Merge branch 'master' into fixForEachDeleteAt

# Conflicts:
#	addons/common/XEH_postInit.sqf
This commit is contained in:
SilentSpike 2015-11-18 13:27:04 +00:00
commit d1dff4a24a
35 changed files with 89 additions and 57 deletions

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@ -56,7 +56,7 @@ if (_state) then {
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
local _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
if (_animChangedEHID != -1) then {
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
@ -92,7 +92,7 @@ if (_state) then {
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
//remove AnimChanged EH
local _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
private _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(handcuffAnimEHID), -1];

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@ -48,7 +48,7 @@ if (_state) then {
if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
local _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
private _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
if (_animChangedEHID != -1) then {
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
@ -68,7 +68,7 @@ if (_state) then {
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
//remove AnimChanged EH
local _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
private _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(surrenderAnimEHID), -1];

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@ -166,7 +166,7 @@
<Portuguese>Fazer unidade se render</Portuguese>
<French>Faire capituler l'unité</French>
<Hungarian>Egység kapitulálása</Hungarian>
<Russian>Сделать юнита пленным</Russian>
<Russian>Заставить юнита сдаться</Russian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSurrender_Description">
<English>Sync a unit to make them surrender.&lt;br /&gt;Source: ace_captives</English>
@ -177,15 +177,17 @@
<Portuguese>Sincroniza uma unidade para fazer com que ela se renda. &lt;br/&gt;Fonte: ace_captives</Portuguese>
<French>Synchronise une unité pour la rendre captive. &lt;br/&gt;Source: ace_captives</French>
<Hungarian>Egység szinkronizálása, hogy kapituláljon.&lt;br /&gt;Forrás: ace_captives</Hungarian>
<Russian>Синхронизируйте с юнитами, чтобы сделать их пленными.&lt;br /&gt;Источник: ace_captives</Russian>
<Russian>Синхронизируйте с юнитами, чтобы заставить их сдаться в плен.&lt;br /&gt;Источник: ace_captives</Russian>
</Key>
<Key ID="STR_ACE_Captives_ModuleHandcuffed_DisplayName">
<English>Make Unit Handcuffed</English>
<Portuguese>Fazer unidade algemada</Portuguese>
<Russian>Связать юнита</Russian>
</Key>
<Key ID="STR_ACE_Captives_ModuleHandcuffed_Description">
<English>Sync a unit to make them handcuffed.&lt;br /&gt;Source: ace_captives</English>
<Portuguese>Sincronizar uma unidade para deixá-la algemada.&lt;br/&gt;Source: ace_captives</Portuguese>
<Russian>Синхронизируйте с юнитами, чтобы сделать их связанными.&lt;br /&gt;Источник: ace_captives</Russian>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_DisplayName">
<English>Captives Settings</English>

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@ -13,7 +13,7 @@
//Handle the waitAndExec array:
while {!(GVAR(waitAndExecArray) isEqualTo []) && {GVAR(waitAndExecArray) select 0 select 0 <= ACE_Time}} do {
local _entry = GVAR(waitAndExecArray) deleteAt 0;
private _entry = GVAR(waitAndExecArray) deleteAt 0;
(_entry select 2) call (_entry select 1);
};

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@ -18,7 +18,7 @@
params ["_var", ["_depth", 0, [0]]];
local _pad = "";
private _pad = "";
for "_i" from 0 to _depth do {
_pad = _pad + toString [9];

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@ -17,7 +17,7 @@
params ["_unit"];
local _vehicle = vehicle _unit;
private _vehicle = vehicle _unit;
if (_unit == _vehicle) exitWith {[]};
scopeName "main";

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@ -14,11 +14,11 @@
params ["_unit"];
local _vehicle = vehicle _unit;
private _vehicle = vehicle _unit;
if (_unit == _vehicle) exitWith {false};
local _config = configFile >> "CfgVehicles" >> typeOf _vehicle;
private _config = configFile >> "CfgVehicles" >> typeOf _vehicle;
if (getNumber (_config >> "hideProxyInCombat") != 1) exitWith {false};
@ -26,10 +26,10 @@ if (_unit == driver _vehicle) exitWith {
getNumber (_config >> "forceHideDriver") == 0; // return
};
local _turret = [_unit] call FUNC(getTurretIndex);
private _turret = [_unit] call FUNC(getTurretIndex);
if (_turret isEqualTo []) exitWith {false};
local _turretConfig = [_config, _turret] call FUNC(getTurretConfigPath);
private _turretConfig = [_config, _turret] call FUNC(getTurretConfigPath);
getNumber (_turretConfig >> "forceHideGunner") == 0; // return

