mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
General - Change count
to isEqualTo
where appropriate (#9921)
count -> isEqualTo
This commit is contained in:
parent
8f46ffd8d5
commit
dce7da60c9
@ -33,7 +33,7 @@ if (_startingPos isEqualTo [0,0,0]) exitWith {
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[LSTRING(GarrisonInvalidPosition)] call EFUNC(common,displayTextStructured);
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[LSTRING(GarrisonInvalidPosition)] call EFUNC(common,displayTextStructured);
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};
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};
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if (count _unitsArray == 0 || {isNull (_unitsArray select 0)}) exitWith {
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if (_unitsArray isEqualTo [] || {isNull (_unitsArray select 0)}) exitWith {
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TRACE_1("fnc_garrison: Units error",_unitsArray);
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TRACE_1("fnc_garrison: Units error",_unitsArray);
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[LSTRING(GarrisonNoUnits)] call EFUNC(common,displayTextStructured);
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[LSTRING(GarrisonNoUnits)] call EFUNC(common,displayTextStructured);
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};
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};
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@ -43,7 +43,7 @@ if (_fillingRadius >= 50) then {
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_buildings = [_buildings] call CBA_fnc_shuffle;
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_buildings = [_buildings] call CBA_fnc_shuffle;
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};
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};
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if (count _buildings == 0) exitWith {
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if (_buildings isEqualTo []) exitWith {
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TRACE_1("fnc_garrison: Building error",_buildings);
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TRACE_1("fnc_garrison: Building error",_buildings);
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[LSTRING(GarrisonNoBuilding)] call EFUNC(common,displayTextStructured);
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[LSTRING(GarrisonNoBuilding)] call EFUNC(common,displayTextStructured);
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};
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};
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@ -58,7 +58,7 @@ if (_switch) then {
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private _newGroup = createGroup (_x select 1);
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private _newGroup = createGroup (_x select 1);
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[_unit] joinSilent _newGroup;
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[_unit] joinSilent _newGroup;
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};
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};
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if (count units _currentGroup == 0) then {
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if (units _currentGroup isEqualTo []) then {
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deleteGroup _currentGroup;
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deleteGroup _currentGroup;
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};
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};
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_previousGroupsList set [_forEachIndex, objNull];
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_previousGroupsList set [_forEachIndex, objNull];
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@ -64,7 +64,7 @@ if (_insertChildrenCode isNotEqualTo {}) then {
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// Collect dynamic children class actions
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// Collect dynamic children class actions
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{
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{
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private _action = [_x select 2, _x, _fullPath, _distanceToBasePoint] call FUNC(collectActiveActionTree);
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private _action = [_x select 2, _x, _fullPath, _distanceToBasePoint] call FUNC(collectActiveActionTree);
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if ((count _action) > 0) then {
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if (_action isNotEqualTo []) then {
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_activeChildren pushBack _action;
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_activeChildren pushBack _action;
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};
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};
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} forEach _dynamicChildren;
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} forEach _dynamicChildren;
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@ -73,7 +73,7 @@ if (_insertChildrenCode isNotEqualTo {}) then {
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// Collect children class actions
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// Collect children class actions
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{
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{
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private _action = [_object, _x, _fullPath, _distanceToBasePoint] call FUNC(collectActiveActionTree);
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private _action = [_object, _x, _fullPath, _distanceToBasePoint] call FUNC(collectActiveActionTree);
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if ((count _action) > 0) then {
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if (_action isNotEqualTo []) then {
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_activeChildren pushBack _action;
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_activeChildren pushBack _action;
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};
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};
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} forEach _origActionChildren;
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} forEach _origActionChildren;
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@ -85,7 +85,7 @@ if (_insertChildrenCode isNotEqualTo {}) then {
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// Check if the action is children of the original action
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// Check if the action is children of the original action
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if (_pPath isEqualTo _fullPath) then {
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if (_pPath isEqualTo _fullPath) then {
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private _action = [_object, [_actionData,[]], _fullPath, _distanceToBasePoint] call FUNC(collectActiveActionTree);
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private _action = [_object, [_actionData,[]], _fullPath, _distanceToBasePoint] call FUNC(collectActiveActionTree);
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if ((count _action) > 0) then {
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if (_action isNotEqualTo []) then {
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_activeChildren pushBack _action;
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_activeChildren pushBack _action;
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};
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};
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};
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};
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@ -22,10 +22,10 @@ params ["_unit", "_target"];
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[_unit, "GestureGo"] call EFUNC(common,doGesture);
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[_unit, "GestureGo"] call EFUNC(common,doGesture);
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private _chance = [0.5, 0.8] select (count weapons _unit > 0);
