Cleanup optional argument headers (#5543)

This commit is contained in:
jonpas 2017-09-22 17:33:08 +02:00 committed by GitHub
parent c68ebf2816
commit eb6e8c0b56
22 changed files with 89 additions and 88 deletions

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@ -1,13 +1,13 @@
/* /*
* Author: PabstMirror * Author: PabstMirror
* Tests if player can stop escorting * Tests if player can stop escorting.
* *
* Arguments: * Arguments:
* 0: caller (player) <OBJECT> * 0: Caller (player) <OBJECT>
* 1: target <OBJECT><OPTIONAL> * 1: Target <OBJECT> (default: objNull)
* *
* Return Value: * Return Value:
* The return value <BOOL> * Can unit stop escorting another unit <BOOL>
* *
* Example: * Example:
* [player, bob] call ACE_captives_fnc_canStopEscorting * [player, bob] call ACE_captives_fnc_canStopEscorting

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@ -5,7 +5,7 @@
* Arguments: * Arguments:
* 0: loaded Object <OBJECT> * 0: loaded Object <OBJECT>
* 1: Object <OBJECT> * 1: Object <OBJECT>
* 2: Unloader (player) <OPTIONAL><OBJECT> * 2: Unloader (player) <OBJECT> (default: objNull)
* *
* Return Value: * Return Value:
* Can be unloaded <BOOL> * Can be unloaded <BOOL>

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@ -5,13 +5,13 @@
* Arguments: * Arguments:
* 0: Original throw projectile <OBJECT> * 0: Original throw projectile <OBJECT>
* 1: Class of projectile <STRING> * 1: Class of projectile <STRING>
* 2: Adv throw (default: false) <BOOL><OPTIONAL> * 2: Adv throw <BOOL> (default: false)
* *
* Return Value: * Return Value:
* None * None
* *
* Example: * Example:
* [_projectile, _ammoType] call ace_chemlights_fnc_throwIR; * [_projectile, _ammoType] call ace_chemlights_fnc_throwIR
* *
* Public: No * Public: No
*/ */

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@ -4,7 +4,7 @@
* *
* Arguments: * Arguments:
* 0: Array to be dumped <ARRAY> * 0: Array to be dumped <ARRAY>
* 1: Depth <NUMBER><OPTIONAL> * 1: Depth <NUMBER> (default: 0)
* *
* Return Value: * Return Value:
* None * None

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@ -1,20 +1,20 @@
/* /*
* Author: PabstMirror, ViperMaul * Author: PabstMirror, ViperMaul
* Find a safe place near a vehicle to unload something * Find a safe place near a vehicle to unload something.
* Handles Normal Terrain, In Water or On Buildings (Pier, StaticShip) * Handles Normal Terrain, In Water or On Buildings (Pier, StaticShip).
* *
* Arguments: * Arguments:
* 0: Source Vehicle <OBJECT> * 0: Source Vehicle <OBJECT>
* 1: Cargo Classname <STRING> * 1: Cargo Classname <STRING>
* 2: Unloader (player) <OBJECT><OPTIONAL> * 2: Unloader (player) <OBJECT> (default: objNull)
* 3: Max Distance (meters) <NUMBER><OPTIONAL> * 3: Max Distance (meters) <NUMBER> (default: 10)
* 4: Check Vehicle is Stable <BOOL><OPTIONAL> * 4: Check Vehicle is Stable <BOOL> (default: true)
* *
* Return Value: * Return Value:
* Unload PositionAGL (Can Be [] if no valid pos found) <ARRAY> * Unload PositionAGL (can Be [] if no valid pos found) <ARRAY>
* *
* Example: * Example:
* [theCar, "CAManBase", player, 10, true] call ace_common_fnc_findUnloadPosition; * [theCar, "CAManBase", player, 10, true] call ace_common_fnc_findUnloadPosition
* *
* Public: No * Public: No
*/ */

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@ -1,11 +1,11 @@
/* /*
* Author: PabstMirror * Author: PabstMirror
* Allows multiple sources to not overwrite showHud command * Allows multiple sources to not overwrite showHud command.
* Bitwise AND Logic (a single false in a mask will make it false) * Bitwise AND Logic (a single false in a mask will make it false).
* *
* Arguments: * Arguments:
* 0: Source ID <STRING><OPTIONAL> * 0: Source ID <STRING> (default: "")
* 1: Show Hud Bool Array (8 to set, empty to remove) <ARRAY><OPTIONAL> * 1: Show Hud Bool Array (8 to set, empty to remove) <ARRAY> (default: [])
* - [hud, info, radar, compass, direction, menu, group, cursors] * - [hud, info, radar, compass, direction, menu, group, cursors]
* - hud: Boolean - show scripted HUD (same as normal showHUD true/false) * - hud: Boolean - show scripted HUD (same as normal showHUD true/false)
* - info: Boolean - show vehicle + soldier info (hides weapon info from the HUD as well) * - info: Boolean - show vehicle + soldier info (hides weapon info from the HUD as well)

