Remove unused code

This commit is contained in:
Nicolás Badano 2015-01-11 17:40:17 -03:00
parent 8bff5f6ef4
commit e823e60224
4 changed files with 0 additions and 66 deletions

View File

@ -6,7 +6,6 @@ PREPF(AddSelectableItem);
PREPF(addToTooltip);
PREPF(applyButtons);
PREPF(canInteractWith);
PREPF(canLockDoor);
PREPF(canTapShoulder);
PREPF(getActions2);
PREPF(GetActions);
@ -19,7 +18,6 @@ PREPF(hideMouseHint);
PREPF(initialiseInteraction);
PREPF(isInRange);
PREPF(joinTeam);
PREPF(lockDoor);
PREPF(menuKeyInput);
PREPF(moduleInteraction);
PREPF(moveDown);

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@ -27,7 +27,6 @@ class CfgFunctions {
class addToTooltip;
class applyButtons;
class canInteractWith;
class canLockDoor;
class canTapShoulder;
class getActions2;
class GetActions;
@ -40,7 +39,6 @@ class CfgFunctions {
class initialiseInteraction;
class isInRange;
class joinTeam;
class lockDoor;
class menuKeyInput;
class moduleInteraction;
class moveDown;
@ -112,25 +110,6 @@ class AGM_Core_Default_Keys {
control = 1;
alt = 0;
};
// disabled for now
/*class lockDoor {
displayName = "$STR_AGM_Interaction_LockDoor";
condition = "[true] call AGM_Interaction_fnc_canLockDoor && {!AGM_Interaction_isOpeningDoor}";
statement = "[true] call AGM_Interaction_fnc_lockDoor";
key = 57;
shift = 0;
control = 0;
alt = 1;
};
class unlockDoor {
displayName = "$STR_AGM_Interaction_UnlockDoor";
condition = "[false] call AGM_Interaction_fnc_canLockDoor";
statement = "[false] call AGM_Interaction_fnc_lockDoor";
key = 57;
shift = 0;
control = 1;
alt = 1;
};*/
class tapShoulder {
displayName = "$STR_AGM_Interaction_TapShoulder";
condition = "[_player, cursorTarget] call AGM_Interaction_fnc_canTapShoulder";

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@ -1,16 +0,0 @@
// by commy2
private ["_mode", "_info", "_house", "_door", "_id"];
_mode = _this select 0; //lock: true, unlock: false
_info = [2] call AGM_Interaction_fnc_getDoor;
_house = _info select 0;
_door = _info select 1;
_id = _info select 2;
!isNull _house
&& {_door == "door"}
&& {!_mode || {_house animationPhase format ["door_%1_rot", _id] <= 0}}
&& {(_house getVariable [format ["BIS_Disabled_Door_%1", _id], 0] != 1) isEqualTo _mode}

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@ -1,27 +0,0 @@
// by commy2
private ["_mode", "_info", "_house", "_door", "_id", "_phase"];
_mode = _this select 0; //lock: true, unlock: false
_info = [2] call AGM_Interaction_fnc_getDoor;
_house = _info select 0;
_door = _info select 1;
_id = _info select 2;
if (isNull _house) exitWith {};
/*
_phase = [1, 0] select _mode;
_house animate [format ["%1_%2_rot", _door, _id], _phase];
_house animate [format ["%1_Handle_%2_rot_1", _door, _id], _phase];
_house animate [format ["%1_Handle_%2_rot_2", _door, _id], _phase];
*/
_house setVariable [format ["BIS_Disabled_%1_%2", _door, _id], [0, 1] select _mode];
playSound "AGM_Sound_Click";
[localize (["STR_AGM_Interaction_UnlockedDoor", "STR_AGM_Interaction_LockedDoor"] select _mode)] call AGM_Core_fnc_displayTextStructured;