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@ -19,7 +19,7 @@
params ["_unit", "_muzzle", "_mode"];
local _index = 0;
private _index = 0;
while {
_index < 100 && {currentMuzzle _unit != _muzzle || {currentWeaponMode _unit != _mode}}

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@ -148,7 +148,7 @@ if (_backpack != "") then {
_unit addBackpack _backpack;
if (_clearBackpack) then {
local _backpackObject = unitBackpack _unit;
private _backpackObject = unitBackpack _unit;
clearMagazineCargoGlobal _backpackObject;
clearWeaponCargoGlobal _backpackObject;

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@ -14,13 +14,13 @@
BEGIN_COUNTER(timePFH);
local _lastTickTime = ACE_diagTime;
local _lastGameTime = ACE_gameTime;
private _lastTickTime = ACE_diagTime;
private _lastGameTime = ACE_gameTime;
ACE_gameTime = time;
ACE_diagTime = diag_tickTime;
local _delta = ACE_diagTime - _lastTickTime;
private _delta = ACE_diagTime - _lastTickTime;
if (ACE_gameTime <= _lastGameTime) then {
TRACE_1("paused",_delta);

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@ -54,6 +54,7 @@
<German>Heben/Senken</German>
<Polish>Wyżej/Niżej</Polish>
<Portuguese>Levantar/Abaixar</Portuguese>
<Russian>Поднять/Опустить</Russian>
</Key>
</Package>
</Project>

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@ -95,7 +95,7 @@ GVAR(OldGlasses) = "#NULLSTRING";
}] call EFUNC(common,addEventHandler);
// check goggles
local _fnc_checkGoggles = {
private _fnc_checkGoggles = {
params ["_unit"];
if (GVAR(EffectsActive)) then {

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@ -28,7 +28,7 @@ _effects set [DIRT, true];
SETGLASSES(_unit,_effects);
if ([_unit] call FUNC(isGogglesVisible)) then {
local _dirtImage = getText (configFile >> "CfgGlasses" >> goggles _unit >> "ACE_OverlayDirt");
private _dirtImage = getText (configFile >> "CfgGlasses" >> goggles _unit >> "ACE_OverlayDirt");
if (_dirtImage != "") then {
GVAR(GogglesEffectsLayer) cutRsc ["RscACE_GogglesEffects", "PLAIN", 0.1, false];

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@ -54,7 +54,7 @@ GVAR(DustHandler) = [{
if (ACE_diagTime >= GETDUSTT(DTIME) + 3) then {
SETDUST(DAMOUNT,CLAMP(GETDUSTT(DAMOUNT)-1,0,2));
local _amount = 1 - (GETDUSTT(DAMOUNT) * 0.125);
private _amount = 1 - (GETDUSTT(DAMOUNT) * 0.125);
if !(_unit getVariable ["ACE_EyesDamaged", false]) then {
GVAR(PostProcessEyes) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [_amount, _amount, _amount, _amount], [1, 1, 1, 0]];

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@ -27,7 +27,7 @@ _fnc_underCover = {
if (vehicle _unit != _unit && {!isTurnedOut _unit}) exitWith {true};
// looking up and no roof over head
local _position = eyePos _unit;
private _position = eyePos _unit;
positionCameraToWorld [0, 0, 1] select 2 < (positionCameraToWorld [0, 0, 0] select 2) - 0.4 || {(lineIntersects [_position, _position vectorAdd [0, 0, 15], _unit])} // return
};

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@ -86,7 +86,7 @@ if (_safe) exitWith {};
// apply rotor wash effect
if (_rotorWash select 1 > 0) then {
local _scale = 0.7;
private _scale = 0.7;
if (_rotorWash select 1 > 0) then {
_scale = CLAMP(0.3 * (_rotorWash select 1),0.1,0.3);

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@ -73,7 +73,7 @@ SETDUST(DTIME,ACE_diagTime);
// apply dust effect if the amount of fired bullets is over the threshold
if (GETDUSTT(DAMOUNT) < 2) then {
local _bulletsRequired = 100;
private _bulletsRequired = 100;
if (isNumber (configFile >> _cloudType >> QGVAR(BulletCount))) then {
_bulletsRequired = getNumber (configFile >> _cloudType >> QGVAR(BulletCount));