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private _chance = [0.5, 0.8] select (weapons _unit isNotEqualTo []);
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{
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{
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if (count weapons _x == 0 && {random 1 < _chance}) then {
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if (weapons _x isEqualTo [] && {random 1 < _chance}) then {
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[QGVAR(getDown), [_x], [_x]] call CBA_fnc_targetEvent;
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[QGVAR(getDown), [_x], [_x]] call CBA_fnc_targetEvent;
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};
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};
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} forEach (_target nearEntities ["Civilian", SEND_RADIUS]);
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} forEach (_target nearEntities ["Civilian", SEND_RADIUS]);
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@ -22,10 +22,10 @@ params ["_unit"];
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[_unit, "GestureGo"] call EFUNC(common,doGesture);
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[_unit, "GestureGo"] call EFUNC(common,doGesture);
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private _chance = [0.5, 0.8] select (count weapons _unit > 0);
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private _chance = [0.5, 0.8] select (weapons _unit isNotEqualTo []);
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{
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{
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if (count weapons _x == 0 && {random 1 < _chance}) then {
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if (weapons _x isEqualTo [] && {random 1 < _chance}) then {
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private _position = getPosASL _unit vectorAdd (eyeDirection _unit vectorMultiply SEND_DISTANCE);
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private _position = getPosASL _unit vectorAdd (eyeDirection _unit vectorMultiply SEND_DISTANCE);
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_position set [2, 0];
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_position set [2, 0];
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@ -103,7 +103,7 @@ private _finalOwner = objNull;
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TRACE_2("",count _spots,_spots);
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TRACE_2("",count _spots,_spots);
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if ((count _spots) > 0) then {
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if (_spots isNotEqualTo []) then {
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private _bucketList = nil;
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private _bucketList = nil;
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private _bucketPos = nil;
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private _bucketPos = nil;
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private _c = 0;
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private _c = 0;
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@ -19,7 +19,7 @@
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*/
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*/
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params ["_input", "_points", ["_randomRound", false]];
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params ["_input", "_points", ["_randomRound", false]];
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if (count _points < 1) exitWith {
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if (_points isEqualTo []) exitWith {
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//TODO: sensible default/error value
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//TODO: sensible default/error value
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0
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0
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};
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};
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@ -72,7 +72,7 @@ if (_isActive || { CBA_missionTime >= _timeWhenActive }) then {
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};
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};
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_nearestObjects = _nearestObjects select { !isNull _x };
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_nearestObjects = _nearestObjects select { !isNull _x };
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// Select closest object to the expected position to be the current radar target
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// Select closest object to the expected position to be the current radar target
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if ((count _nearestObjects) <= 0) exitWith {
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if (_nearestObjects isEqualTo []) exitWith {
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_projectile setMissileTarget objNull;
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_projectile setMissileTarget objNull;
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_searchPos
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_searchPos
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};
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};
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@ -117,4 +117,3 @@ if !(isNull _target) then {
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_launchParams set [0, _target];
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_launchParams set [0, _target];
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_expectedTargetPos
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_expectedTargetPos
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@ -57,7 +57,7 @@ private _missionRoot = str missionConfigFile select [0, count str missionConfigF
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};
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};
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} forEach _splittedList;
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} forEach _splittedList;
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if (count _ambianceSounds == 0) exitWith {};
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if (_ambianceSounds isEqualTo []) exitWith {};
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{
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{
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if ((_x find ".") == -1) then {
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if ((_x find ".") == -1) then {
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_ambianceSounds set [_forEachIndex, _x + ".wss"];
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_ambianceSounds set [_forEachIndex, _x + ".wss"];
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@ -80,7 +80,7 @@ TRACE_1("",_ambianceSounds);
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private _allUnits = if (isMultiplayer) then {playableUnits} else {[ACE_player]};
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private _allUnits = if (isMultiplayer) then {playableUnits} else {[ACE_player]};
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// Check if there are enough players to even start playing this sound.
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// Check if there are enough players to even start playing this sound.
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if (count _allUnits > 0) then {
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if (_allUnits isNotEqualTo []) then {
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// find the position from which we are going to play this sound from.
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// find the position from which we are going to play this sound from.
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private _newPosASL = if (_followPlayers) then {
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private _newPosASL = if (_followPlayers) then {
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// Select a target unit at random.
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// Select a target unit at random.
