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https://github.com/acemod/ACE3.git
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Cleanup some functions headers and macro using (#6866)
* Cleanup frisking * Cleanup header format * Cleanup FUNC macro using
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@ -13,7 +13,7 @@ class Display3DEN {
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};
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class aceArsenal: virtualArsenal {
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text = "ACE Arsenal";
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action = QUOTE(call FUNC(open3DEN));
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action = QUOTE(call DFUNC(open3DEN));
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};
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};
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};
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@ -21,12 +21,12 @@ class Display3DEN {
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class MenuStrip: ctrlMenuStrip {
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class Items {
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class Tools {
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items[] += {"ACE_arsenal_portVALoadouts"};
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items[] += {QGVAR(portVALoadouts)};
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};
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class ACE_arsenal_portVALoadouts {
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class GVAR(portVALoadouts) {
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text = CSTRING(portLoadoutsText);
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picture = QPATHTOEF(common,data\logo_ace3_ca.paa);
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action = "call ace_arsenal_fnc_portVALoadouts;";
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action = QUOTE(call DFUNC(portVALoadouts););
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};
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};
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};
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@ -1,7 +1,6 @@
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PREP(addLoadCaptiveActions);
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PREP(canApplyHandcuffs);
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PREP(canEscortCaptive);
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PREP(canFriskPerson);
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PREP(canLoadCaptive);
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PREP(canRemoveHandcuffs);
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PREP(canStopEscorting);
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@ -9,7 +8,6 @@ PREP(canSurrender);
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PREP(canUnloadCaptive);
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PREP(doApplyHandcuffs);
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PREP(doEscortCaptive);
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PREP(doFriskPerson);
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PREP(doLoadCaptive);
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PREP(doRemoveHandcuffs);
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PREP(doUnloadCaptive);
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@ -1,24 +0,0 @@
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#include "script_component.hpp"
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/*
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* Author: bux578
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* Checks the conditions for being able to frisk a unit
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*
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* Arguments:
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* 0: caller (player) <OBJECT>
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* 1: target <OBJECT>
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*
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* Return Value:
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* The return value <BOOL>
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*
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* Example:
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* [player, bob] call ACE_captives_fnc_canFriskPerson
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*
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* Public: No
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*/
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params ["_unit", "_target"];
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_target getVariable [QGVAR(isHandcuffed), false]
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|| {_target getVariable [QGVAR(isSurrendering), false]}
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|| {_target getVariable ["ACE_isSearchable", false]}
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|| {_target getVariable ["ACE_isUnconscious", false]}
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@ -1,67 +0,0 @@
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#include "script_component.hpp"
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/*
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* Author: bux578
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* Open the select menu with the "personal" items of a frisked unit. It only shows "handgunWeapon", "uniformItems", "vestItems", "backpackItems" and "assignedItems" because every other item is visible on the character
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*
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* Arguments:
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* 0: player unit <OBJECT>
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* 1: unit <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [player, bob] call ACE_captives_fnc_doFristPerson;
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*
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* Public: No
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*/
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params ["_player", "_unit"];
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private _weapon = currentWeapon _player;
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if (_weapon == primaryWeapon _player && {_weapon != ""}) then {
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[_player, "AmovPercMstpSlowWrflDnon", 0] call EFUNC(common,doAnimation);
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};
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private _listedItemClasses = [];
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private _actions = [localize LSTRING(FriskMenuHeader), ""] call ACE_Interaction_fnc_prepareSelectMenu;
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private _allGear = [];
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if ((handgunWeapon _unit) != "") then {
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_allGear pushBack (handgunWeapon _unit);
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};
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if (count (uniformItems _unit) > 0) then {
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_allGear = _allGear + (uniformItems _unit);
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};
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if (count (vestItems _unit) > 0) then {
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_allGear = _allGear + (vestItems _unit);
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};
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if (count (backpackItems _unit) > 0) then {
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_allGear = _allGear + (backpackItems _unit);
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};
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if (count (assignedItems _unit) > 0) then {
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_allGear = _allGear + (assignedItems _unit);
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};
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// Handgun
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// Uniform Items
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// Vest Items
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// Backpack Items
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// Assigned Items
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{
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if (!(_x in _listedItemClasses)) then {
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private _item = configFile >> "CfgMagazines" >> _x;
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if (isNil "_item" || str _item == "") then { //str _item ?
