Cealnup quotes, capitalization, function headers

This commit is contained in:
jonpas 2016-06-12 23:56:00 +02:00
parent f0b0b49f3c
commit b40915dd12
12 changed files with 64 additions and 37 deletions

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@ -3,29 +3,29 @@ class CfgVehicles {
class CAManBase: Man {
class ACE_Actions {
class ACE_MainActions {
class GVAR(WeapontoGunbag) {
displayName = CSTRING(toGunbag);
class GVAR(weaponToGunbag) {
displayName = CSTRING(ToGunbag);
condition = QUOTE(([_target] call FUNC(hasGunbag)) && {[ARR_2(_player,_target)] call FUNC(canInteract) == 0});
statement = QUOTE([ARR_2(_player,_target)] call FUNC(toGunbag));
showDisabled = 0;
priority = 1;
icon = PATHTOF(ui\gunbag_icon_ca.paa);
icon = QPATHTOF(ui\gunbag_icon_ca.paa);
};
class GVAR(WeaponoffGunbag) {
displayName = CSTRING(offGunbag);
class GVAR(weaponOffGunbag) {
displayName = CSTRING(OffGunbag);
condition = QUOTE(([_target] call FUNC(hasGunbag)) && {[ARR_2(_player,_target)] call FUNC(canInteract) == 1});
statement = QUOTE([ARR_2(_player,_target)] call FUNC(offGunbag));
showDisabled = 0;
priority = 1;
icon = PATHTOF(ui\gunbag_icon_ca.paa);
icon = QPATHTOF(ui\gunbag_icon_ca.paa);
};
class GVAR(StatusGunbag) {
class GVAR(statusGunbag) {
displayName = CSTRING(Status);
condition = QUOTE([_target] call FUNC(hasGunbag));
statement = QUOTE([_target] call FUNC(status));
showDisabled = 0;
priority = 2;
icon = PATHTOF(ui\gunbag_icon_ca.paa);
icon = QPATHTOF(ui\gunbag_icon_ca.paa);
};
};
};
@ -33,35 +33,35 @@ class CfgVehicles {
class ACE_SelfActions {
class ACE_Equipment {
class GVAR(actions) {
displayName = CSTRING(displayname);
displayName = CSTRING(Displayname);
condition = QUOTE([_player] call FUNC(hasGunbag));
showDisabled = 0;
priority = 0.1;
icon = PATHTOF(ui\gunbag_icon_ca.paa);
icon = QPATHTOF(ui\gunbag_icon_ca.paa);
class GVAR(WeapontoGunbag) {
displayName = CSTRING(toGunbag);
class GVAR(weaponToGunbag) {
displayName = CSTRING(ToGunbag);
condition = QUOTE([ARR_2(_player,_player)] call FUNC(canInteract) == 0);
statement = QUOTE([ARR_2(_player,_player)] call FUNC(toGunbag));
showDisabled = 0;
priority = 1;
icon = PATHTOF(ui\gunbag_icon_ca.paa);
icon = QPATHTOF(ui\gunbag_icon_ca.paa);
};
class GVAR(WeaponoffGunbag) {
displayName = CSTRING(offGunbag);
class GVAR(weaponOffGunbag) {
displayName = CSTRING(OffGunbag);
condition = QUOTE([ARR_2(_player,_player)] call FUNC(canInteract) == 1);
statement = QUOTE([ARR_2(_player,_player)] call FUNC(offGunbag));
showDisabled = 0;
priority = 1;
icon = PATHTOF(ui\gunbag_icon_ca.paa);
icon = QPATHTOF(ui\gunbag_icon_ca.paa);
};
class GVAR(StatusGunbag) {
class GVAR(statusGunbag) {
displayName = CSTRING(Status);
condition = QUOTE([_player] call FUNC(hasGunbag));
statement = QUOTE([_player] call FUNC(status));
showDisabled = 0;
priority = 2;
icon = PATHTOF(ui\gunbag_icon_ca.paa);
icon = QPATHTOF(ui\gunbag_icon_ca.paa);
};
};
};

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@ -8,3 +8,4 @@ Adds a gunbag for DMRs.
The people responsible for merging changes to this component or answering potential questions.
- [commy2](https://github.com/commy2)