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@ -31,7 +31,7 @@ if (_weaponBarrelClass == "") then {
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// Find all spare barrel the player has
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// Find all spare barrel the player has
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private _allBarrels = [_assistant, _weaponBarrelClass] call CBA_fnc_getMagazineIndex;
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private _allBarrels = [_assistant, _weaponBarrelClass] call CBA_fnc_getMagazineIndex;
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TRACE_1("_allBarrels",_allBarrels);
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TRACE_1("_allBarrels",_allBarrels);
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if ((count _allBarrels) < 1) exitWith {};
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if (_allBarrels isEqualTo []) exitWith {};
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// Determine which on is coolest
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// Determine which on is coolest
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private _coolestTemp = 10000;
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private _coolestTemp = 10000;
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@ -32,7 +32,7 @@ if (_weaponBarrelClass == "") then {
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};
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};
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private _allBarrels = [_unit, _weaponBarrelClass] call CBA_fnc_getMagazineIndex;
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private _allBarrels = [_unit, _weaponBarrelClass] call CBA_fnc_getMagazineIndex;
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TRACE_1("_allBarrels",_allBarrels);
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TRACE_1("_allBarrels",_allBarrels);
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if ((count _allBarrels) < 1) exitWith {};
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if (_allBarrels isEqualTo []) exitWith {};
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// Determine the temp of each barrel
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// Determine the temp of each barrel
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private _temps = [];
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private _temps = [];
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@ -100,7 +100,7 @@ private _barrelLength = _weaponConfig select 2;
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private _muzzleVelocity = 0;
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private _muzzleVelocity = 0;
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private _bc = 0;
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private _bc = 0;
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if (count (_ammoConfig select 6) > 0) then {
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if ((_ammoConfig select 6) isNotEqualTo []) then {
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_bc = (_ammoConfig select 6) select 0;
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_bc = (_ammoConfig select 6) select 0;
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};
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};
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private _transonicStabilityCoef = _ammoConfig select 4;
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private _transonicStabilityCoef = _ammoConfig select 4;
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@ -38,7 +38,7 @@ private _engineerRequired = if (isNumber (_config >> "requiredEngineer")) then {
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if !([_caller, _engineerRequired] call FUNC(isEngineer)) exitWith {false};
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if !([_caller, _engineerRequired] call FUNC(isEngineer)) exitWith {false};
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private _items = _config call FUNC(getRepairItems);
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private _items = _config call FUNC(getRepairItems);
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if (count _items > 0 && {!([_caller, _items] call FUNC(hasItems))}) exitWith {false};
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if (_items isNotEqualTo [] && {!([_caller, _items] call FUNC(hasItems))}) exitWith {false};
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private _return = true;
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private _return = true;
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if (getText (_config >> "condition") != "") then {
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if (getText (_config >> "condition") != "") then {
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@ -20,17 +20,9 @@
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*/
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*/
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params ["_hitPoint", "_textLocalized", "_textDefault", ["_trackArray", []]];
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params ["_hitPoint", "_textLocalized", "_textDefault", ["_trackArray", []]];
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_trackArray params [["_trackNames", []], ["_trackStrings", []], ["_trackAmount", []]];
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private _track = (count _trackArray > 0);
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private _track = _trackArray isNotEqualTo [];
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private _trackNames = [];
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private _trackStrings = [];
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private _trackAmount = [];
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if (_track) then {
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_trackNames = _trackArray select 0;
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_trackStrings = _trackArray select 1;
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_trackAmount = _trackArray select 2;
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};
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// Prepare first part of the string from stringtable
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// Prepare first part of the string from stringtable
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//IGNORE_STRING_WARNING(str_ace_repair_hit);
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//IGNORE_STRING_WARNING(str_ace_repair_hit);
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@ -44,7 +44,7 @@ if ((isEngineOn _target) && {!GVAR(autoShutOffEngineWhenStartingRepair)}) exitWi
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};
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};
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private _items = _config call FUNC(getRepairItems);
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private _items = _config call FUNC(getRepairItems);
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if (count _items > 0 && {!([_caller, _items] call FUNC(hasItems))}) exitWith {false};
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if (_items isNotEqualTo [] && {!([_caller, _items] call FUNC(hasItems))}) exitWith {false};
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private _return = true;
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private _return = true;
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if (getText (_config >> "condition") != "") then {
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if (getText (_config >> "condition") != "") then {
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@ -48,7 +48,7 @@ class CfgVehicles {
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selection = "";
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selection = "";
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displayName = CSTRING(PickUp);
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displayName = CSTRING(PickUp);
