more common code cleanup

This commit is contained in:
commy2 2015-09-21 01:07:49 +02:00
parent 5f7d8c0095
commit d449e4bd83
11 changed files with 206 additions and 260 deletions

View File

@ -26,17 +26,17 @@ _depth = _depth + 1;
if (IS_ARRAY(_var)) then {
if (_var isEqualTo []) then {
diag_log text format["%1[],", _pad];
diag_log text format ["%1[],", _pad];
} else {
diag_log text format["%1[", _pad];
diag_log text format ["%1[", _pad];
{
[_x, _depth] call FUNC(dumpArray);
false
} count _var;
diag_log text format["%1],", _pad];
diag_log text format ["%1],", _pad];
};
} else {
diag_log text format["%1%2", _pad, [_var] call FUNC(formatVar)];
diag_log text format ["%1%2", _pad, [_var] call FUNC(formatVar)];
};

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@ -12,8 +12,8 @@
*/
#include "script_component.hpp"
diag_log text format["REGISTERED ACE PFH HANDLERS"];
diag_log text format["-------------------------------------------"];
diag_log text format ["REGISTERED ACE PFH HANDLERS"];
diag_log text format ["-------------------------------------------"];
if (!isNil "ACE_PFH_COUNTER") then {
{

View File

@ -1,25 +1,23 @@
/*
Name: FUNC(getForceWalkStatus)
Author: Pabst Mirror (from captivity by commy2)
Description:
Returns reasons why the unit is forceWalk-ing, empty if not forced.
Parameters:
0: OBJECT - Unit
Returns:
ARRAY(of strings) - Reason why the unit is force walking
Example:
[ACE_Player] call FUNC(getForceWalkStatus)
*/
* Author: PabstMirror, commy2
* Returns reasons why the unit is forceWalk-ing.
*
* Arguments:
* 0: unit <OBJECT>
*
* Return Value:
* Force Walk reasons <ARRAY>
*
* Example:
* [ACE_Player] call ace_common_fnc_getForceWalkStatus
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_forceWalkReasons", "_unitForceWalkNumber", "_unitForceWalkStatus", "_unitForceWalkReasons"];
params ["_unit"];
PARAMS_1(_unit);
private ["_forceWalkReasons", "_unitForceWalkNumber", "_unitForceWalkStatus", "_unitForceWalkReasons"];
_forceWalkReasons = missionNamespace getVariable ["ACE_forceWalkReasons", []];
@ -28,6 +26,7 @@ _unitForceWalkNumber = _unit getVariable ["ACE_forceWalkStatusNumber", 0];
_unitForceWalkStatus = [_unitForceWalkNumber, count _forceWalkReasons] call FUNC(binarizeNumber);
_unitForceWalkReasons = [];
{
if (_unitForceWalkStatus select _forEachIndex) then {
_unitForceWalkReasons pushBack _x;