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@ -6,7 +6,9 @@ class CfgPatches {
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ace_interaction", "ace_movement"};
author[] = {"Ir0n1E"};
author = ECSTRING(common,ACETeam);
authors[] = {"Ir0n1E"};
url = ECSTRING(main,URL);
VERSION_CONFIG;
};
};

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@ -1,6 +1,6 @@
/*
* Author: Ir0n1E
* calculate mass of weapon an items
* Calculate mass of weapon an items.
*
* Arguments:
* 0: Weapon <STRING>
@ -10,6 +10,9 @@
* Return Value:
* Mass <NUMBER>
*
* Example:
* ["weapon", ["item1", "item2"], ["mag1", "mag2"]] call ace_gunbag_fnc_calculateMass
*
* Public: No
*/
#include "script_component.hpp"

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@ -1,6 +1,6 @@
/*
* Author: Ir0n1E
* Check if client able to interact with gunbag
* Check if client able to interact with gunbag.
*
* Arguments:
* 0: Unit <OBJECT>
@ -9,6 +9,9 @@
* Return Value:
* <NUMBER> -1: can't interact 0: empty gunbag 1: full gunbag
*
* Example:
* _canInteract = [player, target] call ace_gunbag_fnc_canInteract
*
* Public: No
*/
#include "script_component.hpp"

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@ -1,12 +1,15 @@
/*
* Author: Ir0n1E
* switches gunbag full/empty for mass calculation
* Switches gunbag full/empty for mass calculation.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* (BOOL)
* Has Gunbag <BOOL>
*
* Example:
* [player] call ace_gunbag_fnc_hasGunbag
*
* Public: No
*/

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@ -1,13 +1,16 @@
/*
* Author: Ir0n1E
* get weapon out of gunbag
* Get weapon out of gunbag.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Target <OBJECT>
*
* Return Value:
* Nothing
* None
*
* Example:
* [player, target] call ace_gunbag_fnc_toGunbag
*
* Public: No
*/

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@ -1,13 +1,16 @@
/*
* Author: Ir0n1E
* get weapon out of gunbag
* Get weapon out of gunbag.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Target <OBJECT>
*
* Return Value:
* Nothing
* None
*
* Example:
* [player, target] call ace_gunbag_fnc_offGunbagCallback
*
* Public: No
*/

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@ -1,12 +1,15 @@
/*
* Author: Ir0n1E
* check gunbag status full/empty
* Check gunbag status full/empty.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Nothing
* None
*
* Example:
* [player] call ace_gunbag_fnc_status
*
* Public: No
*/

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@ -1,13 +1,16 @@
/*
* Author: Ir0n1E
* put weapon into gunbag
* Put weapon into gunbag.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Target <OBJECT>
*
* Return Value:
* Nothing
* None
*
* Example:
* [player, target] call ace_gunbag_fnc_toGunbag
*
* Public: No
*/

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@ -1,13 +1,16 @@
/*
* Author: Ir0n1E
* put weapon into gunbag
* Put weapon into gunbag.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Target <OBJECT>
*
* Return Value:
* Nothing
* None
*
* Example:
* [player, target] call ace_gunbag_fnc_toGunbagCallback
*
* Public: No
*/

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@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="gunbag">
<Package name="Gunbag">
<Key ID="STR_ACE_Gunbag_DisplayName">
<English>Gunbag</English>
<German>Waffentasche</German>
@ -9,11 +9,11 @@
<English>Gunbag (Tan)</English>
<German>Waffentasche (Tan)</German>
</Key>
<Key ID="STR_ACE_Gunbag_toGunbag">
<Key ID="STR_ACE_Gunbag_ToGunbag">
<English>Put weapon into gunbag</English>
<German>Lege Waffe in Waffentasche</German>
</Key>
<Key ID="STR_ACE_Gunbag_offGunbag">
<Key ID="STR_ACE_Gunbag_OffGunbag">
<English>Get weapon out of gunbag</English>
<German>Hole Waffe aus Waffentasche</German>
</Key>
@ -21,7 +21,7 @@
<English>Status Gunbag</English>
<German>Status Waffentasche</German>
</Key>
<Key ID="STR_ACE_Gunbag_empty">
<Key ID="STR_ACE_Gunbag_Empty">
<English>Gunbag Empty</English>
<German>Waffentasche leer</German>
</Key>