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_item = configFile >> "CfgWeapons" >> _x;
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};
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_actions = [_actions, getText(_item >> "displayName"), getText(_item >> "picture"), _x] call ACE_Interaction_fnc_addSelectableItem;
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_listedItemClasses pushBack _x;
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};
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} forEach (_allGear);
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[_actions, {call ACE_Interaction_fnc_hideMenu;}, {call ACE_Interaction_fnc_hideMenu;}] call ACE_Interaction_fnc_openSelectMenu;
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// don't need an "Ok" Button
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ctrlShow [8860, false];
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@ -155,38 +155,6 @@
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<Chinese>束線帶可以綁住俘虜</Chinese>
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<Chinesesimp>束线带可以绑住俘虏</Chinesesimp>
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</Key>
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<Key ID="STR_ACE_Captives_FriskMenuHeader">
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<English>Inventory of frisked person</English>
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<German>Inventar der durchsuchten Person</German>
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<French>Inventaire de la personne fouillé</French>
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<Spanish>Inventario de la persona cacheada</Spanish>
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<Hungarian>Motozott személy felszerelése</Hungarian>
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<Czech>Inventář prohledávané osoby</Czech>
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<Polish>Ekwipunek rewidowanej osoby</Polish>
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<Russian>Инвентарь обысканного человека</Russian>
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<Portuguese>Inventário da pessoa revistada</Portuguese>
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<Italian>Inventario della persona perquisita</Italian>
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<Japanese>捕虜の持ち物を確認する</Japanese>
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<Korean>검문당한 사람의 소지품</Korean>
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<Chinese>搜身選單</Chinese>
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<Chinesesimp>搜身选单</Chinesesimp>
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</Key>
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<Key ID="STR_ACE_Captives_FriskPerson">
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<English>Frisk person</English>
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<German>Person durchsuchen</German>
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<French>Fouiller la personne</French>
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<Spanish>Cachear</Spanish>
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<Czech>Prohledávaná osoba</Czech>
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<Polish>Rewiduj osobę</Polish>
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<Hungarian>Motozás</Hungarian>
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<Russian>Обыскать человека</Russian>
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<Portuguese>Revistar</Portuguese>
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<Italian>Perquisisci la persona</Italian>
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<Japanese>捕虜の持ち物</Japanese>
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<Korean>검문당한사람</Korean>
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<Chinese>搜身</Chinese>
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<Chinesesimp>搜身</Chinesesimp>
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</Key>
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<Key ID="STR_ACE_Captives_StartSurrendering">
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<English>Surrender</English>
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<French>Se rendre</French>
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@ -67,7 +67,7 @@ class RscACE_SelectAnItem {
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text = "";
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};
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class itemList: RscListBox {
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onMouseButtonDblClick = "_this call ACE_Interaction_fnc_onSelectMenuDblClick";
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onMouseButtonDblClick = QUOTE(_this call DFUNC(onSelectMenuDblClick));
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idc = 8866;
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x = X_OFFSET + 0.005;
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w = 0.59;
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@ -106,7 +106,7 @@ class RscACE_SelectAnItem {
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y = 0.605;
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style = 2;
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text = CSTRING(Back);
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action = "call ACE_Interaction_fnc_hideMenu;"; //'Default' call ACE_Interaction_fnc_openMenu; 'Default' call ACE_Interaction_fnc_openMenuSelf;
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action = QUOTE(call DFUNC(hideMenu);); //'Default' call DFUNC(openMenu); 'Default' call DFUNC(openMenuSelf);
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colorBackground[] = {0,0,0,0};
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colorBackgroundDisabled[] = {0,0,0,0};
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colorBackgroundActive[] = {1,1,1,0.2};
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@ -120,7 +120,7 @@ class RscACE_SelectAnItem {
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w = 0.15;
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style = 2;
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text = CSTRING(MakeSelection);
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action = "call ACE_Interaction_fnc_hideMenu;";
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action = QUOTE(call DFUNC(hideMenu););
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colorBackground[] = {0,0,0,0};
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colorBackgroundDisabled[] = {0,0,0,0};
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colorBackgroundActive[] = {1,1,1,0.2};
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@ -123,10 +123,10 @@ class ACE_Medical_Actions {
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requiredMedic = 0;
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treatmentTime = 15;
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items[] = {};
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condition = QUOTE(!([(_this select 1)] call ace_common_fnc_isAwake) && GVAR(enableRevive)>0);
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condition = QUOTE(!([(_this select 1)] call DEFUNC(common,isAwake)) && GVAR(enableRevive)>0);
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_CPR));
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callbackFailure = "";
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callbackProgress = "!([((_this select 0) select 1)] call ace_common_fnc_isAwake)";