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@ -1,31 +1,26 @@
/*
* Author: commy2
* Move unit into given vehicle position or switch to that position if the unit is already inside the vehicle.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Vehicle <OBJECT>
* 2: Position ("Driver", "Pilot", "Gunner", "Commander", "Copilot", "Turret", "FFV", "Codriver", "Cargo") <STRING>
* 3: Index (only applies to "Turret", "FFV", "Codriver", "Cargo") (default: next free index) <NUMBER>
*
* Return Value:
* None
*
* Move unit into given vehicle position. Or switch to that position if the unit is already inside the vehicle.
*
* Arguments:
* 0: Unit to enter the vehicle (Object)
* 1: The vehicle to be entered (Object)
* 2: Position. Can be "Driver", "Pilot", "Gunner", "Commander", "Copilot", "Turret", "FFV", "Codriver" or "Cargo" (String)
* 3: Index. "Turret", "FFV", "Codriver" and "Cargo" support this optional parameter. Which position should be taken.
* Note: This index is diffrent from Armas "cargoIndex". (Number, optional default: next free index)
*
* Return Value:
* Nothing
* Public: Yes
*/
#include "script_component.hpp"
#define CANGETINDRIVER (isNull (driver _vehicle) || {!alive driver _vehicle}) && {!lockedDriver _vehicle} && {getNumber (_config >> "isUav") != 1}
#define CANGETINTURRETINDEX (isNull (_vehicle turretUnit _turret) || {!alive (_vehicle turretUnit _turret)}) && {!(_vehicle lockedTurret _turret)} && {getNumber (_config >> "isUav") != 1}
private ["_position", "_index"];
params ["_unit", "_vehicle", "_position", ["_index", -1]];
PARAMS_2(_unit,_vehicle);
_position = toLower (_this select 2);
_index = _this select 3; // optional, please don't use
if (isNil "_index") then {_index = -1};
_position = toLower _position;
// general
if (!alive _vehicle || {locked _vehicle > 1}) exitWith {false};
@ -39,27 +34,29 @@ _isInside = vehicle _unit == _vehicle;
_script = {};
_enemiesInVehicle = false; //Possible Side Restriction
{
if (side _unit getFriend side _x < 0.6) exitWith {_enemiesInVehicle = true};
} forEach crew _vehicle;
false
} count crew _vehicle;
switch (_position) do {
case "driver" : {
if (CANGETINDRIVER) then {
_script = [
{_unit action [["GetInDriver", "MoveToDriver"] select _isInside, _vehicle];},
{if (_isInside) then {moveOut _unit}; _unit moveInDriver _vehicle; call _fnc_getInEH;}
] select _enemiesInVehicle;
_script = [
{_unit action [["GetInDriver", "MoveToDriver"] select _isInside, _vehicle];},
{if (_isInside) then {moveOut _unit}; _unit moveInDriver _vehicle; call _fnc_getInEH;}
] select _enemiesInVehicle;
};
};
case "pilot" : {
if (CANGETINDRIVER) then {
_script = [
{_unit action [["GetInPilot", "MoveToPilot"] select _isInside, _vehicle];},
{if (_isInside) then {moveOut _unit}; _unit moveInDriver _vehicle; call _fnc_getInEH;}
] select _enemiesInVehicle;
_position = "driver";
_script = [
{_unit action [["GetInPilot", "MoveToPilot"] select _isInside, _vehicle];},
{if (_isInside) then {moveOut _unit}; _unit moveInDriver _vehicle; call _fnc_getInEH;}
] select _enemiesInVehicle;
_position = "driver";
};
};
@ -67,10 +64,10 @@ switch (_position) do {
_turret = [_vehicle] call FUNC(getTurretGunner);
if (CANGETINTURRETINDEX) then {
_script = [
{_unit action [["GetInGunner", "MoveToGunner"] select _isInside, _vehicle];},
{if (_isInside) then {moveOut _unit}; _unit moveInGunner _vehicle; call _fnc_getInEH;}
] select _enemiesInVehicle;
_script = [
{_unit action [["GetInGunner", "MoveToGunner"] select _isInside, _vehicle];},
{if (_isInside) then {moveOut _unit}; _unit moveInGunner _vehicle; call _fnc_getInEH;}
] select _enemiesInVehicle;
};
};
@ -78,10 +75,10 @@ switch (_position) do {
_turret = [_vehicle] call FUNC(getTurretCommander);
if (CANGETINTURRETINDEX) then {
_script = [
{_unit action [["GetInCommander", "MoveToCommander"] select _isInside, _vehicle];},
{if (_isInside) then {moveOut _unit}; _unit moveInCommander _vehicle; call _fnc_getInEH;}
] select _enemiesInVehicle;
_script = [
{_unit action [["GetInCommander", "MoveToCommander"] select _isInside, _vehicle];},
{if (_isInside) then {moveOut _unit}; _unit moveInCommander _vehicle; call _fnc_getInEH;}
] select _enemiesInVehicle;
};
};
@ -89,12 +86,12 @@ switch (_position) do {
_turret = [_vehicle] call FUNC(getTurretCopilot);
if (CANGETINTURRETINDEX) then {
_script = [
{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
] select _enemiesInVehicle;
_script = [
{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
] select _enemiesInVehicle;
_position = "gunner"; // I think. It's a turret after all and turrets supposedly return "gunner"
_position = "gunner"; // I think. It's a turret after all and turrets supposedly return "gunner"
};
};
@ -104,8 +101,8 @@ switch (_position) do {
if (_index != -1 && {_turret = _turrets select _index; CANGETINTURRETINDEX}) then {
_script = [
{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
] select _enemiesInVehicle;
_position = "gunner";
@ -114,13 +111,13 @@ switch (_position) do {
_turret = _turrets select _index;
if (CANGETINTURRETINDEX) exitWith {
_script = [
{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
] select _enemiesInVehicle;
_position = "gunner";
};
};
};
};
};
@ -130,22 +127,22 @@ switch (_position) do {
if (_index != -1 && {_turret = _turrets select _index; CANGETINTURRETINDEX}) then {
_script = [
{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
] select _enemiesInVehicle;
_position = "gunner"; // I think. It's a turret after all and turrets supposedly return "gunner"
} else {
for "_index" from 0 to (count _turrets - 1) do {
_turret = _turrets select _index;
if (CANGETINTURRETINDEX) exitWith {
_script = [
{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
] select _enemiesInVehicle;
_turret = _turrets select _index;
if (CANGETINTURRETINDEX) exitWith {
_script = [
{_unit action [["GetInTurret", "moveToTurret"] select _isInside, _vehicle, _turret];},
{if (_isInside) then {moveOut _unit}; _unit moveInTurret [_vehicle, _turret]; call _fnc_getInEH;}
] select _enemiesInVehicle;
_position = "gunner"; // I think. It's a turret after all and turrets supposedly return "gunner"
};
_position = "gunner"; // I think. It's a turret after all and turrets supposedly return "gunner"
};
};
};
};
@ -160,8 +157,8 @@ switch (_position) do {
if (_index != -1 && {_index in _positions}) then {
_script = [
{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
] select _enemiesInVehicle;
_position = "cargo";
@ -169,8 +166,8 @@ switch (_position) do {
_index = _positions select 0;
if (!isNil "_index") then {
_script = [
{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
] select _enemiesInVehicle;
_position = "cargo";
@ -188,8 +185,8 @@ switch (_position) do {
if (_index != -1 && {_index in _positions}) then {
_script = [
{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
] select _enemiesInVehicle;
_position = "cargo";
@ -197,8 +194,8 @@ switch (_position) do {
_index = _positions select 0;
if (!isNil "_index") then {
_script = [
{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
{_unit action [["GetInCargo", "MoveToCargo"] select _isInside, _vehicle, _index];},
{if (_isInside) then {moveOut _unit}; _unit moveInCargo [_vehicle, _index]; call _fnc_getInEH;}
] select _enemiesInVehicle;
_position = "cargo";

