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

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@ -1,7 +1,7 @@
#include "script_component.hpp" #include "script_component.hpp"
/* /*
* Author: LinkIsGrim * Author: LinkIsGrim
* Handles AI GetIn on an empty weapon * Handles AI GetIn on an empty CSW
* *
* Arguments: * Arguments:
* GetIn EH * GetIn EH
@ -11,11 +11,11 @@
* *
* Public: No * Public: No
*/ */
params ["_staticWeapon", "_role", "_gunner", "_turret"]; params ["_vehicle", "_role", "_gunner", "_turret"];
TRACE_3("getInEH:",_staticWeapon,_role,_gunner); TRACE_3("getInEH:",_vehicle,_role,_gunner);
if ((!local _gunner) || {[_gunner] call EFUNC(common,isPlayer)}) exitWith {}; 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 // turret can be empty when AI is forcefully moved to the vehicle
if (_turret isEqualTo []) then { 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 // this doesn't handle multi-weapon turrets, need a "turretWeapon" event or a PFH to do that
private _weapon = (_staticWeapon weaponsTurret _turret) select 0; private _weapon = (_vehicle weaponsTurret _turret) select 0;
TRACE_4("need ammo",someAmmo _staticWeapon,magazinesAllTurrets _staticWeapon,_turret,_weapon); 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 * Handles AI reloading
* *
* Arguments: * Arguments:
* 0: Static Weapon <OBJECT> * 0: CSW <OBJECT>
* 1: Gunner <OBJECT> * 1: Gunner <OBJECT>
* 2: Weapon <STRING> * 2: Weapon <STRING>
* *
@ -13,11 +13,11 @@
* *
* Public: No * Public: No
*/ */
params ["_staticWeapon", "_gunner", "_weapon"]; params ["_vehicle", "_gunner", "_weapon"];
TRACE_3("AI reload",_staticWeapon,_gunner,_weapon); TRACE_3("AI reload",_vehicle,_gunner,_weapon);
private _loadableMagazines = [_staticWeapon, _gunner, true] call FUNC(reload_getLoadableMagazines); private _loadableMagazines = [_vehicle, _gunner, true] call FUNC(reload_getLoadableMagazines);
if (_loadableMagazines isEqualTo []) exitWith {TRACE_1("could not find reloadable mag",_staticWeapon)}; if (_loadableMagazines isEqualTo []) exitWith {TRACE_1("could not find reloadable mag",_vehicle)};
private _bestAmmo = 0; private _bestAmmo = 0;
private _magazineInfo = []; private _magazineInfo = [];
@ -36,14 +36,14 @@ _magazineInfo params ["_carryMag", "_turretPath", "_loadInfo", "_magSource", "",
// see fnc_reload_loadMagazine #L54 // see fnc_reload_loadMagazine #L54
// AI never returns ammo and removes the magazine before reloading, so we can skip distance and weaponHolder checks // 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); TRACE_1("Reloading in progress",_timeToLoad);
[{ [{
params ["_staticWeapon", "", "", "", "", "_gunner"]; params ["_vehicle", "", "", "", "", "_gunner"];
if !(alive _staticWeapon && {alive _gunner}) exitWith {TRACE_2("invalid state",alive _staticWeapon,alive _gunner);}; if !(alive _vehicle && {alive _gunner}) exitWith {TRACE_2("invalid state",alive _vehicle,alive _gunner);};
// Reload the static weapon // Reload the static weapon
TRACE_1("calling addTurretMag event: AI reload",_this); 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. * the gun and can't be acssesed from the back, I am implementing this to get around that issue.
* *
* Arguments: * Arguments:
* 0: Static Weapon <OBJECT> * 0: CSW <OBJECT>
* 1: Unit <OBJECT> * 1: Unit <OBJECT>
* *
* Return Value: * Return Value:
@ -18,7 +18,7 @@
* Public: No * Public: No
*/ */
params ["_staticWeapon", "_player"]; params ["_vehicle", "_player"];
TRACE_2("getIn",_staticWeapon,_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 * Handles the use of proxy weapons to fix engine-reload times
* *
* Arguments: * Arguments:
* 0: Weapon <OBJECT> * 0: CSW <OBJECT>
* 1: Turret <ARRAY> * 1: Turret <ARRAY>
* 2: Proxy weapon needed <BOOL> * 2: Proxy weapon needed <BOOL>
* 2: Weapon should be emptied <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 * Gets sub actions for what the player can load into the CSW
* *
* Arguments: * Arguments:
* 0: Target <OBJECT> * 0: CSW <OBJECT>
* 1: Player <OBJECT> * 1: Player <OBJECT>
* *
* Return Value: * Return Value:

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@ -4,7 +4,7 @@
* Gets sub actions for what the player can unload from the CSW * Gets sub actions for what the player can unload from the CSW
* *
* Arguments: * Arguments:
* 0: Target <OBJECT> * 0: CSW <OBJECT>
* 1: Player <OBJECT> * 1: Player <OBJECT>
* *
* Return Value: * 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. * Finds the best vehicle magazines to create from a carryable magazine for a given weapon.
* *
* Arguments: * Arguments:
* 0: Vehicle <OBJECT> * 0: CSW <OBJECT>
* 1: Turret <ARRAY> * 1: Turret <ARRAY>
* 2: Magazine that is carryable <STRING> * 2: Magazine that is carryable <STRING>
* *

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@ -1,10 +1,10 @@
#include "script_component.hpp" #include "script_component.hpp"
/* /*
* Author: PabstMirror * 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: * Arguments:
* 0: Vehicle <OBJECT> * 0: CSW <OBJECT>
* 1: Turret <ARRAY> * 1: Turret <ARRAY>
* 2: Unit Carried Magazine <STRING> * 2: Unit Carried Magazine <STRING>
* 3: Magazine source <OBJECT> * 3: Magazine source <OBJECT>