more headers

This commit is contained in:
Salluci 2023-07-13 13:20:21 +03:00
parent 6c2a8a2117
commit ed44c0d445
9 changed files with 27 additions and 27 deletions

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@ -4,7 +4,7 @@
* Helper function for ace_rearm; Gets magazines that should be loaded by csw
*
* Arguments:
* 0: Vehicle <OBJECT>
* 0: CSW <OBJECT>
* 1: Specific Turret or pass bool to check all turrets <ARRAY><BOOL>(default: true)
*
* Return Value:

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@ -1,7 +1,7 @@
#include "script_component.hpp"
/*
* Author: LinkIsGrim
* Handles AI GetIn on an empty weapon
* Handles AI GetIn on an empty CSW
*
* Arguments:
* GetIn EH
@ -11,11 +11,11 @@
*
* Public: No
*/
params ["_staticWeapon", "_role", "_gunner", "_turret"];
TRACE_3("getInEH:",_staticWeapon,_role,_gunner);
params ["_vehicle", "_role", "_gunner", "_turret"];
TRACE_3("getInEH:",_vehicle,_role,_gunner);
if ((!local _gunner) || {[_gunner] call EFUNC(common,isPlayer)}) exitWith {};
if (someAmmo _staticWeapon) exitWith {};
if (someAmmo _vehicle) exitWith {};
// turret can be empty when AI is forcefully moved to the vehicle
if (_turret isEqualTo []) then {
@ -23,7 +23,7 @@ if (_turret isEqualTo []) then {
};
// this doesn't handle multi-weapon turrets, need a "turretWeapon" event or a PFH to do that
private _weapon = (_staticWeapon weaponsTurret _turret) select 0;
TRACE_4("need ammo",someAmmo _staticWeapon,magazinesAllTurrets _staticWeapon,_turret,_weapon);
private _weapon = (_vehicle weaponsTurret _turret) select 0;
TRACE_4("need ammo",someAmmo _vehicle,magazinesAllTurrets _vehicle,_turret,_weapon);
[_staticWeapon, _gunner, _weapon] call FUNC(ai_reload);
[_vehicle, _gunner, _weapon] call FUNC(ai_reload);

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@ -4,7 +4,7 @@
* Handles AI reloading
*
* Arguments:
* 0: Static Weapon <OBJECT>
* 0: CSW <OBJECT>
* 1: Gunner <OBJECT>
* 2: Weapon <STRING>
*
@ -13,11 +13,11 @@
*
* Public: No
*/
params ["_staticWeapon", "_gunner", "_weapon"];
TRACE_3("AI reload",_staticWeapon,_gunner,_weapon);
params ["_vehicle", "_gunner", "_weapon"];
TRACE_3("AI reload",_vehicle,_gunner,_weapon);
private _loadableMagazines = [_staticWeapon, _gunner, true] call FUNC(reload_getLoadableMagazines);
if (_loadableMagazines isEqualTo []) exitWith {TRACE_1("could not find reloadable mag",_staticWeapon)};
private _loadableMagazines = [_vehicle, _gunner, true] call FUNC(reload_getLoadableMagazines);
if (_loadableMagazines isEqualTo []) exitWith {TRACE_1("could not find reloadable mag",_vehicle)};
private _bestAmmo = 0;
private _magazineInfo = [];
@ -36,14 +36,14 @@ _magazineInfo params ["_carryMag", "_turretPath", "_loadInfo", "_magSource", "",
// see fnc_reload_loadMagazine #L54
// AI never returns ammo and removes the magazine before reloading, so we can skip distance and weaponHolder checks
private _eventParams = [_staticWeapon, _turretPath, objNull, _carryMag, _ammo, _gunner];
private _eventParams = [_vehicle, _turretPath, objNull, _carryMag, _ammo, _gunner];
private _timeToLoad = GET_NUMBER(configOf _staticWeapon >> QUOTE(ADDON) >> "ammoLoadTime", 1);
private _timeToLoad = GET_NUMBER(configOf _vehicle >> QUOTE(ADDON) >> "ammoLoadTime", 1);
TRACE_1("Reloading in progress",_timeToLoad);
[{
params ["_staticWeapon", "", "", "", "", "_gunner"];
if !(alive _staticWeapon && {alive _gunner}) exitWith {TRACE_2("invalid state",alive _staticWeapon,alive _gunner);};
params ["_vehicle", "", "", "", "", "_gunner"];
if !(alive _vehicle && {alive _gunner}) exitWith {TRACE_2("invalid state",alive _vehicle,alive _gunner);};
// Reload the static weapon
TRACE_1("calling addTurretMag event: AI reload",_this);

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@ -6,7 +6,7 @@
* the gun and can't be acssesed from the back, I am implementing this to get around that issue.
*
* Arguments:
* 0: Static Weapon <OBJECT>
* 0: CSW <OBJECT>
* 1: Unit <OBJECT>
*
* Return Value:
@ -18,7 +18,7 @@
* Public: No
*/
params ["_staticWeapon", "_player"];
TRACE_2("getIn",_staticWeapon,_player);
params ["_vehicle", "_player"];
TRACE_2("getIn",_vehicle,_player);
_player moveInTurret [_staticWeapon, [0]];
_player moveInTurret [_vehicle, [0]];

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@ -4,7 +4,7 @@
* Handles the use of proxy weapons to fix engine-reload times
*
* Arguments:
* 0: Weapon <OBJECT>
* 0: CSW <OBJECT>
* 1: Turret <ARRAY>
* 2: Proxy weapon needed <BOOL>
* 2: Weapon should be emptied <BOOL>

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@ -4,7 +4,7 @@
* Gets sub actions for what the player can load into the CSW
*
* Arguments:
* 0: Target <OBJECT>
* 0: CSW <OBJECT>
* 1: Player <OBJECT>
*
* Return Value:

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@ -4,7 +4,7 @@
* Gets sub actions for what the player can unload from the CSW
*
* Arguments:
* 0: Target <OBJECT>
* 0: CSW <OBJECT>
* 1: Player <OBJECT>
*
* Return Value:

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@ -4,7 +4,7 @@
* Finds the best vehicle magazines to create from a carryable magazine for a given weapon.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 0: CSW <OBJECT>
* 1: Turret <ARRAY>
* 2: Magazine that is carryable <STRING>
*

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@ -1,10 +1,10 @@
#include "script_component.hpp"
/*
* Author: PabstMirror
* Loads a magazine into a static weapon from a magazine carried by or next to the player.
* Loads a magazine into a CSW from a magazine carried by or next to the player.
*
* Arguments:
* 0: Vehicle <OBJECT>
* 0: CSW <OBJECT>
* 1: Turret <ARRAY>
* 2: Unit Carried Magazine <STRING>
* 3: Magazine source <OBJECT>