Code cleanup Backpacks

This commit is contained in:
commy2 2015-09-26 20:29:08 +02:00
parent f77242fce3
commit 9ae215704c
4 changed files with 27 additions and 23 deletions

View File

@ -1,3 +1,3 @@
#include "script_component.hpp"
["backpackOpened", DFUNC(backpackOpened)] call EFUNC(common,addEventHandler);
["backpackOpened", {_this call FUNC(backpackOpened)}] call EFUNC(common,addEventHandler);

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@ -1,18 +1,19 @@
/*
* Author: commy2
* Someone opened your backpack. Play sound and camshake. Execute locally.
*
* Someone opened your backpack. Execute locally.
*
* Argument:
* Arguments:
* 0: Who accessed your inventory? (Object)
* 1: Unit that wields the backpack (Object)
* 2: The backpack object (Object)
*
* Return value:
* None.
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
private ["_sounds", "_position"];
params ["_target", "_backpack"];
// do cam shake if the target is the player
@ -20,7 +21,8 @@ if ([_target] call EFUNC(common,isPlayer)) then {
addCamShake [4, 0.5, 5];
};
// play a rustling sound
// play a zipper sound effect
private ["_sounds", "_position"];
_sounds = [
/*"a3\sounds_f\characters\ingame\AinvPknlMstpSlayWpstDnon_medic.wss",
@ -32,8 +34,7 @@ _sounds = [
QUOTE(PATHTO_R(sounds\zip_out.wav))
];
_position = _target modelToWorldVisual (_target selectionPosition "Spine3");
_position = _position call EFUNC(common,positionToASL);
_position = AGLToASL (_target modelToWorldVisual (_target selectionPosition "Spine3"));
playSound3D [
_sounds select floor random count _sounds,

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@ -1,23 +1,24 @@
/*
* Author: commy2
* Check if the given backpack is an actual backpack that can store items. Parachute, static weapon packs, etc. will return false.
*
* Check if the given backpack is an actual backpack that can store items. Parachute backpacks will return false for example.
* Arguments:
* 0: Backpack <OBJECT, STRING>
*
* Argument:
* 0: A backpack (Object or String)
* Return Value:
* Boolean <BOOL>
*
* Return value:
* Boolean (Bool)
* Public: Yes
*/
#include "script_component.hpp"
private ["_config"];
params ["_backpack"];
if (typeName _backpack == "OBJECT") then {
_backpack = typeOf _backpack;
};
private "_config";
_config = configFile >> "CfgVehicles" >> _backpack;
getText (_config >> "vehicleClass") == "backpacks" && {getNumber (_config >> "maximumLoad") > 0}
getText (_config >> "vehicleClass") == "backpacks" && {getNumber (_config >> "maximumLoad") > 0} // return

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@ -1,17 +1,19 @@
/*
* Author: commy2
* Handle the open inventory event. Camshake and sound on target client.
*
* Handle the open inventory event. Display message on target client.
* Arguments:
* 0: Unit <OBJECT>
* 1: Backpack <OBJECT>
*
* Argument:
* Input from "InventoryOpened" eventhandler
*
* Return value:
* Return Value:
* false. Always open the inventory dialog. (Bool)
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit","_backpack"];
params ["_unit", "_backpack"];
// exit if the target is not a real backpack, i.e. parachute, static weapon bag etc.
if !([_backpack] call FUNC(isBackpack)) exitWith {false};