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@ -26,7 +26,9 @@ GVAR(EffectsActive) = false;
_unit setVariable ["ACE_EyesDamaged", false];
[GVAR(DustHandler)] call CBA_fnc_removePerFrameHandler;
if (GVAR(DustHandler) != -1) then {
[GVAR(DustHandler)] call CBA_fnc_removePerFrameHandler;
};
GVAR(DustHandler) = -1;
true

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@ -17,7 +17,7 @@
params ["_glasses"];
local _config = configFile >> "CfgGlasses" >> _glasses;
private _config = configFile >> "CfgGlasses" >> _glasses;
if (!isClass _config) exitWith {false};

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@ -21,11 +21,11 @@
params ["_unit", ["_radius", 15]];
local _rotorWash = [false, 0];
private _rotorWash = [false, 0];
{
if (isEngineOn _x) then {
local _distance = _unit distance _x;
private _distance = _unit distance _x;
// convert distance to 0...1 range, where 0 is the maximum radius
_distance = 1 - _distance / _radius;

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@ -29,7 +29,7 @@ GVAR(isOpeningDoor) = false;
if (_unit == ACE_player) then {
addCamShake [4, 0.5, 5];
local _message = parseText format ([["%1 &gt;", localize LSTRING(YouWereTappedRight)], ["&lt; %1", localize LSTRING(YouWereTappedLeft)]] select (_shoulderNum == 0));
private _message = parseText format ([["%1 &gt;", localize LSTRING(YouWereTappedRight)], ["&lt; %1", localize LSTRING(YouWereTappedLeft)]] select (_shoulderNum == 0));
[_message] call FUNC(displayTextStructured);
};
}] call EFUNC(common,addEventHandler);

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@ -19,9 +19,9 @@
params ["_object"];
TRACE_1("params",_object);
local _typeOf = typeOf _object;
private _typeOf = typeOf _object;
local _returnValue = if (_typeOf != "") then {
private _returnValue = if (_typeOf != "") then {
//If the fence has configEntry we can check it directly
(1 == (getNumber (configFile >> "CfgVehicles" >> _typeOf >> QGVAR(isFence))));
} else {

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@ -260,11 +260,13 @@
<English>Set Channel At Start</English>
<Polish>Ust. domyślny kanał</Polish>
<Portuguese>Definir canal no início</Portuguese>
<Russian>Установить канал на старте</Russian>
</Key>
<Key ID="STR_ACE_Map_DefaultChannel_Description">
<English>Change the starting marker channel at mission start</English>
<Polish>Ustaw domyślny kanał dla markerów przy starcie misji</Polish>
<Portuguese>Muda o canal do marcador no início da missão</Portuguese>
<Russian>Изменить начальный канал для установки маркеров при запуске миссии</Russian>
</Key>
</Package>
</Project>

