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https://github.com/acemod/ACE3.git
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Merge pull request #2780 from acemod/fixTimeInComments
Changed ACE_time back to time in comments where appropriate
This commit is contained in:
commit
a3443cae43
@ -1,6 +1,6 @@
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/*
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* Author: commy2
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* Add an event handler that executes every ACE_time the scroll wheel is used. This is needed, because adding a MouseZ display event handler to display 46 will break in save games.
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* Add an event handler that executes every time the scroll wheel is used. This is needed, because adding a MouseZ display event handler to display 46 will break in save games.
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* _this will be [Interval] where 'Interval' is a number.
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*
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* Arguments:
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@ -1,6 +1,6 @@
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/*
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* Author: esteldunedain, Jaynus
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* Returns the result of the function and caches it up to a given ACE_time or event
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* Returns the result of the function and caches it up to a given time or event
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*
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* Arguments:
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* 0: Parameters <ARRAY>
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@ -1,6 +1,6 @@
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/*
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* Author: Glowbal, PabstMirror
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* Get the death animation for the unit at current ACE_time
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* Get the death animation for the unit at current time
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*
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* Arguments:
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* 0: unit <OBJECT>
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@ -4,7 +4,7 @@
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* Finish/Failure/Conditional are all passed [_args, _elapsedTime, _totalTime, _errorCode]
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*
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* Arguments:
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* 0: NUMBER - Total Time (in game "ACE_time" seconds)
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* 0: NUMBER - Total Time (in game "time" seconds)
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* 1: ARRAY - Arguments, passed to condition, fail and finish
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* 2: CODE or STRING - On Finish: Code called or STRING raised as event.
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* 3: CODE or STRING - On Failure: Code called or STRING raised as event.
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@ -1,12 +1,12 @@
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/*
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* Author: commy2 and joko // Jonas
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* Sets a public variable, but wait a certain amount of ACE_time to transfer the value over the network. Changing the value by calling this function again resets the windup timer.
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* Sets a public variable, but wait a certain amount of time to transfer the value over the network. Changing the value by calling this function again resets the windup timer.
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*
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* Arguments:
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* 0: Object the variable should be assigned to <OBJECT>
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* 1: Name of the variable <STRING>
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* 2: Value of the variable <ANY>
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* 3: Windup ACE_time <NUMBER> (default: 1)
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* 3: Windup time <NUMBER> (default: 1)
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*
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* Return Value:
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* None
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@ -19,7 +19,7 @@
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params ["_unit", "_varName", "_maxDelay"];
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// Create the publish scheduler PFH the first ACE_time
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// Create the publish scheduler PFH the first time
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if (isNil QGVAR(publishSchedId)) then {
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GVAR(publishVarNames) = [];
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GVAR(publishNextTime) = 1e7;
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@ -1,6 +1,6 @@
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/*
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* Author: esteldunedain
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* Executes a code once with a given game ACE_time delay, using a PFH
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* Executes a code once with a given game time delay, using a PFH
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*
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* Arguments:
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* 0: Code to execute <CODE>
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@ -63,7 +63,7 @@ if (isNull _holder) then {
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if (isNull _holder) exitWith {
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[_caller, _target, "Debug: Null Holder"] call FUNC(eventTargetFinish);
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};
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//Make sure only one drop operation at a ACE_time (using PFEH system as a queue)
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//Make sure only one drop operation at a time (using PFEH system as a queue)
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if (_holder getVariable [QGVAR(holderInUse), false]) exitWith {
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[{
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_this call FUNC(disarmDropItems);
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@ -61,7 +61,7 @@ if (_target isKindOf "CAManBase") then {
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[_unit, _target, true] call EFUNC(common,claim);
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// prevents draging and carrying at the same ACE_time
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// prevents draging and carrying at the same time
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_unit setVariable [QGVAR(isCarrying), true, true];
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// required for aborting animation
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@ -45,7 +45,7 @@ if (_target isKindOf "CAManBase") then {
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[_target, "AinjPpneMrunSnonWnonDb_grab", 2, true] call EFUNC(common,doAnimation);
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};
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// prevents draging and carrying at the same ACE_time
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// prevents draging and carrying at the same time
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_unit setVariable [QGVAR(isDragging), true, true];
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[FUNC(startDragPFH), 0.2, [_unit, _target, ACE_time + 5]] call CBA_fnc_addPerFrameHandler;
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@ -31,7 +31,7 @@ if (!alive _target || {_unit distance _target > 10}) then {
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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};
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// timeout. Do nothing. Quit. ACE_time, because anim length is linked to ingame ACE_time.