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@ -3,12 +3,12 @@
* Unload a person from a vehicle, local * Unload a person from a vehicle, local
* *
* Arguments: * Arguments:
* 0: unit to unload <OBJECT> * 0: Unit to unload <OBJECT>
* 1: Vehicle <OBJECT> * 1: Vehicle <OBJECT>
* 2: Unloader (player) <OBJECT><OPTIONAL> * 2: Unloader (player) <OBJECT> (default: objNull)
* *
* Return Value: * Return Value:
* Returns true if succesfully unloaded person <BOOL> * Succesfully unloaded person <BOOL>
* *
* Example: * Example:
* [bob, car, bob] call ace_common_fnc_unloadpersonLocal * [bob, car, bob] call ace_common_fnc_unloadpersonLocal

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@ -1,27 +1,27 @@
/* /*
* Author: PabstMirror * Author: PabstMirror
* Shows multiple watched variables on the main display (for easy debugging) * Shows multiple watched variables on the main display (for easy debugging).
* *
* Arguments: * Arguments:
* 0: Title (var name) <STRING> * 0: Title (var name) <STRING> (default: "")
* 1: Code to generate result (passed nothing, can return any) <OPTIONAL><CODE> * 1: Code to generate result (passed nothing, can return any) <CODE> (default: {})
* 2: Array containing modifiers <OPTIONAL><ARRAY> * 2: Array containing modifiers <ARRAY> (default: [])
* For Numbers: * For Numbers:
* 0: Show Delta change (default: true) <OPTIONAL><BOOL> * 0: Show Delta change <BOOL> (default: true)
* 1: Slider Min Value (default: 0) <OPTIONAL><NUMBER> * 1: Slider Min Value <NUMBER> (default: 0)
* 1: Slider Max Value (default: 0) <OPTIONAL><NUMBER> * 1: Slider Max Value <NUMBER> (default: 0)
* For Anything else: * For Anything else:
* 0: Number of structured text lines (default: 1) <OPTIONAL><NUMBER> * 0: Number of structured text lines <NUMBER> (default: 1)
* *
* Return Value: * Return Value:
* None * None
* *
* Example: * Example:
* ["CBA_missionTime"] call ace_common_fnc_watchVariable; // Uses title as code * ["CBA_missionTime"] call ace_common_fnc_watchVariable // Uses title as code
* ["diag_frameNo", {diag_frameNo}, [false]] call ace_common_fnc_watchVariable; // Won't show delta * ["diag_frameNo", {diag_frameNo}, [false]] call ace_common_fnc_watchVariable // Won't show delta
* ["blood", {player getVariable "ace_medical_bloodVolume"}, [true, 0, 100]] call ace_common_fnc_watchVariable; // Shows slider * ["blood", {player getVariable "ace_medical_bloodVolume"}, [true, 0, 100]] call ace_common_fnc_watchVariable // Shows slider
* ["multiLine text", {"Line 1 <br/>Line 2"}, [2]] call ace_common_fnc_watchVariable; * ["multiLine text", {"Line 1 <br/>Line 2"}, [2]] call ace_common_fnc_watchVariable
* ["player names", {allPlayers apply {name _x}}, [5]] call ace_common_fnc_watchVariable; // handles any data types * ["player names", {allPlayers apply {name _x}}, [5]] call ace_common_fnc_watchVariable // handles any data types
* *
* Public: Yes * Public: Yes
*/ */

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@ -4,10 +4,10 @@
* Makes a unit drop items * Makes a unit drop items
* *
* Arguments: * Arguments:
* 0: caller (player) <OBJECT> * 0: Caller (player) <OBJECT>
* 1: target <OBJECT> * 1: Target <OBJECT>
* 2: classnamess <ARRAY> * 2: Classnames <ARRAY>
* 3: Do Not Drop Ammo <BOOL><OPTIONAL> * 3: Do Not Drop Ammo <BOOL> (default: false)
* *
* Return Value: * Return Value:
* None * None