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@ -4,126 +4,157 @@
<Key ID="STR_ACE_map_gestures_moduleSettings_displayName">
<English>Map Gestures</English>
<Portuguese>Gestos no mapa</Portuguese>
<Russian>Жесты на карте</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_enabled_displayName">
<English>Enabled</English>
<Portuguese>Ativado</Portuguese>
<Russian>Включено</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_maxRange_displayName">
<English>Map Gesture Max Range</English>
<Portuguese>Distância para gestos no mapa</Portuguese>
<Russian>Макс. дистанция жестов на карте</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_maxRange_description">
<English>Max range between players to show the map gesture indicator [default: 7 meters]</English>
<Portuguese>Distância max. entre os jogadores para mostrar o indicador de gesto no mapa [padrão: 7 metros]</Portuguese>
<Russian>Макс. дистанция между игроками для отображения жестов на карте [по-умолчанию: 7 метров]</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_defaultLeadAlpha_displayName">
<English>Lead Default Alpha</English>
<Portuguese>Transparência padrão do líder</Portuguese>
<Russian>Лид. прозрачность по-умолчанию</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_defaultLeadAlpha_description">
<English>Fallback Alpha value for group leaders.</English>
<Portuguese>Valor de transparência alternativo para líderes de grupo</Portuguese>
<Russian>Значение прозрачности для лидеров групп.</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_defaultAlpha_displayName">
<English>Default Alpha</English>
<Portuguese>Transparência padrão</Portuguese>
<Russian>Прозрачность по-умолчанию</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_defaultAlpha_descriptions">
<English>Fallback Alpha value.</English>
<Portuguese>Valor alternativo de transparência</Portuguese>
<Russian>Значение прозрачности по-умолчанию.</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_defaultLeadColor_displayName">
<English>Lead Default Color</English>
<Portuguese>Cor padrão para o líder</Portuguese>
<Russian>Лид. цвет по-умолчанию</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_defaultLeadColor_description">
<English>Fallback Color value for group leaders.</English>
<Portuguese>Valor de cor alternativa para líderes de grupo</Portuguese>
<Russian>Значение цвета для лидеров групп.</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_defaultColor_displayName">
<English>Default Color</English>
<Portuguese>Cor padrão</Portuguese>
<Russian>Цвет по-умолчанию</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_defaultColor_description">
<English>Fallback Color value.</English>
<Portuguese>Valor alternativo de cor</Portuguese>
<Russian>Значение цвета.</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_leadAlpha_displayName">
<English>Lead Alpha</English>
<Portuguese>Transparência do líder</Portuguese>
<Russian>Лид. прозрачность</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_leadAlpha_description">
<English>Alpha value for group leaders of groups synced with this module.</English>
<Portuguese>Valor de transparência para líderes de grupo sincronizados com este módulo.</Portuguese>
<Russian>Значение прозрачности для лидеров групп, которые [группы] синхронизированы с этим модулем.</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_alpha_displayName">
<English>Alpha</English>
<Portuguese>Transparência</Portuguese>
<Russian>Прозрачность</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_alpha_description">
<English>Alpha value for group members of groups synced with this module.</English>
<Portuguese>Valor de transparência para membros de grupo sincronizados com este módulo.</Portuguese>
<Russian>Значение прозрачности для членов групп, которые [группы] синхронизированы с этим модулем.</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_leadColor_displayName">
<English>Lead Color</English>
<Portuguese>Cor do líder</Portuguese>
<Russian>Лид. цвет</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_leadColor_description">
<English>Color value for group leaders of groups synced with this module.</English>
<Portuguese>Valor de cor para líderes de grupo sincronizados com este módulo.</Portuguese>
<Russian>Значение цвета для лидеров групп, которые [группы] синхронизированы с этим модулем.</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_color_displayName">
<English>Color</English>
<Portuguese>Cor</Portuguese>
<Russian>Цвет</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_color_description">
<English>Color value for group members of groups synced with this module.</English>
<Portuguese>Valor de cor para membros de grupo sincronizados com este módulo.</Portuguese>
<Russian>Значение цвета для членов групп, которые [группы] синхронизированы с этим модулем.</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_moduleGroupSettings_displayName">
<English>Map Gestures - Group Settings</English>
<Portuguese>Gestos no mapa - Definições de Grupo</Portuguese>
<Russian>Жесты на карте - настройки групп</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_interval_displayName">
<English>Update Interval</English>
<Portuguese>Intervalo de atualizações</Portuguese>
<Russian>Интервал обновления</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_interval_description">
<English>Time between data updates.</English>
<Portuguese>Tempo entre atualização de dados</Portuguese>
<Russian>Время между обновлениями данных.</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_GroupColorConfigurations_displayName">
<English>Group color configurations</English>
<Portuguese>Configurações de cores de grupo</Portuguese>
<Russian>Конфигурация цвета групп</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_GroupColorConfigurations_description">
<English>Group color configuration containing arrays of color pairs ([leadColor, color]).</English>
<Portuguese>Configuração de cores de grupo contendo arrays com pares de cores ([leadColor, color]).</Portuguese>
<Russian>Конфигурация цвета групп содержит массив цветовых пар ([лид. цвет, цвет]).</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_GroupColorConfigurationMapping_description">
<English>Hash of Group ID mapped to the Group color configuration index.</English>
<Portuguese>Hashes de ID de grupos mapeados para o índice de configuração de cor de grupos.</Portuguese>
<Russian>Хеш ID групп, соответствующих индексам конфигурации цвета групп.</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_GroupColorConfigurationMapping_displayName">
<English>GroupID Color configuration mapping</English>
<Portuguese>Mapeamento de configuração para cores de GroupID</Portuguese>
<Russian>Соответствие ID групп конфигурации цвета групп</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_enabled_description">
<English>Enables the Map Gestures.</English>
<Portuguese>Ativa os gestos no mapa</Portuguese>
<Russian>Включает указания на карте.</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_nameTextColor_displayName">
<English>Name Text Color</English>
<Portuguese>Cor do texto do nome</Portuguese>
<Russian>Цвет текста имени</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_nameTextColor_description">
<English>Color of the name tag text besides the map gestures mark.</English>
<Portuguese>Cor do texto da etiqueta de nome que fica embaixo da marcação de gestos no mapa.</Portuguese>
<Russian>Цвет инмени игрока рядом с маркером жестов.</Russian>
</Key>
<Key ID="STR_ACE_map_gestures_mapGestures_category">
<English>Map Gestures</English>
<Portuguese>Gestos no mapa</Portuguese>
<Russian>Жесты на карте</Russian>
</Key>
</Package>
</Project>
</Project>