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// timeout. Do nothing. Quit. ACE_time, because anim length is linked to ingame time.
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if (ACE_time > _timeOut) exitWith {
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[_idPFH] call CBA_fnc_removePerFrameHandler;
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@ -7,7 +7,7 @@
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* 1: Max range (-1 to ignore) <NUMBER>
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* 2: Explosive <ARRAY>
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* 0: Explosive <OBJECT>
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* 1: Fuse ACE_time <NUMBER>
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* 1: Fuse time <NUMBER>
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*
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* Return Value:
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* None
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@ -75,7 +75,7 @@ if (ACE_time - GVAR(time) > 1 and GVAR(time) != -1 and count _this < 3) then {
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private ["_magazineType", "_ammoType", "_initSpeed", "_airFriction", "_timeToLive", "_simulationStep", "_initSpeedCoef", "_velocityMagnitude"];
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// estimate ACE_time to target
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// estimate time to target
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_magazineType = _vehicle currentMagazineTurret _turret;
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_ammoType = getText (configFile >> "CfgMagazines" >> _magazineType >> "ammo");
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_initSpeed = getNumber (configFile >> "CfgMagazines" >> _magazineType >> "initSpeed");
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@ -19,7 +19,7 @@ EXPLODE_2_PVT(_this,_params,_pfhId);
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_interval = ACE_time - GVAR(lastUpdateTime);
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// Update the g-forces at constant game ACE_time intervals
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// Update the g-forces at constant game time intervals
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if (_interval < INTERVAL) exitWith {};
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if (isNull ACE_player) exitWith {};
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@ -103,7 +103,7 @@ _affected = _grenade nearEntities ["CAManBase", 20];
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GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
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GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
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//PARTIALRECOVERY - start decreasing effect over ACE_time
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//PARTIALRECOVERY - start decreasing effect over time
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[{
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params ["_strength"];
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@ -2,7 +2,7 @@
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#include "script_component.hpp"
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TRACE_1("enter", _this);
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#define __LOCKONTIMERANDOM 2 // Deviation in lock on ACE_time
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#define __LOCKONTIMERANDOM 2 // Deviation in lock on time
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if((count _this) > 0) then {
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uiNameSpace setVariable ['ACE_RscOptics_javelin',_this select 0];
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@ -29,7 +29,7 @@ uiNameSpace setVariable [QGVAR(arguments),
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0, // Run Time
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0, // Lock Time
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0, // Sound timer
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(random __LOCKONTIMERANDOM), // random lock ACE_time addition
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(random __LOCKONTIMERANDOM), // random lock time addition
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-1
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]
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];
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@ -9,7 +9,7 @@
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* 2: Magazine is a belt <BOOL>
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*
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* Return Value:
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* Array in format [ACE_time, isBullet, array of ammo counts] <ARRAY>
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* Array in format [time, isBullet, array of ammo counts] <ARRAY>
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*
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* Example:
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* [10, [1,2,3,8], false] call ace_magazinerepack_fnc_simulateRepackEvents =
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@ -26,7 +26,7 @@ _fnc_blendColor = {
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(_c1 select 3) * (1 - _alpha) + (_c2 select 3) * _alpha]
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};
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// Ambient light tint depending on ACE_time of day
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// Ambient light tint depending on time of day
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_lightTint = switch (true) do {
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case (sunOrMoon == 1.0) : { [0.5,0.5,0.5,1] };
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case (sunOrMoon > 0.80) : {[[1.0 - overcast,0.2,0,1], [1,1,1,1], (sunOrMoon - 0.8)/0.2] call _fnc_blendColor};
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@ -10,7 +10,7 @@ if (!(_unit getVariable ["ACE_isUnconscious", false])) then {
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[_unit, QGVAR(unconscious), false] call EFUNC(common,setCaptivityStatus);
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};
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// Remove maximum unconsciousness ACE_time handler
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// Remove maximum unconsciousness time handler
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_maxUnconHandle = _unit getVariable [QGVAR(maxUnconTimeHandle), -1];
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if (_maxUnconHandle > 0) then {
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[_maxUnconHandle] call CBA_fnc_removePerFrameHandler;
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@ -5,7 +5,7 @@
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* Arguments:
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* 0: The unit <OBJECT>
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* 1: value <NUMBER>
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* 2: ACE_time in seconds <NUMBER>
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* 2: time in seconds <NUMBER>
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* 3: callback <CODE>
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*
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* Return Value:
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@ -7,7 +7,7 @@
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* 1: Medication Treatment classname <STRING>
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* 2: The medication treatment variablename <STRING>
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* 3: Max dosage <NUMBER>
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* 4: The ACE_time in the system <NUMBER>
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* 4: The time in the system <NUMBER>
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* 5: Incompatable medication <ARRAY<STRING>>
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*
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* Return Value:
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@ -1,7 +1,7 @@
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/*
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* Author: Glowbal
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* Play the injured sound for a unit if the unit is damaged. The sound broadcasted across MP.
