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Remove unused variables, spaces
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@ -6,7 +6,7 @@ class CfgPatches {
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weapons[] = {"ACE_RangeTable_82mm","ace_mortar_82mm"};
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_interaction"};
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author[] = {"PabstMirror"};
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author[] = {"PabstMirror","Grey","VKing"};
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authorUrl = "https://github.com/acemod";
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VERSION_CONFIG;
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};
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@ -19,7 +19,7 @@
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#include "script_component.hpp"
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params ["_static","_unit",["_magazineClassOptional","",[""]]];
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private ["_canLoadMagazine","_currentMagazine","_weapon","_magazines","_listOfMagNames",
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private ["_canLoadMagazine","_currentMagazine","_weapon","_listOfMagNames",
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"_hasCompatibleMagazine","_count"];
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if !(alive _static) exitWith {false};
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@ -29,7 +29,6 @@ _canLoadMagazine = false;
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_currentMagazine = (magazinesAllTurrets _static) select 1;
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_weapon = (_static weaponsTurret [0]) select 0;
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_magazines = magazines _unit;
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_listOfMagNames = getArray(configFile >> "cfgWeapons" >> _weapon >> "magazines");
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_hasCompatibleMagazine = false;
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_count = 0;
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@ -41,7 +40,7 @@ if (_magazineClassOptional != "") then {
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};
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}else{
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{
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if ([_unit,_x] call EFUNC(common,hasMagazine)) exitWith {_hasCompatibleMagazine = true;};
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if ([_unit,_x] call EFUNC(common,hasMagazine)) exitWith {_hasCompatibleMagazine = true};
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} forEach _listOfMagNames;
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};
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//If static weapon has a magazine then find the ammo count
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@ -28,6 +28,7 @@ _currentMagazineClass = _currentMagazine select 0;
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_count = _currentMagazine select 2;
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//Check all of the players magazines to see if they are compatible with the static weapon. First magazine that is compatible is chosen
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//VKing: This section ought to be double checked.
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_magazines = magazines _unit;
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_magazineDetails = magazinesDetail _unit;
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_listOfMagNames = getArray(configFile >> "cfgWeapons" >> _weapon >> "magazines");
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@ -50,7 +51,6 @@ if (_magazineClassDetails != "") then{
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_parsed = _magazineClassDetails splitString "([]/: )";
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_parsed params ["_type", "", "", "_roundsLeftText", "_maxRoundsText"];
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_roundsLeft = parseNumber _roundsLeftText;
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_roundsMax = parseNumber _maxRoundsText;
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_magType = _type;
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};
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@ -20,10 +20,9 @@
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params ["_static","_unit","_timeToLoad",["_magazineClassOptional","",[""]]];
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private _progressText = localize LSTRING(loadingMortar);
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//Move player into animation if player is standing
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if ((_unit call CBA_fnc_getUnitAnim) select 0 == "stand") then {
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[_unit, "AmovPercMstpSrasWrflDnon_diary", 1] call EFUNC(common,doAnimation);
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};
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[_timeToLoad, [_static,_unit,_magazineClassOptional], {(_this select 0) call FUNC(loadMagazine);}, {}, _progressText] call EFUNC(common,progressBar);
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[_timeToLoad, [_static,_unit,_magazineClassOptional], {(_this select 0) call FUNC(loadMagazine)}, {}, localize LSTRING(loadingMortar)] call EFUNC(common,progressBar);
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@ -18,10 +18,9 @@
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#include "script_component.hpp"
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params ["_static","_unit"];
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private ["_weapon","_currentMagazine","_currentMagazineClass","_ammoCount"];
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private ["_currentMagazine","_currentMagazineClass","_ammoCount"];
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//Get weapon & magazine information about static weapon
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_weapon = (_static weaponsTurret [0]) select 0;
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_currentMagazine = (magazinesAllTurrets _static) select 1;
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_currentMagazineClass = _currentMagazine select 0;
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_ammoCount = _currentMagazine select 2;
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@ -31,6 +30,8 @@ if (_ammoCount == 0) then {
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[QGVAR(removeMagazine), [_static, _currentMagazineClass]] call EFUNC(common,globalEvent);
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}else {
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_pos = _unit modelToWorldVisual [0,1,0];
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// TODO: Check unit inventory space and add to inventory first, then drop
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_unit = createVehicle ["WeaponHolder_Single_F",_pos,[],0,"NONE"];
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_unit addMagazineAmmoCargo [_currentMagazineClass, 1, _ammoCount];
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_unit setPosATL _pos;
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@ -20,11 +20,9 @@
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params ["_static","_unit","_timeToUnload"];
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private _progressText = localize LSTRING(unloadingMortar);
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//Move player into animation if player is standing
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if ((_unit call CBA_fnc_getUnitAnim) select 0 == "stand") then {
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[_unit, "AmovPercMstpSrasWrflDnon_diary", 1] call EFUNC(common,doAnimation);
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};
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[_timeToUnload, [_static,_unit], {(_this select 0) call FUNC(unloadMagazine);}, {}, _progressText] call EFUNC(common,progressBar);
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[_timeToUnload, [_static,_unit], {(_this select 0) call FUNC(unloadMagazine)}, {}, localize LSTRING(unloadingMortar)] call EFUNC(common,progressBar);
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