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@ -47,7 +47,7 @@ if (_selection in R_LEG_SELECTIONS) exitwith {"leg_r"};*/
//Backup method to detect weird selections/hitpoints
if ((_selection == "?") || {!(_selection in GVAR(SELECTIONS))}) exitWith {
if (_hitPointIndex < 0) exitWith {_selection};
local _hitPoint = toLower configName ((configProperties [(configFile >> "CfgVehicles" >> (typeOf _unit) >> "HitPoints")]) select _hitPointIndex);
private _hitPoint = toLower configName ((configProperties [(configFile >> "CfgVehicles" >> (typeOf _unit) >> "HitPoints")]) select _hitPointIndex);
TRACE_4("Weird sel/hit", _unit, _selection, _hitPointIndex, _hitPoint);
if (_hitPoint in HEAD_HITPOINTS) exitWith {"head"};

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@ -2111,6 +2111,7 @@
<English>%1 used Personal Aid Kit</English>
<Polish>%1 użył apteczki</Polish>
<Portuguese>%1 utilizou KPS</Portuguese>
<Russian>%1 использовал аптечку</Russian>
</Key>
<Key ID="STR_ACE_Medical_HeavilyWounded">
<English>Heavily wounded</English>
@ -2963,7 +2964,7 @@
</Key>
<Key ID="STR_ACE_Medical_MedicalSettings_enableUnconsciousnessAI_Description">
<English>Allow AI to go unconscious</English>
<Russian>Позволить ботам терять сознание</Russian>
<Russian>Позволить ботам терять сознание (вместо мгновенной смерти)</Russian>
<Polish>Czy AI może być nieprzytomne od odniesionych obrażeń?</Polish>
<Spanish>Permita a la IA caer inconsciente</Spanish>
<German>KI kann bewusstlos werden</German>

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@ -19,7 +19,7 @@ GVAR(pendingReopen) = false;
["ACE3 Common", QGVAR(displayMenuKeyPressed), localize LSTRING(DisplayMenuKey),
{
local _target = cursorTarget;
private _target = cursorTarget;
if (!((_target isKindOf "CAManBase") && {[ACE_player, _target] call FUNC(canOpenMenu)})) then {_target = ACE_player};
// Conditions: canInteract

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@ -20,7 +20,7 @@
params ["_selectionBloodLoss", "_damaged", "_display"];
// Handle the body image coloring
local _availableSelections = [50, 51, 52, 53, 54, 55];
private _availableSelections = [50, 51, 52, 53, 54, 55];
{
private ["_red", "_green", "_blue"];

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@ -114,26 +114,11 @@ class CfgMovesMaleSdr: CfgMovesBasic {
leftHandIKCurve[] = {};
};
// enable optics in prone left and right stance
class AidlPpneMstpSrasWrflDnon_G0S;
class AadjPpneMstpSrasWrflDleft: AidlPpneMstpSrasWrflDnon_G0S {
enableOptics = 1;
};
class AadjPpneMstpSrasWrflDright: AidlPpneMstpSrasWrflDnon_G0S {
enableOptics = 1;
};
// enable optics in prone down stance
class AadjPpneMstpSrasWrflDup;
class AadjPpneMstpSrasWrflDdown: AadjPpneMstpSrasWrflDup {
enableOptics = 1;
};
class AidlPpneMstpSrasWpstDnon_G0S;
class AadjPpneMstpSrasWpstDleft: AidlPpneMstpSrasWpstDnon_G0S {
enableOptics = 2;
};
class AadjPpneMstpSrasWpstDright: AidlPpneMstpSrasWpstDnon_G0S {
enableOptics = 2;
};
class AadjPpneMstpSrasWpstDup;
class AadjPpneMstpSrasWpstDdown: AadjPpneMstpSrasWpstDup {
enableOptics = 2;