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@ -1,6 +1,6 @@
/* /*
* Author: Garth 'L-H' de Wet * Author: Garth 'L-H' de Wet
* Places an explosive at the requested position * Places an explosive at the requested position.
* *
* Arguments: * Arguments:
* 0: Unit <OBJECT> * 0: Unit <OBJECT>
@ -9,14 +9,13 @@
* 3: Magazine class <STRING> * 3: Magazine class <STRING>
* 4: Config of trigger <STRING> * 4: Config of trigger <STRING>
* 5: Variables required for the trigger type <ARRAY> * 5: Variables required for the trigger type <ARRAY>
* 6: Explosive placeholder <OBJECT> <OPTIONAL> * 6: Explosive placeholder <OBJECT> (default: objNull)
* *
* Return Value: * Return Value:
* Placed explosive <OBJECT> * Placed explosive <OBJECT>
* *
* Example: * Example:
* _explosive = [player, player modelToWorldVisual [0,0.5, 0.1], 134, * _explosive = [player, player modelToWorldVisual [0,0.5, 0.1], 134, "SatchelCharge_Remote_Mag", "Command", []] call ace_explosives_fnc_placeExplosive
* "SatchelCharge_Remote_Mag", "Command", []] call ACE_Explosives_fnc_placeExplosive;
* *
* Public: Yes * Public: Yes
*/ */

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@ -1,19 +1,18 @@
/* /*
* Author: VKing * Author: VKing
* Detonate explosives via script, for use in triggers or mission scripts to * Detonate explosives via script, for use in triggers or mission scripts to detonate editor-placed explosives.
* detonate editor-placed explosives.
* *
* Arguments: * Arguments:
* 0: Explosives objects to detonate <OBJECT or ARRAY> * 0: Explosives objects to detonate <OBJECT or ARRAY>
* 1: Fuze delay (for each explosive; use negative number for random time up to value) <NUMBER> <OPTIONAL> * 1: Fuze delay (for each explosive; use negative number for random time up to value) <NUMBER> (default: 0)
* 2: Trigger Item Classname <STRING><OPTIONAL> * 2: Trigger Item Classname <STRING> (default: "#scripted")
* *
* Return Value: * Return Value:
* None * None
* *
* Example: * Example:
* [[charge1, charge2, charge3], -1] call ACE_Explosives_fnc_scriptedExplosive; * [[charge1, charge2, charge3], -1] call ace_explosives_fnc_scriptedExplosive
* [[claymore1, claymore2]] call ACE_Explosives_fnc_scriptedExplosive; * [[claymore1, claymore2]] call ace_explosives_fnc_scriptedExplosive
* *
* Public: Yes * Public: Yes
*/ */

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@ -5,13 +5,13 @@
* Arguments: * Arguments:
* 0: Explosive <OBJECT> * 0: Explosive <OBJECT>
* 1: Time till detonate <NUMBER> * 1: Time till detonate <NUMBER>
* 2: Trigger Item Classname <STRING><OPTIONAL> * 2: Trigger Item Classname <STRING> (default: "#timer")
* *
* Return Value: * Return Value:
* None * None
* *
* Example: * Example:
* [_explosive, 10] call ACE_Explosives_fnc_startTimer; * [_explosive, 10] call ace_explosives_fnc_startTimer
* *
* Public: Yes * Public: Yes
*/ */

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@ -1,10 +1,10 @@
/* /*
* Author: commy2 and esteldunedain and Ruthberg * Author: commy2 and esteldunedain and Ruthberg
* Updates and applys the current deafness. Called every 1 sec from a PFEH. * Updates and applies the current deafness. Called every 1 sec from a PFEH.
* *
* Arguments: * Arguments:
* 0: Args <ARRAY> * 0: Args <ARRAY>
* -----0: Just update volume (skip ringing/recovery) <BOOL><OPTIONAL> * 0: Just update volume (skip ringing/recovery) <BOOL> (default: false)
* *
* Return Value: * Return Value:
* None * None
@ -22,7 +22,7 @@ if (!alive ACE_player) exitWith {
[QUOTE(ADDON), 1, true] call EFUNC(common,setHearingCapability); [QUOTE(ADDON), 1, true] call EFUNC(common,setHearingCapability);
}; };
(_this select 0) params ["_justUpdateVolume"]; (_this select 0) params [["_justUpdateVolume", false]];
GVAR(deafnessDV) = (GVAR(deafnessDV) min 20) max 0; GVAR(deafnessDV) = (GVAR(deafnessDV) min 20) max 0;
GVAR(volume) = (1 - (GVAR(deafnessDV) / 20)) max 0.05; GVAR(volume) = (1 - (GVAR(deafnessDV) / 20)) max 0.05;