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distance = 5;
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distance = 5;
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condition = QUOTE((alive _target) && (count (crew _target) == 0));
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condition = QUOTE((alive _target) && {(crew _target) isEqualTo []});
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statement = QUOTE([ARR_2(_target,_player)] call FUNC(pickup));
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statement = QUOTE([ARR_2(_target,_player)] call FUNC(pickup));
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showDisabled = 0;
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showDisabled = 0;
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exceptions[] = {};
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exceptions[] = {};
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@ -27,7 +27,7 @@ if (GVAR(EnableSafeZone)) then {
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private _allNearestPlayers = [position _unit, GVAR(SafeZoneRadius)] call FUNC(nearestPlayers);
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private _allNearestPlayers = [position _unit, GVAR(SafeZoneRadius)] call FUNC(nearestPlayers);
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private _nearestEnemyPlayers = _allNearestPlayers select {((side GVAR(OriginalGroup)) getFriend side _x < 0.6) && !(_x getVariable [QGVAR(IsPlayerControlled), false])};
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private _nearestEnemyPlayers = _allNearestPlayers select {((side GVAR(OriginalGroup)) getFriend side _x < 0.6) && !(_x getVariable [QGVAR(IsPlayerControlled), false])};
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if (count _nearestEnemyPlayers > 0) exitWith {
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if (_nearestEnemyPlayers isNotEqualTo []) exitWith {
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_leave = true;
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_leave = true;
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};
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};
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};
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};
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@ -124,7 +124,7 @@ private _chanceOfDetonation = 0;
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private _explosiveAmmoCount = 0;
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private _explosiveAmmoCount = 0;
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private _nonExplosiveAmmoCount = 0;
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private _nonExplosiveAmmoCount = 0;
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if (count (_currentVehicleAmmo select 0) isNotEqualTo 0) then {
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if ((_currentVehicleAmmo select 0) isNotEqualTo []) then {
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private _magConfig = configFile >> "CfgMagazines";
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private _magConfig = configFile >> "CfgMagazines";
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private _ammoConfig = configFile >> "CfgAmmo";
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private _ammoConfig = configFile >> "CfgAmmo";
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private _countOfExplodableAmmo = 0;
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private _countOfExplodableAmmo = 0;
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@ -30,7 +30,7 @@ if (_useCustom) then {
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private _previousMags = magazinesDetail _unit;
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private _previousMags = magazinesDetail _unit;
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_unit addMagazine ["ACE_key_customKeyMagazine", 1]; //addMagazine array has global effects
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_unit addMagazine ["ACE_key_customKeyMagazine", 1]; //addMagazine array has global effects
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private _newMags = (magazinesDetail _unit) - _previousMags;
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private _newMags = (magazinesDetail _unit) - _previousMags;
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if ((count _newMags) == 0) exitWith {ERROR("failed to add magazine (inventory full?)");};
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if (_newMags isEqualTo []) exitWith {ERROR("failed to add magazine (inventory full?)");};
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private _keyMagazine = _newMags select 0;
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private _keyMagazine = _newMags select 0;
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TRACE_2("setting up key on server",_veh,_keyMagazine);
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TRACE_2("setting up key on server",_veh,_keyMagazine);
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//Have the server run add the key to the vehicle's key array:
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//Have the server run add the key to the vehicle's key array:
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@ -22,7 +22,7 @@ private _weapons = _vehicle weaponsTurret _turret;
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if (
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if (
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count _weapons > 1
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count _weapons > 1
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|| {count _weapons > 0 && {!(_weapons select 0 in ["SmokeLauncher", "BWA3_SmokeLauncher"])}} // @todo somebody might use custom smoke launcher weapons aswell, maybe ...
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|| {_weapons isNotEqualTo [] && {!(_weapons select 0 in ["SmokeLauncher", "BWA3_SmokeLauncher"])}} // @todo somebody might use custom smoke launcher weapons aswell, maybe ...
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) then {
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) then {
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//This doesn't work reliably for vehilces with additional weapons for the commander. Select smoke launcher instead.
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//This doesn't work reliably for vehilces with additional weapons for the commander. Select smoke launcher instead.
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@ -69,7 +69,7 @@ if ([_unit] call EFUNC(common,isPlayer)) exitWith {
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} else {
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} else {
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// Direct fire - Get a target position that will work
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// Direct fire - Get a target position that will work
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private _lis = lineIntersectsSurfaces [eyePos _unit, _targetASL, _unit, _vehicle];
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private _lis = lineIntersectsSurfaces [eyePos _unit, _targetASL, _unit, _vehicle];
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if ((count _lis) > 0) then { // If point is hidden, unit won't fire, do a ray cast to find where they should shoot at
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if (_lis isNotEqualTo []) then { // If point is hidden, unit won't fire, do a ray cast to find where they should shoot at
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_targetASL = ((_lis select 0) select 0);
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_targetASL = ((_lis select 0) select 0);
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TRACE_1("using ray cast pos",_mousePosASL distance _targetASL);
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TRACE_1("using ray cast pos",_mousePosASL distance _targetASL);
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};
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};
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