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@ -37,4 +37,4 @@ _vehicle setVariable [QGVAR(deployedRopes), _deployedRopes, true];
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//Start server PFH asap
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//Start server PFH asap
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[QGVAR(startFastRope), [_unit, _vehicle, _usableRope, _usableRopeIndex, false]] call EFUNC(common,serverEvent);
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[QGVAR(startFastRope), [_unit, _vehicle, _usableRope, _usableRopeIndex, false]] call EFUNC(common,serverEvent);
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moveOut _unit;
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moveOut _unit;
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[FUNC(fastRopeLocalPFH), 0, [_unit, _vehicle, _usableRope, _usableRopeIndex, ACE_diagTime]] call CBA_fnc_addPerFrameHandler;
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[FUNC(fastRopeLocalPFH), 0, [_unit, _vehicle, _usableRope, _usableRopeIndex, diag_tickTime]] call CBA_fnc_addPerFrameHandler;
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@ -43,7 +43,7 @@ if (isNull attachedTo _unit) exitWith {
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[_pfhHandle] call CBA_fnc_removePerFrameHandler;
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[_pfhHandle] call CBA_fnc_removePerFrameHandler;
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};
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};
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if (ACE_diagTime > _timeToPlayRopeSound) then {
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if (diag_tickTime > _timeToPlayRopeSound) then {
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_arguments set [4, (_timeToPlayRopeSound + 1)];
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_arguments set [4, (_timeToPlayRopeSound + 1)];
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playSound QGVAR(Rope);
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playSound QGVAR(Rope);
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};
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};
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@ -27,4 +27,4 @@ if ((_unit getVariable[QGVAR(addedToUnitLoop),false] || !alive _unit) && !_force
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// Schedule the loop to be executed again 1 sec later
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// Schedule the loop to be executed again 1 sec later
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// @todo: should the loop be started righ away instead?
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// @todo: should the loop be started righ away instead?
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_unit setVariable [QGVAR(addedToUnitLoop), true, true];
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_unit setVariable [QGVAR(addedToUnitLoop), true, true];
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[DFUNC(vitalLoop), [_unit, ACE_time], 1] call EFUNC(common,waitAndExecute);
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[DFUNC(vitalLoop), [_unit, CBA_missionTime], 1] call EFUNC(common,waitAndExecute);
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@ -15,7 +15,7 @@
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{
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{
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_x params ["_time", "_objects"];
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_x params ["_time", "_objects"];
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if (ACE_time - _time >= GVAR(litterCleanUpDelay)) then {
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if (CBA_missionTime - _time >= GVAR(litterCleanUpDelay)) then {
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{
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{
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deleteVehicle _x;
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deleteVehicle _x;
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} forEach _objects;
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} forEach _objects;
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@ -35,7 +35,7 @@ if ((alive _unit) && {(vehicle _unit) != _unit} && {!alive (vehicle _unit)}) the
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};
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};
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// If the timer run out, let the unit die and exit the loop
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// If the timer run out, let the unit die and exit the loop
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if (GVAR(maxReviveTime) > 0 && {ACE_time - _startTime > GVAR(maxReviveTime)}) exitwith {
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if (GVAR(maxReviveTime) > 0 && {CBA_missionTime - _startTime > GVAR(maxReviveTime)}) exitwith {
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_unit setVariable [QGVAR(inReviveState), nil, true];
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_unit setVariable [QGVAR(inReviveState), nil, true];
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_unit setVariable [QGVAR(reviveStartTime), nil];
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_unit setVariable [QGVAR(reviveStartTime), nil];
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[_unit, true] call FUNC(setDead);
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[_unit, true] call FUNC(setDead);
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@ -29,7 +29,7 @@ if (!local _unit) exitWith {
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};
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};
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// Handle unit vitals
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// Handle unit vitals
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[_unit, ACE_time - _lastTime] call FUNC(handleUnitVitals);
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[_unit, CBA_missionTime - _lastTime] call FUNC(handleUnitVitals);
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// Play injured sounds
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// Play injured sounds
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private _pain = _unit getVariable [QGVAR(pain), 0];
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private _pain = _unit getVariable [QGVAR(pain), 0];
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@ -45,4 +45,4 @@ if (_pain > (_unit getVariable [QGVAR(painSuppress), 0])) then {
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};
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};
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// Schedule the loop to be executed again 1 sec later
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// Schedule the loop to be executed again 1 sec later
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[DFUNC(vitalLoop), [_unit, ACE_time], 1] call EFUNC(common,waitAndExecute);
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[DFUNC(vitalLoop), [_unit, CBA_missionTime], 1] call EFUNC(common,waitAndExecute);
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@ -47,7 +47,7 @@ TRACE_3("loadCoolestSpareBarrel5",_coolestTemp,_coolestMag,_weaponTemp);
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_gunner setVariable [format [QGVAR(%1_temp), _weapon], _coolestTemp, true];
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_gunner setVariable [format [QGVAR(%1_temp), _weapon], _coolestTemp, true];
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// Heat up the coolest barrel to the former weapon temperature
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// Heat up the coolest barrel to the former weapon temperature
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[GVAR(storedSpareBarrels), _coolestMag, [_weaponTemp, ACE_Time, _barrelMass]] call CBA_fnc_hashSet;
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[GVAR(storedSpareBarrels), _coolestMag, [_weaponTemp, CBA_missionTime, _barrelMass]] call CBA_fnc_hashSet;
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// Send an event so the machines of the assistant and gunner can show the hint
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// Send an event so the machines of the assistant and gunner can show the hint
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["showWeaponTemperature", [_assistant, _gunner], [_gunner, _weapon]] call EFUNC(common,targetEvent);
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["showWeaponTemperature", [_assistant, _gunner], [_gunner, _weapon]] call EFUNC(common,targetEvent);
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@ -25,14 +25,14 @@ TRACE_1("updateSpareBarrelsTemperaturesThread2",_pairs);
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_value params ["_initialTemp","_initialTime", "_barrelMass"];
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_value params ["_initialTemp","_initialTime", "_barrelMass"];
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// Calculate cooling
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// Calculate cooling
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private _finalTemp = [_initialTemp, _barrelMass, ACE_time - _initialTime] call FUNC(calculateCooling);
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private _finalTemp = [_initialTemp, _barrelMass, CBA_missionTime - _initialTime] call FUNC(calculateCooling);
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TRACE_4("updateSpareBarrelsTemperaturesThread3",_barrelMagazineID,_initialTemp,_finalTemp,_barrelMass);
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TRACE_4("updateSpareBarrelsTemperaturesThread3",_barrelMagazineID,_initialTemp,_finalTemp,_barrelMass);
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if (_finalTemp < 5) then {
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if (_finalTemp < 5) then {
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// The barrel is cool enough to keep calculating. Remove it from the hash
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// The barrel is cool enough to keep calculating. Remove it from the hash
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[GVAR(storedSpareBarrels), _barrelMagazineID] call CBA_fnc_hashRem;
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[GVAR(storedSpareBarrels), _barrelMagazineID] call CBA_fnc_hashRem;
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} else {
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} else {
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// Store the new temp
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// Store the new temp
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[GVAR(storedSpareBarrels), _barrelMagazineID, [_finalTemp, ACE_time, _barrelMass]] call CBA_fnc_hashSet;
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[GVAR(storedSpareBarrels), _barrelMagazineID, [_finalTemp, CBA_missionTime, _barrelMass]] call CBA_fnc_hashSet;
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};
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};
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} forEach _pairs;
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} forEach _pairs;
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