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@ -3,10 +3,13 @@
* Handle the escape key being pressed. * Handle the escape key being pressed.
* *
* Arguments: * Arguments:
* 0: Escape menu display that should be closed <DISPLAY><OPTIONAL> * 0: Escape menu display that should be closed <DISPLAY> (default: displayNull)
* *
* Return Value: * Return Value:
* Nothing * None
*
* Example:
* [display] call ace_interact_menu_fnc_handleEscapeMenu
* *
* Public: No * Public: No
*/ */

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@ -1,12 +1,12 @@
/* /*
* Author: Garth de Wet (LH) * Author: Garth de Wet (LH)
* Shows the interaction helper text with the mouse buttons at the bottom middle of the screen * Shows the interaction helper text with the mouse buttons at the bottom middle of the screen.
* *
* Arguments: * Arguments:
* 0: Left Click Text <STRING> * 0: Left Click Text <STRING>
* 1: Right Click Text <STRING> * 1: Right Click Text <STRING>
* 2: Scroll Text <STRING> (Optional) * 2: Scroll Text <STRING> (default: "")
* 2: Extra Icon/Text pairs <OPTIONAL><ARRAY> * 2: Extra Icon/Text pairs <ARRAY> (default: [])
* *
* Return Value: * Return Value:
* None * None

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@ -8,15 +8,15 @@
* 2: Method, can be code, which emitter and owner are passed to, a string function name, an array with a position memory point and weapon name, or an array with a position memory point, a vector begining memory point, and vector ending memory point. <STRING><CODE><ARRAY> * 2: Method, can be code, which emitter and owner are passed to, a string function name, an array with a position memory point and weapon name, or an array with a position memory point, a vector begining memory point, and vector ending memory point. <STRING><CODE><ARRAY>
* 3: Wavelength (1550nm is common eye safe) <NUMBER> * 3: Wavelength (1550nm is common eye safe) <NUMBER>
* 4: Laser code <NUMBER> * 4: Laser code <NUMBER>
* 5: Beam divergence (in mils off beam center). <NUMBER> * 5: Beam divergence (in mils off beam center) <NUMBER>
* 6: Method Args <OPTIONAL><ANY> * 6: Method Args <ANY> (default: nil)
* *
* Return Value: * Return Value:
* UUID for sending to laserOff function. <String> * UUID for sending to laserOff function <STRING>
* *
* Example: * Example:
* [hmg, hmg, [[0,0,1], "HMG_static"], 1550, 1111, 1] call ace_laser_fnc_laserOn; * [hmg, hmg, [[0,0,1], "HMG_static"], 1550, 1111, 1] call ace_laser_fnc_laserOn
* [player, player, "ace_laser_fnc_findLaserSource", 1550, 1111, 1, ["pilot"]] call ace_laser_fnc_laserOn; * [player, player, "ace_laser_fnc_findLaserSource", 1550, 1111, 1, ["pilot"]] call ace_laser_fnc_laserOn
* *
* Public: No * Public: No
*/ */

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@ -8,15 +8,15 @@
* 1: Direction vector (will be normalized) <ARRAY> * 1: Direction vector (will be normalized) <ARRAY>
* 2: Seeker FOV in degrees <NUMBER> * 2: Seeker FOV in degrees <NUMBER>
* 3: Seeker max distance in meters <NUMBER> * 3: Seeker max distance in meters <NUMBER>
* 4: Seeker wavelength sensitivity range, [1550,1550] is common eye safe. <ARRAY> * 4: Seeker wavelength sensitivity range, [1550,1550] is common eye safe <ARRAY>
* 5: Seeker laser code. <NUMBER> * 5: Seeker laser code. <NUMBER>
* 6: Ignore 1 (e.g. Player's vehicle) <OPTIONAL><OBJECT> * 6: Ignore 1 (e.g. Player's vehicle) <OBJECT> (default: objNull)
* *
* Return Value: * Return Value:
* [Strongest compatible laser spot ASL pos, owner object] Nil array values if nothing found. <ARRAY> * [Strongest compatible laser spot ASL pos, owner object] Nil array values if nothing found <ARRAY>
* *
* Example: * Example:
* [getPosASL player, [0,1,0], 90, [1500, 1500], 1111, player] call ace_laser_fnc_seekerFindLaserSpot; * [getPosASL player, [0,1,0], 90, [1500, 1500], 1111, player] call ace_laser_fnc_seekerFindLaserSpot
* *
* Public: No * Public: No
*/ */