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@ -1,83 +1,78 @@
/*
* Author: commy2
* Returns item type of given classname.
*
* What kind of item is given classname
* Arguments:
* 0: Item <STRING>
*
* Argument:
* 0: Classname of a item. (String)
*
* Return value:
* Item type. (Array)
* 0: "weapon", "item", "magazine" or "" (String)
* 1: A description of the item (e.g. "primary" for a weapon or "vest" for a vest item)
* Return Value:
* 0: Type ("weapon", "item", "magazine", "") <STRING>
* 1: Item Description <STRING>
*
* Public: Yes
*/
#include "script_component.hpp"
PARAMS_1(_item);
params ["_item"];
private ["_cfgType"];
private ["_cfgType", "_config", "_type", "_default"];
_cfgType = [_item] call FUNC(getConfigType);
if (_cfgType == "") exitWith {["",""]};
if (_cfgType == "") exitWith {["", ""]};
if (_cfgType == "CfgGlasses") exitWith {["item","glasses"]};
private ["_config", "_type"];
if (_cfgType == "CfgGlasses") exitWith {["item", "glasses"]};
_config = configFile >> _cfgType >> _item;
_type = getNumber (_config >> "type");
if (isNumber (_config >> "ItemInfo" >> "type")) then {
_type = getNumber (_config >> "ItemInfo" >> "type");
};
private "_default";
_default = ["item", "magazine"] select (_cfgType == "CfgMagazines");
switch (true) do {
case (_type == 0): {[_default,"unknown"]};
case (_type == 2^0): {["weapon","primary"]};
case (_type == 2^1): {["weapon","handgun"]};
case (_type == 2^2): {["weapon","secondary"]};
case (_type < 2^4): {["weapon","unknown"]};
case (_type == 2^4): {["magazine","handgun"]}; // handgun
case (_type == 2^8): {["magazine","primary"]}; // rifle
case (_type == 2^9): {["magazine","secondary"]}; // rpg, mg, mines
//case (_type < 2^11): {["magazine","unknown"]};
case (_type == 2^0): {["weapon", "primary"]};
case (_type == 2^1): {["weapon", "handgun"]};
case (_type == 2^2): {["weapon", "secondary"]};
case (_type < 2^4): {["weapon", "unknown"]};
case (_type == 2^4): {["magazine", "handgun"]}; // handgun
case (_type == 2^8): {["magazine", "primary"]}; // rifle
case (_type == 2^9): {["magazine", "secondary"]}; // rpg, mg, mines
//case (_type < 2^11): {["magazine", "unknown"]};
case (_type == 101): {["item","muzzle"]};
case (_type == 201): {["item","optics"]};
case (_type == 301): {["item","flashlight"]};
case (_type == 302): {["item","under"]}; // czech for bipod item
case (_type == 401): {["item","first_aid_kit"]};
case (_type == 501): {["item","fins"]}; // not implemented
case (_type == 601): {["item","breathing_bomb"]}; // not implemented
case (_type == 603): {["item","goggles"]};
case (_type == 604): {["item","scuba"]}; // not implemented
case (_type == 605): {["item","headgear"]};
case (_type == 611): {["item","radio"]};
case (_type == 616): {["item","hmd"]};
case (_type == 617): {["item","binocular"]};
case (_type == 619): {["item","medikit"]};
case (_type == 620): {["item","toolkit"]};
case (_type == 621): {["item","uav_terminal"]};
case (_type == 701): {["item","vest"]};
case (_type == 801): {["item","uniform"]};
case (_type == 101): {["item", "muzzle"]};
case (_type == 201): {["item", "optics"]};
case (_type == 301): {["item", "flashlight"]};
case (_type == 302): {["item", "under"]}; // czech for bipod item
case (_type == 401): {["item", "first_aid_kit"]};
case (_type == 501): {["item", "fins"]}; // not implemented
case (_type == 601): {["item", "breathing_bomb"]}; // not implemented
case (_type == 603): {["item", "goggles"]};
case (_type == 604): {["item", "scuba"]}; // not implemented
case (_type == 605): {["item", "headgear"]};
case (_type == 611): {["item", "radio"]};
case (_type == 616): {["item", "hmd"]};
case (_type == 617): {["item", "binocular"]};
case (_type == 619): {["item", "medikit"]};
case (_type == 620): {["item", "toolkit"]};
case (_type == 621): {["item", "uav_terminal"]};
case (_type == 701): {["item", "vest"]};
case (_type == 801): {["item", "uniform"]};
case (_type == 2^12): {
switch (toLower getText (_config >> "simulation")) do {
case ("weapon"): {["weapon","binocular"]};
case ("binocular"): {["weapon","binocular"]};
case ("nvgoggles"): {["item","nvgoggles"]};
case ("itemminedetector"): {["item","minedetector"]};
default {[_default,"unknown"]};
case ("weapon"): {["weapon", "binocular"]};
case ("binocular"): {["weapon", "binocular"]};
case ("nvgoggles"): {["item", "nvgoggles"]};
case ("itemminedetector"): {["item", "minedetector"]};
default {[_default, "unknown"]};
};
};
case (_type == 2^16): {["weapon","vehicle"]};
case (_type == 2^17): {[_default,"unknown"]}; // ???
default {[_default,"unknown"]};
case (_type == 2^16): {["weapon", "vehicle"]};
case (_type == 2^17): {[_default, "unknown"]}; // ???
default {[_default, "unknown"]};
};

