Merge branch 'master' into corpse-carry-continued2

This commit is contained in:
johnb432 2023-10-03 08:33:51 +02:00 committed by GitHub
commit 98e516bcc3
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2560 changed files with 13224 additions and 7508 deletions

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@ -66,6 +66,7 @@ jobs:
pboproject -P
xcopy /e /h /q z\ace\tools\pDummies\gm gm\
xcopy /e /h /q z\ace\tools\pDummies\vn vn\
xcopy /e /h /q z\ace\tools\pDummies\WW2 WW2\
- name: Build
run: py P:\z\ace\tools\make.py ci
env:

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@ -24,7 +24,7 @@ exclude = [
"/initsettings.sqf",
"/initkeybinds.sqf",
"/xeh_prep.sqf",
"dev",
"/dev/",
"medical_ai/statemachine.sqf",
"common/functions/fnc_dummy.sqf",
]
@ -34,7 +34,15 @@ preset = "Hemtt"
[hemtt.launch]
workshop = [
"450814997", # CBA_A3's Workshop ID
"450814997", # CBA_A3
]
[hemtt.launch.spe]
workshop = [
"450814997", # CBA_A3
]
dlc = [
"spe"
]
[hemtt.launch.vn]
@ -44,3 +52,11 @@ workshop = [
dlc = [
"S.O.G. Prairie Fire",
]
[hemtt.launch.ws]
workshop = [
"450814997", # CBA_A3's Workshop ID
]
dlc = [
"Western Sahara",
]

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@ -122,6 +122,7 @@ Kavinsky <nmunozfernandez@gmail.com>
Keithen <Keithen.Neu@gmail.com>
Kllrt <kllrtik@gmail.com>
KokaKolaA3
Krzyciu
legman <juicemelon@msn.com>
Legolasindar "Viper" <legolasindar@gmail.com>
licht-im-Norden87 <lichtimnorden87@gmail.com>

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@ -1,5 +1,6 @@
<p align="center">
<img src="https://github.com/acemod/ACE3/raw/master/extras/assets/logo/black/ACE3-Logo.jpg" width="480">
<img src="https://github.com/acemod/ACE3/raw/master/extras/assets/logo/black/ACE3-Logo.png#gh-light-mode-only" width="480">
<img src="https://github.com/acemod/ACE3/raw/master/extras/assets/logo/white/ACE3-Logo.png#gh-dark-mode-only" width="480">
</p>
<p align="center">
@ -21,9 +22,6 @@
<a href="https://acemod.org/discord">
<img src="https://img.shields.io/badge/Discord-Join-darkviolet.svg?style=flat-square" alt="ACE3 Discord">
</a>
<a href="https://circleci.com/gh/acemod/ACE3">
<img src="https://circleci.com/gh/acemod/ACE3.svg?style=svg" alt="ACE3 Build Status">
</a>
</p>
<p align="center">
@ -97,9 +95,7 @@ Please, use our [Issue Tracker](https://github.com/acemod/ACE3/issues) to report
### Testing & building
To help us test the latest development changes, download our master branch ([directly](https://github.com/acemod/ACE3/archive/master.zip), or [with git](https://help.github.com/articles/fetching-a-remote/)), then assemble a test build:
- [Setting up the development environment](https://ace3.acemod.org/wiki/development/setting-up-the-development-environment.html) step-by-step instructions on how to properly setup and build a version of ACE3 for testing purposes.
To help us test the latest development changes, download the [artifact](https://github.com/acemod/ACE3/actions/workflows/arma.yml) of the branch you'd like to test or subscribe to "Anrop ACE3 Master" on the workshop to test `master` branch. Alternatively [build your own version](https://ace3.acemod.org/wiki/development/setting-up-the-development-environment.html).
### Get in touch

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Ruthberg
*

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Ruthberg
*

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Ruthberg, MikeMatrix, joko // Jonas
*

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Ruthberg
*

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Ruthberg
*

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@ -1,5 +1,5 @@
#define DEBUG_MODE_FULL
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: esteldunedain
*

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Ruthberg
*

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Glowbal, Ruthberg, joko // Jonas
* Handle the PFH for Bullets

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Glowbal, Ruthberg
*

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Glowbal, Ruthberg
* Module for adjusting the advanced ballistics settings