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@ -1,19 +1,19 @@
/* /*
* Author: Nou * Author: Nou
* Shoots multiple rays in a dispersion pattern * Shoots multiple rays in a dispersion pattern.
* *
* Arguments: * Arguments:
* 0: Origin position ASL <ARRAY> * 0: Origin position ASL <ARRAY>
* 1: Direction (normalized) <ARRAY> * 1: Direction (normalized) <ARRAY>
* 2: Divergence (mils) <OPTIONAL><NUMBER> * 2: Divergence (mils) <NUMBER> (default: 0.3)
* 3: Count at each divergence level <OPTIONAL><NUMBER> * 3: Count at each divergence level <NUMBER> (default: 3)
* 4: Ignore vehicle 1 (e.g. Player's vehicle) <OPTIONAL><OBJECT> * 4: Ignore vehicle 1 (e.g. Player's vehicle) <OBJECT> (default: objNull)
* *
* Return Value: * Return Value:
* [_longestReturn, _shortestReturn, _resultPositions] <ARRAY> * [_longestReturn, _shortestReturn, _resultPositions] <ARRAY>
* *
* Example: * Example:
* [getPosASL player, [0,1,0]] call ace_laser_fnc_shootCone; * [getPosASL player, [0,1,0]] call ace_laser_fnc_shootCone
* *
* Public: No * Public: No
*/ */

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@ -1,18 +1,18 @@
/* /*
* Author: Nou, PabstMirror * Author: Nou, PabstMirror
* Shoots a ray from a source to a direction and finds first intersction and distance * Shoots a ray from a source to a direction and finds first intersction and distance.
* *
* Arguments: * Arguments:
* 0: Origin position ASL <ARRAY> * 0: Origin position ASL <ARRAY>
* 1: Direction (normalized) <ARRAY> * 1: Direction (normalized) <ARRAY>
* 2: Ignore 1 (e.g. Player's vehicle) <OPTIONAL><OBJECT> * 2: Ignore 1 (e.g. Player's vehicle) <OBJECT> (default: objNull)
* 2: Ignore 2 (e.g. Player's vehicle) <OPTIONAL><OBJECT> * 2: Ignore 2 (e.g. Player's vehicle) <OBJECT> (default: objNull)
* *
* Return Value: * Return Value:
* [posASL, distance] - pos will be nil if no intersection <ARRAY> * [posASL, distance] - pos will be nil if no intersection <ARRAY>
* *
* Example: * Example:
* [getPosASL player, [0,1,0], player] call ace_laser_fnc_shootRay; * [getPosASL player, [0,1,0], player] call ace_laser_fnc_shootRay
* *
* Public: No * Public: No
*/ */

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@ -1,9 +1,9 @@
/* /*
* Author: PabstMirror * Author: PabstMirror
* Changes the display mode of the microDAGR * Changes the display mode of the MicroDAGR.
* *
* Arguments: * Arguments:
* 0: Display Mode to show the microDAGR in <NUMBER><OPTIONAL> * 0: Display Mode to show the microDAGR in <NUMBER> (default: -1)
* *
* Return Value: * Return Value:
* None * None

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@ -1,12 +1,12 @@
/* /*
* Author: Grey * Author: Grey
* Loads Magazine into static weapon using a timer * Loads Magazine into static weapon using a timer.
* *
* Arguments: * Arguments:
* 0: static <OBJECT> * 0: Static <OBJECT>
* 1: unit <OBJECT> * 1: Unit <OBJECT>
* 2: time to load <NUMBER> * 2: Time to load <NUMBER>
* 3: magazineClassOptional <OPTIONAL><STRING> * 3: Magazine Class <STRING> (default: "")
* *
* Return Value: * Return Value:
* None * None
@ -20,7 +20,7 @@
params ["_static","_unit","_timeToLoad",["_magazineClassOptional","",[""]]]; params ["_static","_unit","_timeToLoad",["_magazineClassOptional","",[""]]];
//Move player into animation if player is standing // Move player into animation if player is standing
if ((_unit call CBA_fnc_getUnitAnim) select 0 == "stand") then { if ((_unit call CBA_fnc_getUnitAnim) select 0 == "stand") then {
[_unit, "AmovPercMstpSrasWrflDnon_diary", 1] call EFUNC(common,doAnimation); [_unit, "AmovPercMstpSrasWrflDnon_diary", 1] call EFUNC(common,doAnimation);
}; };

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@ -1,11 +1,11 @@
/* /*
* Author: 654wak654 * Author: 654wak654
* Shows a zeus message through the BIS function, handles localization. * Shows a Zeus message through the BIS function, handles localization.
* If multiple args are given, they get formatted. * If multiple args are given, they get formatted.
* *
* Arguments: * Arguments:
* 0: The message <STRING> * 0: Message <STRING>
* N: Anything <ANY><OPTIONAL> * N: Anything <ANY> (default: nil)
* *
* Return Value: * Return Value:
* None * None