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@ -3,22 +3,26 @@
* Read properties of given vehicles light.
*
* Arguments:
* 0: Object with lights (Object)
* 1: Light classname (String)
* 0: Object with lights <OBJECT>
* 1: Light classname <STRING>
*
* Return Value:
* Stuff from config (Array)
* 0: Light intensity <NUMBER>
* 1: Light position <STRING>
* 2: Light direction <STRING>
* 3: Light inner angle <NUMBER>
* 4: Light outer angle <NUMBER>
*
* Public: Yes
*/
#include "script_component.hpp"
PARAMS_2(_vehicle,_light);
params ["_vehicle", "_light"];
private ["_config", "_intensity", "_position", "_direction", "_innerAngle", "_outerAngle"];
private "_config";
_config = configFile >> "CfgVehicles" >> typeOf _vehicle >> "Reflectors" >> _light;
private ["_intensity", "_position", "_direction", "_innerAngle", "_outerAngle"];
_intensity = getNumber (_config >> "intensity");
_position = getText (_config >> "position");
_direction = getText (_config >> "direction");
@ -26,35 +30,3 @@ _innerAngle = getNumber (_config >> "innerAngle");
_outerAngle = getNumber (_config >> "outerAngle");
[_intensity, _position, _direction, _innerAngle, _outerAngle]
/*
class Reflectors
{
class Light_1
{
color[] = {1000,1000,1100};
ambient[] = {10,10,11};
intensity = 5;
size = 1;
innerAngle = 90;
outerAngle = 130;
coneFadeCoef = 2;
position = "Light_1_pos";
direction = "Light_1_dir";
hitpoint = "Light_1_hitpoint";
selection = "Light_1_hide";
useFlare = 1;
flareSize = 0.9;
flareMaxDistance = 85;
class Attenuation
{
start = 0;
constant = 0;
linear = 0;
quadratic = 0.9;
hardLimitStart = 40;
hardLimitEnd = 60;
};
};
};
*/