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callbackProgress = QUOTE(!([((_this select 0) select 1)] call DEFUNC(common,isAwake)));
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animationPatient = "";
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animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
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animationCaller = "AinvPknlMstpSlayWnonDnon_medic";
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@ -371,10 +371,10 @@ class ACE_Medical_Actions {
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requiredMedic = 0;
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treatmentTime = 15;
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items[] = {};
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condition = "!([(_this select 1)] call ace_common_fnc_isAwake)";
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condition = QUOTE(!([(_this select 1)] call DEFUNC(common,isAwake)));
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callbackSuccess = QUOTE(DFUNC(treatmentAdvanced_CPR));
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callbackFailure = "";
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callbackProgress = "!([((_this select 0) select 1)] call ace_common_fnc_isAwake)";
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callbackProgress = QUOTE(!([((_this select 0) select 1)] call DEFUNC(common,isAwake)));
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animationPatient = "";
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animationPatientUnconscious = "AinjPpneMstpSnonWrflDnon_rolltoback";
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animationCaller = "AinvPknlMstpSlayWnonDnon_medic";
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@ -30,7 +30,7 @@ if (_damageToAdd < 0) exitWith {ERROR_1("addDamageToUnit - bad damage %1", _this
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if (!(_selection in GVAR(SELECTIONS))) exitWith {ERROR_1("addDamageToUnit - bad selection %1", _this); -1};
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//Get the hitpoint and the index
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private _hitpoint = [_unit, _selection, true] call ace_medical_fnc_translateSelections;
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private _hitpoint = [_unit, _selection, true] call FUNC(translateSelections);
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(getAllHitPointsDamage _unit) params [["_allHitPoints", []]];
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private _hitpointIndex = -1;
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{ //case insensitive find
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@ -1,20 +1,20 @@
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#include "script_component.hpp"
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/*
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* Author: 654wak654
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* Shows the aircraft loadout dialog for given aircraft.
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*
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* Arguments:
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* 0: Aircraft <OBJECT>
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* 1: Is curator. Disables time and resource requirements. <BOOL> (default: false)
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*
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* Return Value:
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* None
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*
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* Example:
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* [vehicle ace_player] call ace_pylons_fnc_showDialog
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*
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* Public: Yes
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*/
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* Author: 654wak654
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* Shows the aircraft loadout dialog for given aircraft.
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*
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* Arguments:
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* 0: Aircraft <OBJECT>
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* 1: Is curator. Disables time and resource requirements. <BOOL> (default: false)
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*
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* Return Value:
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* None
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*
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* Example:
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* [vehicle ace_player] call ace_pylons_fnc_showDialog
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*
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* Public: Yes
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*/
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params ["_aircraft", ["_isCurator", false]];
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@ -1,20 +1,20 @@
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#include "script_component.hpp"
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/*
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* Author: GitHawk
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* Check whether enough supply is left to take the magazine.
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*
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* Arguments:
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* 0: Ammo Truck <OBJECT>
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* 1: Magazine Classname <STRING>
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*
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* Return Value:
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* Enough supply <BOOL>
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*
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* Example:
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* [ammo_truck, "500Rnd_127x99_mag_Tracer_Red"] call ace_rearm_fnc_hasEnoughSupply
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*
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* Public: No
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*/
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* Author: GitHawk
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* Check whether enough supply is left to take the magazine.
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*
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* Arguments:
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* 0: Ammo Truck <OBJECT>
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* 1: Magazine Classname <STRING>
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*
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* Return Value:
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* Enough supply <BOOL>
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*
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* Example:
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* [ammo_truck, "500Rnd_127x99_mag_Tracer_Red"] call ace_rearm_fnc_hasEnoughSupply
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*
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* Public: No
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*/
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params ["_truck", "_magazineClass"];
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