General - Use QUOTE(ADDON) for status effects (#10195)

Use ADDON for status effects
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johnb432 2024-08-12 15:15:09 +02:00 committed by GitHub
parent 43d42c85cd
commit ada7b93219
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GPG Key ID: B5690EEEBB952194
23 changed files with 59 additions and 59 deletions

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@ -50,8 +50,8 @@ if (_unit == _attachToVehicle) then { //Self Attachment
} else { } else {
GVAR(placeAction) = PLACE_WAITING; GVAR(placeAction) = PLACE_WAITING;
[_unit, "forceWalk", "ACE_Attach", true] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Attach", true] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call CBA_fnc_execNextFrame; [{[localize LSTRING(PlaceAction), ""] call EFUNC(interaction,showMouseHint)}, []] call CBA_fnc_execNextFrame;
_unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)]; _unit setVariable [QGVAR(placeActionEH), [_unit, "DefaultAction", {true}, {GVAR(placeAction) = PLACE_APPROVE;}] call EFUNC(common,AddActionEventHandler)];
@ -88,8 +88,8 @@ if (_unit == _attachToVehicle) then { //Self Attachment
{!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then { {!([_attachToVehicle, _unit, _itemClassname] call FUNC(canAttach))}) then {
[_idPFH] call CBA_fnc_removePerFrameHandler; [_idPFH] call CBA_fnc_removePerFrameHandler;
[_unit, "forceWalk", "ACE_Attach", false] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Attach", false] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[] call EFUNC(interaction,hideMouseHint); [] call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler); [_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
_unit removeAction _actionID; _unit removeAction _actionID;

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@ -40,12 +40,12 @@ if (_respawn > 3) then {
if (_unit getVariable [QGVAR(isHandcuffed), false]) then { if (_unit getVariable [QGVAR(isHandcuffed), false]) then {
[_unit, false] call FUNC(setHandcuffed); [_unit, false] call FUNC(setHandcuffed);
}; };
[_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set); [_unit, "setCaptive", QGVAR(handcuffed), false] call EFUNC(common,statusEffect_set);
if (_unit getVariable [QGVAR(isSurrendering), false]) then { if (_unit getVariable [QGVAR(isSurrendering), false]) then {
[_unit, false] call FUNC(setSurrendered); [_unit, false] call FUNC(setSurrendered);
}; };
[_unit, "setCaptive", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set); [_unit, "setCaptive", QGVAR(surrendered), false] call EFUNC(common,statusEffect_set);
if (_unit getVariable [QGVAR(isEscorting), false]) then { if (_unit getVariable [QGVAR(isEscorting), false]) then {
_unit setVariable [QGVAR(isEscorting), false, true]; _unit setVariable [QGVAR(isEscorting), false, true];

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@ -41,8 +41,8 @@ if ((_unit getVariable [QGVAR(isHandcuffed), false]) isEqualTo _state) exitWith
if (_state) then { if (_state) then {
_unit setVariable [QGVAR(isHandcuffed), true, true]; _unit setVariable [QGVAR(isHandcuffed), true, true];
[_unit, "setCaptive", QGVAR(Handcuffed), true] call EFUNC(common,statusEffect_set); [_unit, "setCaptive", QGVAR(handcuffed), true] call EFUNC(common,statusEffect_set);
[_unit, "blockRadio", QGVAR(Handcuffed), true] call EFUNC(common,statusEffect_set); [_unit, "blockRadio", QGVAR(handcuffed), true] call EFUNC(common,statusEffect_set);
if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop if (_unit getVariable [QGVAR(isSurrendering), false]) then { //If surrendering, stop
[_unit, false] call FUNC(setSurrendered); [_unit, false] call FUNC(setSurrendered);
@ -82,8 +82,8 @@ if (_state) then {
}, [_unit], 0.01] call CBA_fnc_waitAndExecute; }, [_unit], 0.01] call CBA_fnc_waitAndExecute;
} else { } else {
_unit setVariable [QGVAR(isHandcuffed), false, true]; _unit setVariable [QGVAR(isHandcuffed), false, true];
[_unit, "setCaptive", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set); [_unit, "setCaptive", QGVAR(handcuffed), false] call EFUNC(common,statusEffect_set);
[_unit, "blockRadio", QGVAR(Handcuffed), false] call EFUNC(common,statusEffect_set); [_unit, "blockRadio", QGVAR(handcuffed), false] call EFUNC(common,statusEffect_set);
//remove AnimChanged EH //remove AnimChanged EH
private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1]; private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];