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@ -1,23 +1,29 @@
/*
* Author: commy2
* Read properties of given flashlight. @todo, Can weapons themselves still have flashlights (no attachment)?
* Read properties of given flashlight.
*
* Arguments:
* 0: A flashlight (String)
* 0: Flashlight <STRING>
*
* Return Value:
* Stuff from config (Array)
* 0: Light intensity <NUMBER>
* 1: Light position <STRING>
* 2: Light direction <STRING>
* 3: Light inner angle <NUMBER>
* 4: Light outer angle <NUMBER>
*
* Public: Yes
*/
#include "script_component.hpp"
PARAMS_1(_weapon);
params ["_weapon"];
// @todo: Can weapons themselves still have flashlights (no attachment)?
private ["_config", "_intensity", "_position", "_direction", "_innerAngle", "_outerAngle"];
private "_config";
_config = configFile >> "CfgWeapons" >> _weapon >> "ItemInfo" >> "FlashLight";
private ["_intensity", "_position", "_direction", "_innerAngle", "_outerAngle"];
_intensity = getNumber (_config >> "intensity");
_position = getText (_config >> "position");
_direction = getText (_config >> "direction");
@ -25,32 +31,3 @@ _innerAngle = getNumber (_config >> "innerAngle");
_outerAngle = getNumber (_config >> "outerAngle");
[_intensity, _position, _direction, _innerAngle, _outerAngle]
/*
class FlashLight
{
color[] = {180,156,120};
ambient[] = {0.9,0.78,0.6};
intensity = 20;
size = 1;
innerAngle = 20;
outerAngle = 80;
coneFadeCoef = 5;
position = "flash dir";
direction = "flash";
useFlare = 1;
flareSize = 1.4;
flareMaxDistance = "100.0f";
dayLight = 0;
class Attenuation
{
start = 0.5;
constant = 0;
linear = 0;
quadratic = 1.1;
hardLimitStart = 20;
hardLimitEnd = 30;
};
scale[] = {0};
};
*/