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="NameTags">
<Key ID="STR_ACE_NameTags_ShowNames">

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="OptionsMenu">
<Key ID="STR_ACE_OptionsMenu_OpenConfigMenu">
@ -356,6 +356,7 @@
<Czech>Pošle debug informace do RPT a schránky.</Czech>
<German>Protokolliert Debug-Informationen im RPT und speichert sie in der Zwischenablage.</German>
<Portuguese>Envia informação de depuração para RPT e área de transferência.</Portuguese>
<Russian>Отправляет отладочную информацию в RPT и буфер обмена.</Russian>
</Key>
<Key ID="STR_ACE_OptionsMenu_headBugFix">
<English>Headbug Fix</English>
@ -415,4 +416,4 @@
<Spanish>Logística</Spanish>
</Key>
</Package>
</Project>
</Project>

View File

@ -25,7 +25,7 @@ if (_target isKindOf "StaticWeapon") exitWith {
// no check ammo action on destroyed static weapons
if (!alive _target) exitWith {false};
local _found = false;
private _found = false;
{
if (_x select 2) exitWith {

View File

@ -37,7 +37,7 @@ if (
};
if (currentWeapon _unit != "") then {
local _index = 0;
private _index = 0;
while {
_index < 100 && {currentWeaponMode _unit != _activeWeaponMode}

View File

@ -42,6 +42,7 @@
<German>Ausfahren, +Strg kippen</German>
<Polish>Rozłóż, +Ctrl nachyl</Polish>
<Portuguese>Extender, +Ctrl tilt</Portuguese>
<Russian>Разложить, +Ctrl наклонить</Russian>
</Key>
<Key ID="STR_ACE_TacticalLadder_Position">
<English>Position ladder</English>

View File

@ -215,18 +215,22 @@
<Key ID="STR_ACE_Zeus_ModuleAddSpareWheel_DisplayName">
<English>Add Spare Wheel</English>
<Portuguese>Adicionar roda sobressalente</Portuguese>
<Russian>Добавить запасное колесо</Russian>
</Key>
<Key ID="STR_ACE_Zeus_ModuleAddSpareWheel_Description">
<English>Adds a Spare Wheel to the vehicle</English>
<Portuguese>Adiciona uma roda sobressalente ao veículo</Portuguese>
<Russian>Добавляет запасное колесо в транспорт</Russian>
</Key>
<Key ID="STR_ACE_Zeus_ModuleAddSpareTrack_DisplayName">
<English>Add Spare Track</English>
<Portuguese>Adicionar esteira sobressalente</Portuguese>
<Russian>Дабавить запасную гусеницу</Russian>
</Key>
<Key ID="STR_ACE_Zeus_ModuleAddSpareTrack_Description">
<English>Adds a Spare Track to the vehicle</English>
<Portuguese>Adiciona uma esteira sobressalente ao veículo</Portuguese>
<Russian>Добавляет запасную гусеницу в транспорт</Russian>
</Key>
<Key ID="STR_ACE_Zeus_OnlyAlive">
<English>Unit must be alive</English>
@ -269,10 +273,12 @@
<Key ID="STR_ACE_Zeus_OnlyVehiclesWithCargo">
<English>Unit must be a vehicle with cargo space</English>
<Portuguese>Unidade deve ser um veículo com espaço em carga</Portuguese>
<Russian>Юнит должен быть транспортом с грузовым отсеком</Russian>
</Key>
<Key ID="STR_ACE_Zeus_OnlyEnoughCargoSpace">
<English>Unit must have cargo space left</English>
<Portuguese>Unidade deve conter espaço sobressalente</Portuguese>
<Russian>Юнит должен иметь свободное место в грузовом отсеке</Russian>
</Key>
<Key ID="STR_ACE_Zeus_OnlyNonCaptive">
<English>Unit must not be captive</English>