnc_addMapFunction;
};

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/*
Name: AGM_SwitchUnits_fnc_isValidAi
Author(s):
bux578
Description:
Checks if AI is a valid target for switching
Parameters:
0: OBJECT - unit
Returns:
VOID
*/
private ["_unit"];
_unit = _this select 0;
!([_unit] call AGM_Core_fnc_isPlayer
|| {_unit in playableUnits}
|| {vehicle _unit != _unit}
|| {_unit getVariable ["AGM_SwitchUnits_IsPlayerUnit", false]}
|| {_unit getVariable ["AGM_SwitchUnits_IsPlayerControlled", false]})

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/*
Name: AGM_SwitchUnits_fnc_markAiOnMap
Author(s):
bux578
Description:
Creates markers for AI units for given sides
Marks players in a different color
Parameters:
0: OBJECT - side
Returns:
VOID
*/
private ["_sidesToShow"];
_sidesToShow = _this select 0;
_sidesToShow spawn {
private ["_sides", "_allMarkerNames"];
_sides = _this;
_allMarkerNames = [];
while { true } do {
sleep 1.5;
// delete markers
{
deleteMarkerLocal _x;
} forEach _allMarkerNames;
// create markers
{
if (([_x] call AGM_SwitchUnits_fnc_isValidAi && (side group _x in _sides)) || (_x getVariable ["AGM_SwitchUnits_IsPlayerControlled", false])) then {
private ["_markerName", "_marker", "_markerColor"];
//_markerName = format ["%1", [_x] call AGM_Core_fnc_getName];
_markerName = str _x;
_marker = createMarkerLocal [_markerName, position _x];
_markerName setMarkerTypeLocal "mil_triangle";
_markerName setMarkerShapeLocal "ICON";
_markerName setMarkerSizeLocal [0.5,0.7];
_markerName setMarkerDirLocal getDir _x;
// commy's one liner magic
_markerColor = format ["Color%1", side group _x];
if ((_x getVariable ["AGM_SwitchUnits_IsPlayerControlled", false])) then {
_markerName setMarkerColorLocal "ColorOrange";
_markerName setMarkerTextLocal (_x getVariable ["AGM_SwitchUnits_PlayerControlledName",""]);
} else {
_markerName setMarkerColorLocal _markerColor;
_markerName setMarkerTextLocal (getText (configFile >> "CfgVehicles" >> typeOf _x >> "displayName"));
};
_allMarkerNames pushBack _markerName;
};
} forEach allUnits;
};
};

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/*
Name: AGM_SwitchUnits_fnc_module
Author(s):
bux578
Description:
Initializes the SwitchUnits module
Parameters:
0: OBJECT - module logic
1: ARRAY<OBJECT> - list of affected units
2: BOOLEAN - isActivated
Returns:
BOOLEAN (Good practice to include one)
*/
if !(isServer) exitWith {};
_logic = _this select 0;
_activated = _this select 2;
if !(_activated) exitWith {};
AGM_SwitchUnits_Module = true;
["AGM_SwitchUnits_EnableSwitchUnits", true] call AGM_Core_fnc_setParameter;
[_logic, "AGM_SwitchUnits_SwitchToWest", "SwitchToWest"] call AGM_Core_fnc_readBooleanParameterFromModule;
[_logic, "AGM_SwitchUnits_SwitchToEast", "SwitchToEast"] call AGM_Core_fnc_readBooleanParameterFromModule;
[_logic, "AGM_SwitchUnits_SwitchToIndependent", "SwitchToIndependent"] call AGM_Core_fnc_readBooleanParameterFromModule;
[_logic, "AGM_SwitchUnits_SwitchToCivilian", "SwitchToCivilian"] call AGM_Core_fnc_readBooleanParameterFromModule;
[_logic, "AGM_SwitchUnits_EnableSafeZone", "EnableSafeZone"] call AGM_Core_fnc_readBooleanParameterFromModule;
[_logic, "AGM_SwitchUnits_SafeZoneRadius", "SafeZoneRadius"] call AGM_Core_fnc_readNumericParameterFromModule;
diag_log text "[AGM]: SwitchUnits Module Initialized.";

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/*
Name: AGM_SwitchUnits_fnc_nearestPlayers
Author(s):
bux578
Description:
Returns an array of alive players in a given radius around a given location
Parameters:
0: POSTION - Center position
1: NUMBER - Radius
Returns:
ARRAY<OBJECT> - Player units
*/
private ["_position", "_radius", "_nearestPlayers"];
_position = _this select 0;
_radius = _this select 1;
_nearestPlayers = [];
{
if ([_x] call AGM_Core_fnc_isPlayer && {alive _x}) then {
_nearestPlayers pushBack _x;
};
} forEach (nearestObjects [_position, ["Man"], _radius]);
_nearestPlayers