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@ -44,8 +44,8 @@ if (_state) then {
_unit setVariable [QGVAR(isSurrendering), true, true]; _unit setVariable [QGVAR(isSurrendering), true, true];
[_unit, "setCaptive", QGVAR(Surrendered), true] call EFUNC(common,statusEffect_set); [_unit, "setCaptive", QGVAR(surrendered), true] call EFUNC(common,statusEffect_set);
[_unit, "blockRadio", QGVAR(Surrendered), true] call EFUNC(common,statusEffect_set); [_unit, "blockRadio", QGVAR(surrendered), true] call EFUNC(common,statusEffect_set);
if (_unit == ACE_player) then { if (_unit == ACE_player) then {
["captive", [false, false, false, false, false, false, false, false, false, true]] call EFUNC(common,showHud); ["captive", [false, false, false, false, false, false, false, false, false, true]] call EFUNC(common,showHud);
@ -71,8 +71,8 @@ if (_state) then {
}, [_unit], 0.01] call CBA_fnc_waitAndExecute; }, [_unit], 0.01] call CBA_fnc_waitAndExecute;
} else { } else {
_unit setVariable [QGVAR(isSurrendering), false, true]; _unit setVariable [QGVAR(isSurrendering), false, true];
[_unit, "setCaptive", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set); [_unit, "setCaptive", QGVAR(surrendered), false] call EFUNC(common,statusEffect_set);
[_unit, "blockRadio", QGVAR(Surrendered), false] call EFUNC(common,statusEffect_set); [_unit, "blockRadio", QGVAR(surrendered), false] call EFUNC(common,statusEffect_set);
//remove AnimChanged EH //remove AnimChanged EH
private _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1]; private _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];

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@ -19,16 +19,16 @@
//Status Effect EHs: //Status Effect EHs:
[QGVAR(setStatusEffect), LINKFUNC(statusEffect_set)] call CBA_fnc_addEventHandler; [QGVAR(setStatusEffect), LINKFUNC(statusEffect_set)] call CBA_fnc_addEventHandler;
["forceWalk", false, ["ace_advanced_fatigue", "ACE_SwitchUnits", "ACE_Attach", "ace_dragging", "ACE_Explosives", "ACE_Ladder", "ACE_Sandbag", "ACE_refuel", "ACE_rearm", "ACE_Trenches", "ace_medical_fracture"]] call FUNC(statusEffect_addType); ["forceWalk", false, ["ace_advanced_fatigue", "ace_attach", "ace_dragging", "ace_explosives", QEGVAR(medical,fracture), "ace_rearm", "ace_refuel", "ace_sandbag", "ace_switchunits", "ace_tacticalladder", "ace_trenches"]] call FUNC(statusEffect_addType);
["blockSprint", false, ["ace_advanced_fatigue", "ace_dragging", "ace_medical_fracture"]] call FUNC(statusEffect_addType); ["blockSprint", false, ["ace_advanced_fatigue", "ace_dragging", QEGVAR(medical,fracture)]] call FUNC(statusEffect_addType);
["setCaptive", true, [QEGVAR(captives,Handcuffed), QEGVAR(captives,Surrendered)]] call FUNC(statusEffect_addType); ["setCaptive", true, [QEGVAR(captives,handcuffed), QEGVAR(captives,surrendered)]] call FUNC(statusEffect_addType);
["blockDamage", false, ["fixCollision", "ACE_cargo"]] call FUNC(statusEffect_addType); ["blockDamage", false, ["fixCollision", "ace_cargo"]] call FUNC(statusEffect_addType);
["blockEngine", false, ["ACE_Refuel"]] call FUNC(statusEffect_addType); ["blockEngine", false, ["ace_refuel"]] call FUNC(statusEffect_addType);
["blockThrow", false, ["ACE_Attach", "ACE_concertina_wire", "ace_dragging", "ACE_Explosives", "ACE_Ladder", "ACE_rearm", "ACE_refuel", "ACE_Sandbag", "ACE_Trenches", "ACE_tripod"]] call FUNC(statusEffect_addType); ["blockThrow", false, ["ace_attach", "ace_concertina_wire", "ace_dragging", "ace_explosives", "ace_rearm", "ace_refuel", "ace_sandbag", "ace_tacticalladder", "ace_trenches", "ace_tripod"]] call FUNC(statusEffect_addType);
["setHidden", true, ["ace_unconscious"]] call FUNC(statusEffect_addType); ["setHidden", true, ["ace_unconscious"]] call FUNC(statusEffect_addType);
["blockRadio", false, [QEGVAR(captives,Handcuffed), QEGVAR(captives,Surrendered), "ace_unconscious"]] call FUNC(statusEffect_addType); ["blockRadio", false, [QEGVAR(captives,handcuffed), QEGVAR(captives,surrendered), "ace_unconscious"]] call FUNC(statusEffect_addType);
["blockSpeaking", false, ["ace_unconscious"]] call FUNC(statusEffect_addType); ["blockSpeaking", false, ["ace_unconscious"]] call FUNC(statusEffect_addType);
["disableWeaponAssembly", false, ["ace_common", "ace_common_lockVehicle", "ace_csw"]] call FUNC(statusEffect_addType); ["disableWeaponAssembly", false, ["ace_common", QGVAR(lockVehicle), "ace_csw"]] call FUNC(statusEffect_addType);
["lockInventory", true, [], true] call FUNC(statusEffect_addType); ["lockInventory", true, [], true] call FUNC(statusEffect_addType);
[QGVAR(forceWalk), { [QGVAR(forceWalk), {

