Fix tabs in sqf files

This commit is contained in:
Glowbal 2015-12-21 17:05:48 +01:00
parent 0addb592d3
commit c1fa81f28b
12 changed files with 27 additions and 27 deletions

View File

@ -24,7 +24,7 @@ _hitPointDamages = getAllHitPointsDamage _object;
// get correct format for objects without hitpoints
if (_hitPointDamages isEqualTo []) then {
_hitPointDamages = [[],[],[]];
_hitPointDamages = [[],[],[]];
};
// this prevents physx objects from floating when near other physx objects with allowDamage false

View File

@ -26,5 +26,5 @@ _selectBinocular = currentWeapon _unit == _binocular;
_unit addWeapon _binocular;
if (_selectBinocular) then {
_unit selectWeapon _binocular;
_unit selectWeapon _binocular;
};

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@ -52,10 +52,10 @@ if (_mode == 0) then {
];
{
_found = false;
_no = nearestObjects [_x, [typeOf _wire], 3]; //diag_log _no; diag_log ".....";
_no = _no - [_wire]; //diag_log _no;
_no = nearestObjects [_x, [typeOf _wire], 3]; //diag_log _no; diag_log ".....";
_no = _no - [_wire]; //diag_log _no;
if (count _no > 0) exitWith {
_found = true; //diag_log "found";
_found = true; //diag_log "found";
};
} forEach _wireCheckPosAr;
// Double coil found!

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@ -23,8 +23,8 @@ private "_inBuilding";
_inBuilding = [_unit] call FUNC(isObjectOnObject);
if !(_unit getVariable ["ACE_isUnconscious", false]) then {
// play release animation
_unit playAction "released";
// play release animation
_unit playAction "released";
};
// prevent collision damage

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@ -6,6 +6,6 @@ params ["_ctrl", "_index", "_text"];
//systemChat str (_text != ARR_SELECT(GVAR(ParsedTextCached),_index,"-1"));
if (_text != ARR_SELECT(GVAR(ParsedTextCached),_index,"-1")) then {
GVAR(ParsedTextCached) set [_index, _text];
_ctrl ctrlSetStructuredText parseText _text;
GVAR(ParsedTextCached) set [_index, _text];
_ctrl ctrlSetStructuredText parseText _text;
};

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@ -22,7 +22,7 @@ params ["_unit", "_team"];
// display message
if (_unit == ACE_player) then {
private "_message";
private "_message";
if (_team == "MAIN") then {
_message = localize LSTRING(LeftTeam);

View File

@ -26,11 +26,11 @@ if (alive _target) then {
_genericMessages pushBack LSTRING(diagnoseDead);
};
if (_target getVariable[QGVAR(hasLostBlood), 0] > 0) then {
if (_target getVariable[QGVAR(hasLostBlood), 0] > 1) then {
_genericMessages pushBack LSTRING(lostBloodALot);
} else {
_genericMessages pushBack LSTRING(lostBlood);
};
if (_target getVariable[QGVAR(hasLostBlood), 0] > 1) then {
_genericMessages pushBack LSTRING(lostBloodALot);
} else {
_genericMessages pushBack LSTRING(lostBlood);
};
} else {
_genericMessages pushBack LSTRING(noBloodloss);
};

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@ -26,10 +26,10 @@ if !([_unit] call FUNC(canClimb)) exitWith {
if !(_unit getVariable [QGVAR(isClimbInit), false]) then {
_unit addEventHandler ["AnimChanged", {
if (local (_this select 0) && {_this select 1 == "ACE_Climb"}) then {
// abort climb animation
if !(_this call FUNC(canClimb)) then {
[_this select 0, "AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
};
// abort climb animation
if !(_this call FUNC(canClimb)) then {
[_this select 0, "AmovPercMstpSnonWnonDnon", 2] call EFUNC(common,doAnimation);
};
};
}];

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@ -10,7 +10,7 @@ _display = _this select 0;
_control = _display displayCtrl 1713154;
if (!ctrlShown (_display displayCtrl 154)) exitWith {
_control ctrlShow false;
_control ctrlShow false;
};
private ["_sizeX", "_sizeY"];

View File

@ -25,7 +25,7 @@ _control = (uiNamespace getVariable ["ACE_dlgSoldier", displayNull]) displayCtrl
if (isNull _control) exitWith {};
if (_show) then {
private "_config";
private "_config";
_config = configFile >> "RscInGameUI" >> "RscUnitInfoSoldier" >> "WeaponInfoControlsGroupLeft" >> "controls" >> "CA_ModeTexture";
_control ctrlSetPosition [getNumber (_config >> "x"), getNumber (_config >> "y"), getNumber (_config >> "w"), getNumber (_config >> "h")];

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@ -64,8 +64,8 @@ if (GVAR(camMode) == 0) then {
_vector = _vector vectorAdd [0,0,_distance*sin(-_tilt)];
// Update the position of the target camera (used for smooth unit tracking)
_target camSetPos ((_unit modelToWorldVisual [0,0,0]) vectorAdd [0,0,1.5]);
_target camCommit 0;
_target camSetPos ((_unit modelToWorldVisual [0,0,0]) vectorAdd [0,0,1.5]);
_target camCommit 0;
// Update the relative position of the unit camera
_camera camSetRelPos _vector;

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@ -36,9 +36,9 @@ _zoom = (call CBA_fnc_getFov) select 1;
if ((vehicle ACE_player) isKindOf "Air") exitWith {
if (_zoom > VD_ZOOM_NORMAL) then {
// Dynamically set Object View Distance based on player's Zoom Level and View Distance
setObjectViewDistance ((_zoom / VD_ZOOM_DIVISION_AIR * (viewDistance - GVAR(fovBasedPFHminimalViewDistance))) + GVAR(fovBasedPFHminimalViewDistance));
setObjectViewDistance ((_zoom / VD_ZOOM_DIVISION_AIR * (viewDistance - GVAR(fovBasedPFHminimalViewDistance))) + GVAR(fovBasedPFHminimalViewDistance));
} else {
setObjectViewDistance (GVAR(fovBasedPFHminimalViewDistance) + viewDistance / 10);
setObjectViewDistance (GVAR(fovBasedPFHminimalViewDistance) + viewDistance / 10);
};
TRACE_2("FoV Based",getObjectViewDistance select 0,_zoom);
};
@ -46,8 +46,8 @@ if ((vehicle ACE_player) isKindOf "Air") exitWith {
// Land
if (_zoom > VD_ZOOM_NORMAL) then {
// Dynamically set Object View Distance based on player's Zoom Level and View Distance
setObjectViewDistance ((_zoom / VD_ZOOM_DIVISION * (viewDistance - GVAR(fovBasedPFHminimalViewDistance))) + GVAR(fovBasedPFHminimalViewDistance));
setObjectViewDistance ((_zoom / VD_ZOOM_DIVISION * (viewDistance - GVAR(fovBasedPFHminimalViewDistance))) + GVAR(fovBasedPFHminimalViewDistance));
} else {
setObjectViewDistance GVAR(fovBasedPFHminimalViewDistance);
setObjectViewDistance GVAR(fovBasedPFHminimalViewDistance);
};
TRACE_2("FoV Based",getObjectViewDistance select 0,_zoom);