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/*
Name: AGM_SwitchUnits_fnc_switchBack
Author(s):
bux578
Description:
Switches back to the original player unit
This method needs to be "spawn"ed
Parameters:
0: OBJECT - original player unit
1: OBJECT - respawned unit
Returns:
VOID
*/
private ["_originalPlayerUnit", "_currentUnit"];
_originalPlayerUnit = _this select 0;
_currentUnit = _this select 1;
[_originalPlayerUnit] joinSilent AGM_SwitchUnits_OriginalGroup;
waitUntil {local _originalPlayerUnit};
selectPlayer _originalPlayerUnit;
deleteVehicle _currentUnit;

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/*
Name: AGM_SwitchUnits_fnc_switchUnit
Author(s):
bux578
Description:
Selects the new given player unit
Parameters:
0: OBJECT - the unit to switch to
Returns:
VOID
*/
private ["_newUnit"];
_newUnit = _this select 1;
// don't switch to original player units
if (!([_newUnit] call AGM_SwitchUnits_fnc_isValidAi)) exitWith {};
_newUnit spawn {
private ["_unit", "_allNearestPlayers", "_oldUnit", "_respawnEhId", "_oldOwner", "_leave"];
_unit = _this;
_leave = false;
if (AGM_SwitchUnits_EnableSafeZone) then {
_allNearestPlayers = [position _unit, AGM_SwitchUnits_SafeZoneRadius] call AGM_SwitchUnits_fnc_nearestPlayers;
_nearestEnemyPlayers = [_allNearestPlayers, {((side AGM_SwitchUnits_OriginalGroup) getFriend (side _this) < 0.6) && !(_this getVariable ["AGM_SwitchUnits_IsPlayerControlled", false])}] call AGM_Core_fnc_filter;
if (count _nearestEnemyPlayers > 0) exitWith {
_leave = true;
};
};
// exitWith doesn't exit past the "if(EnableSafeZone)" block
if (_leave) exitWith {
[localize "STR_AGM_SwitchUnits_TooCloseToEnemy"] call AGM_Core_fnc_displayTextStructured;
};
// should switch locality
// This doesn't work anymore, because one's now able to switch to units from a different side
//[_unit] joinSilent group player;
[[_unit, player], "{(_this select 0) setVariable ['AGM_SwitchUnits_OriginalOwner', owner (_this select 0), true]; (_this select 0) setOwner owner (_this select 1)}", 1] call AGM_Core_fnc_execRemoteFnc;
_oldUnit = player;
waitUntil {sleep 0.2; local _unit};
_oldUnit setVariable ["AGM_SwitchUnits_IsPlayerControlled", false, true];
_oldUnit setVariable ["AGM_SwitchUnits_PlayerControlledName", "", true];
_respawnEhId = _unit getVariable ["AGM_SwitchUnits_RespawnEhId", -1];
if (_respawnEhId != -1) then {
_oldUnit removeEventHandler ["Respawn", _respawnEhId];
};
selectPlayer _unit;
_unit setVariable ["AGM_SwitchUnits_IsPlayerControlled", true, true];
_unit setVariable ["AGM_SwitchUnits_PlayerControlledName", AGM_SwitchUnits_OriginalName, true];
_respawnEhId = _unit addEventHandler ["Respawn", {
[AGM_SwitchUnits_OriginalUnit, _this select 0] spawn AGM_SwitchUnits_fnc_switchBack;
}];
_unit setVariable ["AGM_SwitchUnits_RespawnEhId", _respawnEhId, true];
// set owner back to original owner
_oldOwner = _oldUnit getVariable["AGM_SwitchUnits_OriginalOwner", -1];
if (_oldOwner > -1) then {
[[_oldUnit, _oldOwner], "{(_this select 0) setOwner (_this select 1)}", 1] call AGM_Core_fnc_execRemoteFnc;
};
[localize "STR_AGM_SwitchUnits_SwitchedUnit"] call AGM_Core_fnc_displayTextStructured;
};

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<?xml version="1.0" encoding="utf-8"?>
<!-- Edited with tabler - 2014-12-20 -->
<Project name="ACE">
<Package name="SwitchUnits">
<Key ID="STR_ACE_SwitchUnits_SwitchedUnit">
<English>Switched unit</English>
<German>Einheit gewechselt</German>
<Russian>Юнит переключен</Russian>
<Czech>Prohozená jednotka</Czech>
<Polish>Przełącz jednostkę</Polish>
<Spanish>Cambiado de unidad</Spanish>
</Key>
<Key ID="STR_ACE_SwitchUnits_TooCloseToEnemy">
<English>This unit is too close to the enemy.</English>
<German>Diese Einheit ist zu nah am Feind.</German>
<Russian>Юнит слишком близок к противнику</Russian>
<Czech>Tato jednotka je moc blízko k nepříteli.</Czech>
<Polish>Ta jednostka jest zbyt blisko przeciwnika.</Polish>
<Spanish>Esta unidad está demasiado cerca del enemigo.</Spanish>
</Key>
</Package>
</Project>