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@ -1,25 +1,21 @@
/*
* Author: commy2
*
* Returns the name of the object. Used to prevent issues with the name command.
*
* Argument:
* 0: Object (Object)
* 1: Show effective commander name? (Bool, optinal default: false)
* Arguments:
* 0: Object <OBJECT>
* 1: Use effective commander name when used on vehicles (default: false) <BOOL>
*
* Return value:
* The name.
* Return Value:
* Object Name <STRING>
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_name"];
PARAMS_2(_unit,_showEffective);
if (isNil "_showEffective") then {
_showEffective = false;
};
params ["_unit", ["_showEffective", false]];
private "_name";
_name = "";
if (_unit isKindOf "CAManBase") then {

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@ -1,14 +1,19 @@
/*
* Author: KoffeinFlummi
*
* Returns [pitch, bank, yaw] for given vehicle in degrees.
* Returns pitch, bank, yaw for given vehicle in degrees.
*
* Arguments:
* 0: Unit/Vehicle
* 0: Unit/Vehicle <OBJECT>
*
* Return Value:
* [pitch, bank, yaw]
* 0: pitch <NUMBER>
* 1: bank <NUMBER>
* 2: yaw <NUMBER>
*
* Public: Yes
*/
#include "script_component.hpp"
((_this select 0) call BIS_fnc_getPitchBank) + [getDir (_this select 0)]
private ["_vehicle"];
(_vehicle call BIS_fnc_getPitchBank) + [getDir _vehicle]

View File

@ -1,31 +1,33 @@
/*
* Author: commy2
*
* Get the compass direction the wind is blowing from.
*
* Argument:
* None.
* Arguments:
* None
*
* Return value:
* Wind direction. (String)
* Return Value:
* Wind cardinal direction <STRING>
*
* Public: Yes
*/
#include "script_component.hpp"
switch (round (windDir / 360 * 16)) do {
case 1 : {localize QUOTE(DOUBLES(STR,GVAR(SSW)))};
case 2 : {localize QUOTE(DOUBLES(STR,GVAR(SW)))};
case 3 : {localize QUOTE(DOUBLES(STR,GVAR(WSW)))};
case 4 : {localize QUOTE(DOUBLES(STR,GVAR(W)))};
case 5 : {localize QUOTE(DOUBLES(STR,GVAR(WNW)))};
case 6 : {localize QUOTE(DOUBLES(STR,GVAR(NW)))};
case 7 : {localize QUOTE(DOUBLES(STR,GVAR(NNW)))};
case 8 : {localize QUOTE(DOUBLES(STR,GVAR(N)))};
case 9 : {localize QUOTE(DOUBLES(STR,GVAR(NNE)))};
case 10 : {localize QUOTE(DOUBLES(STR,GVAR(NE)))};
case 11 : {localize QUOTE(DOUBLES(STR,GVAR(ENE)))};
case 12 : {localize QUOTE(DOUBLES(STR,GVAR(E)))};
case 13 : {localize QUOTE(DOUBLES(STR,GVAR(ESE)))};
case 14 : {localize QUOTE(DOUBLES(STR,GVAR(SE)))};
case 15 : {localize QUOTE(DOUBLES(STR,GVAR(SSE)))};
default {localize QUOTE(DOUBLES(STR,GVAR(S)))};
};
localize ([
LSTRING(S),
LSTRING(SSW),
LSTRING(SW),
LSTRING(WSW),
LSTRING(W),
LSTRING(WNW),
LSTRING(NW),
LSTRING(NNW),
LSTRING(N),
LSTRING(NNE),
LSTRING(NE),
LSTRING(ENE),
LSTRING(E),
LSTRING(ESE),
LSTRING(SE),
LSTRING(SSE),
LSTRING(S)
] select (round (windDir / 360 * 16))) // return

View File

@ -1,14 +1,17 @@
/*
* Author: commy2
*
* Returns a value depending on current zoom level.
*
* Argument:
* None.
* Arguments:
* None
*
* Return value:
* Zoom. (Number)
* Return Value:
* Zoom <NUMBER>
*
* Public: Yes
*/
#include "script_component.hpp"
(0.5 - ((worldToScreen positionCameraToWorld [0,1,1]) select 1)) * (getResolution select 5)
if (!hasInterface) exitWith {0};
(0.5 - ((worldToScreen positionCameraToWorld [0, 1, 1]) select 1)) * (getResolution select 5)