Cleanup some configs and array spacing
This commit is contained in:
Neviothr 2017-08-30 01:47:01 +03:00 committed by PabstMirror
parent 5ca113d0ba
commit abc91f1564
15 changed files with 80 additions and 87 deletions

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@ -1,7 +1,5 @@
class CfgFontFamilies
{
class PixelSplitterBold
{
class CfgFontFamilies {
class PixelSplitterBold {
fonts[] = { QPATHTOF(PixelSplitterBold\PixelSplitterBold6),
QPATHTOF(PixelSplitterBold\PixelSplitterBold7),
QPATHTOF(PixelSplitterBold\PixelSplitterBold8),

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@ -1,4 +1,3 @@
class CfgMovesBasic {
class StandBase;
};

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@ -1,4 +1,3 @@
class Extended_PostInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_postInit));

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@ -1,7 +1,7 @@
// by commy2
// By commy2
#include "script_component.hpp"
// unmute unit if that player disconnects
// Unmute unit if that player disconnects
if (isServer) then {
addMissionEventHandler ["HandleDisconnect", {
[_this select 0, "isPlayer"] call EFUNC(common,unmuteUnit);
@ -15,14 +15,14 @@ if (!isNull ace_player) then {
[ace_player, "isPlayer"] call EFUNC(common,muteUnit);
};
// mutes/unmutes units when the player changes
// Mutes/unmutes units when the player changes
["unit", {
params ["_newPlayer", "_oldPlayer"];
// mute the new player
// Mute the new player
[_newPlayer, "isPlayer"] call EFUNC(common,muteUnit);
// unmute the old player
// Unmute the old player
if (alive _oldPlayer) then {
[_oldPlayer, "isPlayer"] call EFUNC(common,unmuteUnit);
};

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@ -1,4 +1,3 @@
class CfgActions {
class None;
class Rearm: None {

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@ -1,4 +1,3 @@
class Extended_PreStart_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preStart));

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@ -11,7 +11,7 @@ class RscInGameUI {
class ACE_RscWeaponZeroing: RscWeaponZeroing {
controls[] = {"CA_Zeroing", "CA_FOVMode", "ACE_DrawReticleHelper", "ACE_ScriptedReticle"};
class CA_FOVMode: RscOpticsValue { // idea by Taosenai. Apparently this can be used via isNil check to determine wheter the scope or the kolimator is used
class CA_FOVMode: RscOpticsValue { // Idea by Taosenai. Apparently this can be used via isNil check to determine wheter the scope or the kolimator is used
idc = 154;
style = 2;
colorText[] = {0, 0, 0, 0};
@ -40,9 +40,9 @@ class RscInGameUI {
};
class ACE_RscWeapon_base: RscWeaponZeroing {
controls[] = {"CA_Zeroing","CA_FOVMode","ACE_DrawReticleHelper","ReticleDay","ReticleNight","BodyNight","BodyDay", "trippleHeadLeft", "trippleHeadRight"}; // don't change this order
controls[] = {"CA_Zeroing", "CA_FOVMode", "ACE_DrawReticleHelper", "ReticleDay", "ReticleNight", "BodyNight", "BodyDay", "trippleHeadLeft", "trippleHeadRight"}; // Don't change this order
class CA_FOVMode: RscOpticsValue { // idea by Taosenai. Apparently this can be used via isNil check to determine wheter the scope or the kolimator is used
class CA_FOVMode: RscOpticsValue { // Idea by Taosenai. Apparently this can be used via isNil check to determine wheter the scope or the kolimator is used
idc = 154;
style = 2;
colorText[] = {0, 0, 0, 0};

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@ -1,4 +1,3 @@
PREP(handleFired);
PREP(onDrawScope);
PREP(onDrawScope2D);

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@ -23,7 +23,7 @@ TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectil
disableSerialization;
// check if compatible scope is used
// Check if compatible scope is used
private _display = uiNamespace getVariable [QGVAR(RscWeaponInfo2D), displayNull];
if (isNull _display) exitWith {};

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@ -78,7 +78,7 @@ if (_isPIP) then {
};
};
// calculate lighting
// Calculate lighting
private _dayOpacity = call EFUNC(common,ambientBrightness);
private _nightOpacity = [1, 0] select (_dayOpacity == 1);