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@ -29,8 +29,8 @@ if (!isClass (configFile >> "CfgVehicles" >> _setupObjectClass)) exitWith {ERROR
private _p3dModel = getText (configFile >> "CfgVehicles" >> _setupObjectClass >> "model"); private _p3dModel = getText (configFile >> "CfgVehicles" >> _setupObjectClass >> "model");
if (_p3dModel == "") exitWith {ERROR("No Model");}; //"" - will crash game! if (_p3dModel == "") exitWith {ERROR("No Model");}; //"" - will crash game!
[_unit, "forceWalk", "ACE_Explosives", true] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Explosives", true] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
//Show mouse buttons: //Show mouse buttons:
[localize LSTRING(PlaceAction), localize LSTRING(CancelAction), localize LSTRING(ScrollAction)] call EFUNC(interaction,showMouseHint); [localize LSTRING(PlaceAction), localize LSTRING(CancelAction), localize LSTRING(ScrollAction)] call EFUNC(interaction,showMouseHint);
@ -149,8 +149,8 @@ GVAR(TweakedAngle) = 0;
[_pfID] call CBA_fnc_removePerFrameHandler; [_pfID] call CBA_fnc_removePerFrameHandler;
GVAR(pfeh_running) = false; GVAR(pfeh_running) = false;
[_unit, "forceWalk", "ACE_Explosives", false] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Explosives", false] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[] call EFUNC(interaction,hideMouseHint); [] call EFUNC(interaction,hideMouseHint);
[_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler); [_unit, "DefaultAction", (_unit getVariable [QGVAR(placeActionEH), -1])] call EFUNC(common,removeActionEventHandler);
[_unit, "zoomtemp", (_unit getVariable [QGVAR(cancelActionEH), -1])] call EFUNC(common,removeActionEventHandler); [_unit, "zoomtemp", (_unit getVariable [QGVAR(cancelActionEH), -1])] call EFUNC(common,removeActionEventHandler);

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@ -38,8 +38,8 @@ if (_actionID != -1) then {
_unit removeAction _actionID; _unit removeAction _actionID;
_unit setVariable [QGVAR(ReleaseActionID), nil]; _unit setVariable [QGVAR(ReleaseActionID), nil];
}; };
[_unit, "forceWalk", "ACE_rearm", false] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_rearm", false] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
if (_unholster) then { if (_unholster) then {
REARM_UNHOLSTER_WEAPON REARM_UNHOLSTER_WEAPON

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@ -19,8 +19,8 @@
params ["_dummy", "_unit"]; params ["_dummy", "_unit"];
REARM_HOLSTER_WEAPON; REARM_HOLSTER_WEAPON;
[_unit, "forceWalk", "ACE_rearm", true] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_rearm", true] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[ [
TIME_PROGRESSBAR(5), TIME_PROGRESSBAR(5),

