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https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
reformatted function headers, removed value type checking, and changed lazy eval.
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668d222a3f
commit
c09c2a170c
@ -7,10 +7,9 @@
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* green / red / blue, respectively.
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* green / red / blue, respectively.
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*
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*
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* Arguments:
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* Arguments:
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* 0: Projectile to be tracked. <OBJECT>
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* 0: Projectile to be tracked <OBJECT>
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* 1: Add projectile hit/explode/defelceted event handlers. <BOOL>
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* 1: Add projectile hit/explode/defelceted event handlers <BOOL> (default: true)
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* 2: Is the round fired by a unit on the same side as the player
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* 2: Should the round track be blue. True results in blue traces, false in red <BOOL> (default: true)
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* true results in blue traces, false in red. <BOOL>
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*
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*
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* Return Value:
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* Return Value:
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* Nothing Useful
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* Nothing Useful
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@ -24,10 +23,10 @@
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params [
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params [
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"_projectile",
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"_projectile",
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["_addProjectileEventHandlers", true],
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["_addProjectileEventHandlers", true],
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["_isSidePlayer", true]
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["_isTraceBlue", true]
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];
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];
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if (_isSidePlayer) then {
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if (_isTraceBlue) then {
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GVAR(dev_trackLines) set [getObjectID _projectile, [[getPosATL _projectile], [0, 0, 1, 1]]];
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GVAR(dev_trackLines) set [getObjectID _projectile, [[getPosATL _projectile], [0, 0, 1, 1]]];
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} else {
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} else {
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GVAR(dev_trackLines) set [getObjectID _projectile, [[getPosATL _projectile], [1, 0, 0, 1]]];
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GVAR(dev_trackLines) set [getObjectID _projectile, [[getPosATL _projectile], [1, 0, 0, 1]]];
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@ -5,11 +5,11 @@
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* fragments that could be fired from a weapon.
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* fragments that could be fired from a weapon.
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*
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*
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* Arguments:
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* Arguments:
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* 0: Log ammo types that wouldn't normally frag. <BOOL> (Default: false)
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* 0: Log ammo types that wouldn't normally frag <BOOL> (default: false)
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* 1: Only print ammo without ACE_frag entries, inherited or otherwise. <BOOL> (Default: true)
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* 1: Only print ammo without ACE_frag entries, inherited or otherwise <BOOL> (default: true)
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* 2: Only export ammo classes of classes referenced in CfgMagazines and their
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* 2: Only export ammo classes of classes referenced in CfgMagazines and their
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* submunitions. <BOOL> (Default: false)
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* submunitions <BOOL> (default: false)
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* 3: Force a CSV format on debug print. <BOOL> (Default: false)
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* 3: Force a CSV format on debug print. <BOOL> (default: false)
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*
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*
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* Return Value:
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* Return Value:
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* None
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* None
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@ -18,4 +18,6 @@
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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
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TRACE_10("firedEH:",_unit,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile,_vehicle,_gunner,_turret);
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TRACE_10("firedEH:",_unit,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile,_vehicle,_gunner,_turret);
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[_projectile, true, [side group _unit, side group ACE_player] call BIS_fnc_sideIsFriendly] call FUNC(dev_addRound);
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if (GVAR(debugOptions) && {_ammo call FUNC(shouldFrag) || {_ammo call FUNC(shouldSpall)}}) then {
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[_projectile, true, [side group _unit, side group ACE_player] call BIS_fnc_sideIsFriendly] call FUNC(dev_addRound);
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};
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@ -1,12 +1,11 @@
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#include "..\script_component.hpp"
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#include "..\script_component.hpp"
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/*
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/*
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* Author: Lambda.Tiger, based on fnc_dev_debugAmmo by "ACE-Team"
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* Author: Lambda.Tiger, based on fnc_dev_debugAmmo by "ACE-Team"
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* Dumps all ammo types to see if there's any reason to spawn fragments
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* Dumps all ammo types to see if there's any reason to spawn fragments given hit power and distance.
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* given hit power and distance. Good for grasping the values used in
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* Good for grasping the values used in shouldFrag to cull non-fragmenting rounds.
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* shouldFrag to cull non-fragmenting rounds.
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*
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*
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* Arguments:
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* Arguments:
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* 0: Display rounds that will never frag (power < 5). <BOOL> (default: false)
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* 0: Display rounds that will never frag <BOOL> (default: false)
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*
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*
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* Return Value:
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* Return Value:
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* None
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* None
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@ -4,22 +4,21 @@
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* Add a colored sphere at a specified point.
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* Add a colored sphere at a specified point.
