Privates, newline braces, typos

This commit is contained in:
ulteq 2015-06-13 10:41:19 +02:00
parent 86d7143890
commit 9b2ebfcbe8
3 changed files with 10 additions and 9 deletions

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@ -1,7 +1,7 @@
// by commy2
#include "script_component.hpp"
// fixes laser when being captured. Needed, because the selectionpsoition of the right hand is used
// fixes laser when being captured. Needed, because the selectionPosition of the right hand is used
["SetHandcuffed", {if (_this select 1) then {(_this select 0) action ["GunLightOff", _this select 0]};}] call EFUNC(common,addEventHandler);
//If user has ASDG JR without the compat patch, then ace's' laser pointers won't be compatible with anything
@ -30,7 +30,7 @@ GVAR(nearUnits) = [];
GVAR(nearUnits) = _nearUnits;
} , 5, []] call CBA_fnc_addPerFrameHandler;
}, 5, []] call CBA_fnc_addPerFrameHandler;
addMissionEventHandler ["Draw3D", {
call FUNC(onDraw);

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@ -1,6 +1,8 @@
// by commy2 and esteldunedain
#include "script_component.hpp"
private ["_brightness", "_p0", "_p1", "_p0Pos", "_offV1", "_offV2", "_offV3", "_camPos", "_intermediatePos", "_iteration", "_light", "_line", "_pL", "_pL2", "_pX", "_size", "_units", "_fnc_getDistanceToTerrain", "_fnc_doesIntersectWithMan"];
// init object
/*if (isNil QGVAR(laserdot)) then {
_light = "#lightpoint" createVehicleLocal [0,0,0];
@ -47,7 +49,7 @@ _p1 = _p0 vectorAdd (_v1 vectorMultiply _range);
//Debugaaa = lineIntersectsObjs [_p0, _p1, objNull, _unit, false, 2];
_fnc_getDistanceToTerrain = {
private "_distance";
private ["_distance"];
_pX = + _p0;
_line = [_p0, _pX];
@ -55,9 +57,7 @@ _fnc_getDistanceToTerrain = {
_distance = _this;
_iteration = _distance;
while {
_iteration > 0.05 / 2
} do {
while {_iteration > 0.05 / 2} do {
_iteration = _iteration / 2;
_pX = _p0 vectorAdd (_v1 vectorMultiply _distance);

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@ -1,18 +1,19 @@
// by commy2
#include "script_component.hpp"
_brightness = 2 - call EFUNC(common,ambientBrightness);
_isIR = currentVisionMode ACE_player;
private ["_brightness", "_cacheName", "_isIR", "_laser", "_laserID", "_weapon"];
_isIR = currentVisionMode ACE_player;
if (_isIR == 2) exitWith {};
_isIR = _isIR == 1;
_brightness = 2 - call EFUNC(common,ambientBrightness);
{
_weapon = currentWeapon _x;
_laser = switch (_weapon) do {
case (""): {""};
case (primaryWeapon _x): {
primaryWeaponItems _x select 1;
};