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@ -36,8 +36,8 @@ if (_vehicle == _unit) exitWith {
[_unit, _magazineClass, _rounds] call EFUNC(csw,reload_handleReturnAmmo); [_unit, _magazineClass, _rounds] call EFUNC(csw,reload_handleReturnAmmo);
}; };
[_unit, "forceWalk", "ACE_rearm", true] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_rearm", true] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
private _dummy = [_unit, _magazineClass] call FUNC(createDummy); private _dummy = [_unit, _magazineClass] call FUNC(createDummy);
[_dummy, _unit] call FUNC(pickUpAmmo); [_dummy, _unit] call FUNC(pickUpAmmo);

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@ -24,4 +24,4 @@ private _nozzle = _unit getVariable [QGVAR(nozzle), objNull];
if (isNull _nozzle) exitWith {}; if (isNull _nozzle) exitWith {};
[_unit, _nozzle] call FUNC(dropNozzle); [_unit, _nozzle] call FUNC(dropNozzle);
[_unit, "forceWalk", "ACE_refuel", false] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);

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@ -48,7 +48,7 @@ if (isNull _nozzle || {_source != _nozzle getVariable QGVAR(source)}) exitWith {
_source setVariable [QEGVAR(dragging,canCarry), _source getVariable [QGVAR(canCarryLast), false], true]; _source setVariable [QEGVAR(dragging,canCarry), _source getVariable [QGVAR(canCarryLast), false], true];
_source setVariable [QEGVAR(dragging,canDrag), _source getVariable [QGVAR(canDragLast), false], true]; _source setVariable [QEGVAR(dragging,canDrag), _source getVariable [QGVAR(canDragLast), false], true];
[_source, "blockEngine", "ACE_Refuel", false] call EFUNC(common,statusEffect_set); [_source, "blockEngine", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
}, },
"", "",
localize LSTRING(ReturnAction), localize LSTRING(ReturnAction),

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@ -23,8 +23,8 @@
#define END_PFH \ #define END_PFH \
_unit setVariable [QGVAR(hint), nil]; \ _unit setVariable [QGVAR(hint), nil]; \
call EFUNC(interaction,hideMouseHint); \ call EFUNC(interaction,hideMouseHint); \
[_unit, "forceWalk", "ACE_refuel", false] call EFUNC(common,statusEffect_set); \ [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); \
[_unit, "blockThrow", "ACE_refuel", false] call EFUNC(common,statusEffect_set); \ [_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); \
[_idPFH] call CBA_fnc_removePerFrameHandler; [_idPFH] call CBA_fnc_removePerFrameHandler;
params ["_unit", "_nozzle"]; params ["_unit", "_nozzle"];

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@ -80,7 +80,7 @@ params [
_nozzle setVariable [QGVAR(attachPos), _attachPos, true]; _nozzle setVariable [QGVAR(attachPos), _attachPos, true];
_nozzle setVariable [QGVAR(source), _source, true]; _nozzle setVariable [QGVAR(source), _source, true];
[_source, "blockEngine", "ACE_Refuel", true] call EFUNC(common,statusEffect_set); [_source, "blockEngine", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
_source setVariable [QGVAR(isConnected), true, true]; _source setVariable [QGVAR(isConnected), true, true];
_source setVariable [QGVAR(ownedNozzle), _nozzle, true]; _source setVariable [QGVAR(ownedNozzle), _nozzle, true];
@ -100,8 +100,8 @@ params [
_unit call EFUNC(common,fixLoweredRifleAnimation); _unit call EFUNC(common,fixLoweredRifleAnimation);
_unit action ["SwitchWeapon", _unit, _unit, 299]; _unit action ["SwitchWeapon", _unit, _unit, 299];
[_unit, "forceWalk", "ACE_refuel", true] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_refuel", true] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[_unit, _nozzle] call FUNC(startNozzleInHandsPFH); [_unit, _nozzle] call FUNC(startNozzleInHandsPFH);
}, },

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@ -18,8 +18,8 @@
params ["_unit"]; params ["_unit"];
// prevent the placing unit from running // prevent the placing unit from running
[_unit, "forceWalk", "ACE_Sandbag", true] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Sandbag", true] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
// create the sandbag // create the sandbag
private _sandBag = createVehicle ["ACE_SandbagObject_NoGeo", [0, 0, 0], [], 0, "NONE"]; private _sandBag = createVehicle ["ACE_SandbagObject_NoGeo", [0, 0, 0], [], 0, "NONE"];