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*
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*
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* Arguments:
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* Arguments:
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* 0: ASL position to add sphere. <ARRAY>
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* 0: Position (posASL) to add sphere <ARRAY>
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* 1: Color of sphere. <STRING> (Default: Blue)
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* 1: Color of sphere <STRING> (default: "blue")
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*
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*
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* Return Value:
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* Return Value:
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* None
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* None
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*
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*
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* Example:
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* Example:
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* [getPosASL player, "blue"] call ace_frag_fnc_dev_sphereDraw;
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* [getPosASL player, "red"] call ace_frag_fnc_dev_sphereDraw;
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*
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*
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* Public: No
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* Public: No
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*/
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*/
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params [
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params ["_posASL", ["_color", "blue"]];
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"_posASL",
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["_color", "blue", [""]]
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if (!isServer) exitWith {};
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];
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if (_color select [0,1] != "(") then {
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if (_color select [0,1] != "(") then {
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_color = switch (toLowerANSI _color) do {
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_color = switch (toLowerANSI _color) do {
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@ -1,12 +1,11 @@
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#include "..\script_component.hpp"
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#include "..\script_component.hpp"
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/*
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/*
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* Author: Lambda.Tiger
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* Author: Lambda.Tiger
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* Add a hit box outline to an object, outdated for unit hits as they
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* Add a hit box outline to an object.
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* use hit-point locations.
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*
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*
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* Arguments:
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* Arguments:
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* 0: Object that should have it's hit box drawn. <OBJECT>
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* 0: Object that should have it's hit box drawn <OBJECT> (default: objNull)
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* 1: Add sphere at object origin. <BOOL> (Default: true)
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* 1: Add sphere at object origin <BOOL> (default: true)
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*
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*
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* Return Value:
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* Return Value:
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* None
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* None
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@ -18,8 +17,8 @@
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*/
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*/
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params [
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params [
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["_object", objNull, [objNull]],
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["_object", objNull],
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["_addSphere", true, [true]]
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["_addSphere", true]
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];
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];
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TRACE_2("Adding hitbox",_object,_addSphere);
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TRACE_2("Adding hitbox",_object,_addSphere);
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@ -46,7 +45,7 @@ switch (stance _object) do {
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};
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};
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private _centerPoint = ASLToAGL getPosASL _object;
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private _centerPoint = ASLToAGL getPosASL _object;
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if (GVAR(dbgSphere) && {_addSphere && {isNull objectParent _object}}) then {
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if (GVAR(dbgSphere) && _addSphere && {isNull objectParent _object}) then {
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private _centerSphere = [getPosASL _object, "yellow"] call FUNC(dev_sphereDraw);
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private _centerSphere = [getPosASL _object, "yellow"] call FUNC(dev_sphereDraw);
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_centerSphere disableCollisionWith _object;
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_centerSphere disableCollisionWith _object;
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_centerSphere attachTo [_object, _object worldToModel _centerPoint];
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_centerSphere attachTo [_object, _object worldToModel _centerPoint];
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@ -67,9 +66,9 @@ private _points = [
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];
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];
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private _color = switch (side _object) do {
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private _color = switch (side _object) do {
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case east: {[1, 0, 0, 1]};
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case east: {[0.8, 0, 0, 1]};
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case resistance: {[0, 1, 0, 1]};
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case resistance: {[0, 0.8, 0, 1]};
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default {[0, 0, 1, 1]};
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default {[0, 0, 0.8, 1]};
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};
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};
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GVAR(dev_hitBoxes) set [getObjectID _object, [_object, _points, _color]];
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GVAR(dev_hitBoxes) set [getObjectID _object, [_object, _points, _color]];
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@ -4,9 +4,9 @@
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* This function adds an object to have its course tracked (every frame).
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* This function adds an object to have its course tracked (every frame).
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*
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*
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* Arguments:
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* Arguments:
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* 0: Object to draw track OBJECT>
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* 0: Object to draw track OBJECT> (default: "objNull")
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* 1: Color of trace <STRING>
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* 1: Color of trace <STRING> (default: "blue")
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* 2: Whether the object is a projectile or whether to add projectile EHs <BOOL>
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* 2: Whether the object is a projectile or whether to add projectile EHs <BOOL> (default: false)
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*
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*
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* Return Value:
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* Return Value:
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* None
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* None
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@ -18,12 +18,13 @@
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*/
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*/
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params [
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params [
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["_object", objNull, [objNull]],
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["_object", objNull],
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["_color", "blue", ["blue"]],
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["_color", "blue"],
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["_isProj", false, [false]]
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["_isProj", false]
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];
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];
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TRACE_3("devDraw",_object,_color,_isProj);
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TRACE_3("devDraw",_object,_color,_isProj);
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// pick color and add it to the array
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// pick color and add it to the array
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private _colorArray = switch (toLowerANSI _color) do {
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private _colorArray = switch (toLowerANSI _color) do {
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case "purple": {[0.8, 0, 0.8, 1]};
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case "purple": {[0.8, 0, 0.8, 1]};
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@ -41,7 +42,7 @@ GVAR(dev_trackLines) set [getObjectID _object, [[getPosATL _object], _colorArray
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// event handler to track round and cleanup when round is "dead"
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// event handler to track round and cleanup when round is "dead"
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[
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[
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{
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{
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if (isGamePaused) exitWith {};
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if (isGamePaused || setAccTime == 0) exitWith {};
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params ["_object", "_handle"];
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params ["_object", "_handle"];
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if (!alive _object) exitWith {
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if (!alive _object) exitWith {
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