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Ruthberg
* Initializes the advanced ballistics extension with terrain data
@ -19,7 +19,7 @@ if (!hasInterface) exitWith {};
if (!GVAR(enabled)) exitWith {};
private _initStartTime = diag_tickTime;
private _mapSize = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize");
private _mapSize = worldSize;
if (("ace_advanced_ballistics" callExtension format["init:%1:%2", worldName, _mapSize]) == "Terrain already initialized") exitWith {
INFO_1("Terrain already initialized [world: %1]", worldName);

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Ruthberg
*

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Ruthberg
*

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@ -1 +0,0 @@
#include "\z\ace\addons\advanced_ballistics\script_component.hpp"

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut
* Adds a duty factor.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut
* Creates the stamina bar.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut
* Calculates the duty of the current animation.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut
* Calculates the current metabolic costs for a unit.
@ -36,16 +36,19 @@ if (GVAR(isSwimming)) then {
_terrainGradient = 0;
};
// Metabolic cost for walking and running is different
if (_velocity > 2) then {
// Running
(
2.10 * SIM_BODYMASS
+ 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2)
+ (SIM_BODYMASS + _gearMass) * (0.90 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient)
+ (SIM_BODYMASS + _gearMass) * (0.9 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient)
) * 0.23 * _duty
} else {
// Walking
(
1.05 * SIM_BODYMASS
+ 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2)
+ 2 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2)
+ (SIM_BODYMASS + _gearMass) * (1.15 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient)
) * 0.23 * _duty
};

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Pterolatypus
* Calculates total weapon inertia, accounting for attachments.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut
* Handles any audible, visual and physical effects of fatigue.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut
* Handles switching units (once on init and afterwards via Zeus).

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut
* Handles visual changes of the stamina bar.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut
* Main looping function that updates fatigue values.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut
* Initializes the module settings.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: BaerMitUmlaut
* Removes a duty factor.

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@ -1 +0,0 @@
#include "\z\ace\addons\advanced_fatigue\script_component.hpp"

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Jonpas
* Checks if a throwable can be prepared.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Jonpas
* Checks if a throwable can be thrown.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Zapat, Dslyecxi, Jonpas
* Draws throw arc.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Dslyecxi, Jonpas, kymckay
* Handles drawing the currently selected or cooked throwable.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Dslyecxi, Jonpas
* Exits throw mode.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Retrieve muzzle name from config.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Jonpas
* Initializes the Advanced Throwing module.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Dslyecxi, Jonpas
* Key down event.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Dslyecxi, Jonpas
* Mouse button down event.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Dslyecxi, Jonpas
* Mouse scroll wheel changed event.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Jonpas
* Picks up a throwable from the ground.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Dslyecxi, Jonpas
* Prepares throwable or selects the next.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Dslyecxi, Jonpas
* Primes the throwable, creates global throwable vehicle and throws Fired XEH.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: PabstMirror, Jonpas
* When interact_menu starts rendering (from "interact_keyDown" event).

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Dslyecxi, Jonpas
* Throw selected throwable.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: CBA Team
* Throws Fired XEH.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Jonpas
* Updates controls hints based on current state.

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@ -1 +0,0 @@
#include "\z\ace\addons\advanced_throwing\script_component.hpp"

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Jonpas
* Assigns AI first found NVG in their inventory during night time and unassigns it during day time.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Jonpas
* waitAndExecute Handler for periodic NVG assignment.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: alganthe
* Draws AI garrison pathing while the Zeus display is open.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: alganthe
* Garrison function used to garrison AI inside buildings.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: alganthe
* Internal function used by ace_ai_fnc_garrison to make the units move to the positions it picked.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: mharis001
* Initializes the Zeus display.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: alganthe
* Used to un-garrison units.