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@ -21,8 +21,8 @@ params ["_unit", "_key"];
if (_key != 1 || {GVAR(deployPFH) == -1}) exitWith {}; if (_key != 1 || {GVAR(deployPFH) == -1}) exitWith {};
// enable running again // enable running again
[_unit, "forceWalk", "ACE_Sandbag", false] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Sandbag", false] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
// delete placement dummy // delete placement dummy
deleteVehicle GVAR(sandBag); deleteVehicle GVAR(sandBag);

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@ -18,8 +18,8 @@
params ["_unit"]; params ["_unit"];
// enable running again // enable running again
[_unit, "forceWalk", "ACE_Sandbag", false] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Sandbag", false] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
// remove sandbag from inventory // remove sandbag from inventory
_unit removeItem "ACE_Sandbag_empty"; _unit removeItem "ACE_Sandbag_empty";

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@ -36,7 +36,7 @@ if (vehicle _playerUnit == _playerUnit) then {
removeAllContainers _playerUnit; removeAllContainers _playerUnit;
_playerUnit linkItem "ItemMap"; _playerUnit linkItem "ItemMap";
[_playerUnit, "forceWalk", "ACE_SwitchUnits", true] call EFUNC(common,statusEffect_set); [_playerUnit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[] call FUNC(addMapFunction); [] call FUNC(addMapFunction);
}; };

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@ -23,8 +23,8 @@ params ["_unit", "_key"];
if (_key != 1 || {isNull GVAR(ladder)}) exitWith {}; if (_key != 1 || {isNull GVAR(ladder)}) exitWith {};
// enable running again // enable running again
[_unit, "forceWalk", "ACE_Ladder", false] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Ladder", false] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
detach GVAR(ladder); detach GVAR(ladder);

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@ -19,8 +19,8 @@
params ["_unit", "_ladder"]; params ["_unit", "_ladder"];
// enable running again // enable running again
[_unit, "forceWalk", "ACE_Ladder", false] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Ladder", false] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
private _pos1 = getPosASL _ladder; private _pos1 = getPosASL _ladder;
private _pos2 = _ladder modelToWorldWorld (_ladder selectionPosition "check2"); private _pos2 = _ladder modelToWorldWorld (_ladder selectionPosition "check2");

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@ -21,8 +21,8 @@
params ["_unit", "_ladder"]; params ["_unit", "_ladder"];
// prevent the placing unit from running // prevent the placing unit from running
[_unit, "forceWalk", "ACE_Ladder", true] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Ladder", true] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
{ {
_ladder animate [_x, 0]; _ladder animate [_x, 0];

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@ -21,8 +21,8 @@ params ["_unit", "_key"];
if (_key != 1 || {GVAR(digPFH) == -1}) exitWith {}; if (_key != 1 || {GVAR(digPFH) == -1}) exitWith {};
// enable running again // enable running again
[_unit, "forceWalk", "ACE_Trenches", false] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Trenches", false] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
// delete placement dummy // delete placement dummy
deleteVehicle GVAR(trench); deleteVehicle GVAR(trench);

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@ -18,8 +18,8 @@
params ["_unit"]; params ["_unit"];
// enable running again // enable running again
[_unit, "forceWalk", "ACE_Trenches", false] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Trenches", false] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set);
// remove dig pfh // remove dig pfh
[GVAR(digPFH)] call CBA_fnc_removePerFrameHandler; [GVAR(digPFH)] call CBA_fnc_removePerFrameHandler;

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@ -27,8 +27,8 @@ GVAR(trenchPlacementData) = getArray (configFile >> "CfgVehicles" >> _trenchClas
TRACE_1("",GVAR(trenchPlacementData)); TRACE_1("",GVAR(trenchPlacementData));
// prevent the placing unit from running // prevent the placing unit from running
[_unit, "forceWalk", "ACE_Trenches", true] call EFUNC(common,statusEffect_set); [_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
[_unit, "blockThrow", "ACE_Trenches", true] call EFUNC(common,statusEffect_set); [_unit, "blockThrow", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set);
// create the trench // create the trench
private _trench = createVehicle [_noGeoModel, [0, 0, 0], [], 0, "NONE"]; private _trench = createVehicle [_noGeoModel, [0, 0, 0], [], 0, "NONE"];