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* Will not play if the unit has already played a sound within to close a ACE_time frame.
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* Will not play if the unit has already played a sound within to close a time frame.
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* Delay: With minimal damage (below 1), the delay is (10 + random(50)) seconds. Otherwise it is 60 seconds / damage.
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*
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* Arguments:
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@ -5,7 +5,7 @@
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* Arguments:
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* 0: The unit that will be put in an unconscious state <OBJECT>
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* 1: Set unconsciouns <BOOL> (default: true)
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* 2: Minimum unconscious ACE_time <NUMBER> (default: (round(random(10)+5)))
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* 2: Minimum unconscious time <NUMBER> (default: (round(random(10)+5)))
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* 3: Force AI Unconscious (skip random death chance) <BOOL> (default: false)
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*
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* ReturnValue:
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@ -84,7 +84,7 @@ _resistance = _target getvariable [QGVAR(peripheralResistance), 100];
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_resistance = _resistance + _viscosityChange;
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_target setvariable [QGVAR(peripheralResistance), _resistance max 0];
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// Call back to ensure that the medication is decreased over ACE_time
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// Call back to ensure that the medication is decreased over time
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[_target, _classname, _varName, _maxDose, _timeInSystem, _inCompatableMedication, _viscosityChange, _painReduce] call FUNC(onMedicationUsage);
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true
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@ -51,5 +51,5 @@ while {(_numberOfAttempts < MAX_ATTEMPTS) && {(abs _error) > 0.2}} do {
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};
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if (_numberOfAttempts >= MAX_ATTEMPTS) exitWith {[]};
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//return the elevation and ACE_time required
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//return the elevation and time required
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[_solutionElevation, (_lastTestResult select 1)]
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@ -45,7 +45,7 @@ _currentVelocity = [0, (_muzzleVelocity * cos _angleDeg), (_muzzleVelocity * sin
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_currentTime = 0;
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_lastPos = _currentPos;
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_kCoefficent = -1 * _relDensity * _airFriction; //save ACE_time in the loop and compute once
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_kCoefficent = -1 * _relDensity * _airFriction; //save time in the loop and compute once
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while {((_currentVelocity select 2) > 0) || ((_currentPos select 2) >= _heightOfTarget)} do {
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_lastPos = _currentPos;
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@ -64,7 +64,7 @@ _linConversion = linearConversion [(_lastPos select 2), (_currentPos select 2),
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_middlePos = (_lastPos vectorMultiply (1 - _linConversion)) vectorAdd (_currentPos vectorMultiply (_linConversion));
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// _middlePosOld = (_lastPos vectorAdd _currentPos) vectorMultiply 0.5;
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//Same to find travel ACE_time
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//Same to find travel time
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_middleTotalTravelTime = _currentTime - (_timeStep * (1-_linConversion));
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//Find shot offset (from crosswind), in degrees
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@ -16,7 +16,7 @@
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EXPLODE_3_PVT(_this,_temperature,_barrelMass,_totalTime);
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// If a long ACE_time passed since the last shot, there's no need to calculate anything; the weapon should be cool
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// If a long time passed since the last shot, there's no need to calculate anything; the weapon should be cool
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if (_totalTime > 1800) exitWith {0};
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private ["_barrelSurface", "_time", "_deltaTime"];
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@ -21,5 +21,5 @@ _target selectWeapon _weapon;
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if (currentWeapon _target != _weapon) exitWith {};
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if (currentMagazine _target != "") exitWith {};
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// command is wip, reload ACE_time for launchers is not intended.
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// command is wip, reload time for launchers is not intended.
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_target addWeaponItem [_weapon, _magazine];
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@ -44,7 +44,7 @@ _horizontal = _display displayCtrl 13;
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_vertical ctrlSetText (str _elevation);
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_horizontal ctrlSetText (str _windage);
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// Set the ACE_time when to hide the knobs
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// Set the time when to hide the knobs
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GVAR(timeToHide) = ACE_diagTime + 3.0;
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if !(isNil QGVAR(fadePFH)) exitWith {};
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