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@ -1 +0,0 @@
#include "\z\ace\addons\ai\script_component.hpp"

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@ -83,9 +83,15 @@
</Key>
<Key ID="STR_ACE_AI_AssignNVG_DisplayName">
<English>Auto-Equip NVGs</English>
<Polish>Automatyczne zakładanie NVG</Polish>
<German>Automatisch NVGs ausrüsten</German>
<Korean>야투경 자동 창착</Korean>
</Key>
<Key ID="STR_ACE_AI_AssignNVG_Description">
<English>Equips NVG in inventory during night time and unequips it during day time.\nDoes not add NVGs to inventory!</English>
<Polish>Zakłada NVG w nocy i zdejmuje je w ciągu dnia.\nNie dodaje NVG do ekwipunku!</Polish>
<German>Rüstet NVG nachts aus dem Inventar aus und entfernt es tagsüber.\nFügt keine NVGs zum Inventar hinzu!</German>
<Korean>야간에는 야투경을 소지품에 장착하고 주간에는 장착을 해제합니다.\n주의! 소지품에 야투경을 추가하는 것이 아닙니다!</Korean>
</Key>
</Package>
</Project>

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Dystopian
* Check if Eject action can be shown.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Adds actions to a drone

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Get drone's target location, if aimed at infinity it will return a virtual point

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Modify the current waypoint of a drone

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Set new waypoint of a drone

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Dystopian
* Add Eject action to vehicle if needed.

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@ -1 +0,0 @@
#include "\z\ace\addons\aircraft\script_component.hpp"

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@ -149,3 +149,25 @@ GVAR(lastSortDirectionRight) = DESCENDING;
};
};
}] call CBA_fnc_addEventHandler;
// Compatibility for RHS attachment system. Also used by NIArms.
// Will only work for ACE_player, different arsenal centers will be ignored. RHS limitation.
if (!isNil "rhs_fnc_accGripod") then {
[QEGVAR(arsenal,weaponItemChanged), {
params ["_weapon", "_item", "_itemIndex"];
if (EGVAR(arsenal,center) != ACE_player) exitWith {};
switch (_itemIndex) do {
case ITEM_INDEX_SIDE: {
call rhs_fnc_anpeq15_rail;
};
case ITEM_INDEX_BIPOD: {
// Need this call to make sure RHS's functions are set
call rhs_fnc_accGripod;
if (getText (configFile >> "CfgWeapons" >> _item >> "rhs_grip_type") == "") then {
call rhs_grip_deinitialize;
};
};
};
}] call CBA_fnc_addEventHandler;
};

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@ -22,6 +22,14 @@
// Favorites
#define FAVORITES_COLOR (GVAR(favoritesColor) + [1])
// Attachments
#define ITEM_INDEX_MUZZLE 0
#define ITEM_INDEX_SIDE 1
#define ITEM_INDEX_OPTIC 2
#define ITEM_INDEX_BIPOD 3
#define ITEM_INDEX_MAGAZINE 4
#define ITEM_INDEX_MAGAZINE_SECONDARY 5
// IDCs
#define IDD_ace_arsenal 1127001
#define IDC_mouseArea 0

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: johnb43
* Adds custom action buttons.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: 654wak654, johnb43
* Adds a loadout to the "Default Loadouts" list.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Dedmen, johnb43

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: shukari, Schwaggot, johnb43

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Brett Mayson, johnb43
* Adds a custom sorting method.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Alganthe, johnb43, LinkIsGrim
* Adds a stat to ACE Arsenal.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe, Dedmen, johnb43

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: mharis001, johnb43

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: mharis001, johnb43

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: mharis001

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: mharis001

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: mharis001
* Handles double clicking a row in 3DEN's ace arsenal attribute listbox.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: mharis001

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: mharis001
* Initializes the objects 3DEN's ace arsenal attribute at scenario start.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "\a3\ui_f\hpp\defineDIKCodes.inc"
/*
* Author: mharis001

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: mharis001

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: mharis001

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: mharis001

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Karel Moricky, johnb43
* Returns base weapon (weapon without any attachments), but it returns it in config sensitive case.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Brett Mayson

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe, johnb43

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe, johnb43

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
/*
* Author: Alganthe
* Export current loadout / default loadouts list to clipboard.

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: LinkIsGrim

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe, johnb43

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe, johnb43

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe, johnb43

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe, johnb43

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe, johnb43

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe, johnb43

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@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe

View File

@ -1,4 +1,4 @@
#include "script_component.hpp"
#include "..\script_component.hpp"
#include "..\defines.hpp"
/*
* Author: LinkIsGrim

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