Merge pull request #122 from KoffeinFlummi/ExplosivesHeaderFix

Fixed the headers of the explosives system to be the correct style.
This commit is contained in:
Nicolás Badano
2015-02-03 15:12:00 -03:00
27 changed files with 416 additions and 475 deletions

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@ -1,21 +1,18 @@
/* /*
Name: XEH_postInit.sqf * Author: Garth 'L-H' de Wet
* Initialises the player object for the explosive system.
Author(s): *
Garth de Wet (LH) * Arguments:
* None
Description: *
Initialises explosive behaviour. * Return Value:
* None
Parameters: *
None * Example:
* None
Returns: *
None * Public: No
*/
Example:
None
*/
#include "script_component.hpp" #include "script_component.hpp"
if !(hasInterface) exitWith {}; if !(hasInterface) exitWith {};
GVAR(PlacedCount) = 0; GVAR(PlacedCount) = 0;

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@ -1,21 +1,18 @@
/* /*
Name: XEH_preInit.sqf * Author: Garth 'L-H' de Wet
* Initialises the explosives system
Author(s): *
Garth de Wet (LH) * Arguments:
* None
Description: *
Prepares the functions * Return Value:
* None
Parameters: *
None * Example:
* None
Returns: *
None * Public: No
*/
Example:
None
*/
#include "script_component.hpp" #include "script_component.hpp"
ADDON = false; ADDON = false;

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@ -1,24 +1,21 @@
/* /*
Name: ACE_Explosives_fnc_addClacker * Author: Garth 'L-H' de Wet
* Adds an explosive as a clacker item to the passed unit if the unit has the required item.
Author(s): *
Garth de Wet (LH) * Arguments:
* 0: Unit <OBJECT>
Description: * 1: Explosive <OBJECT>
Adds an explosive as a clacker item to the passed unit if the unit has a ACE_Clacker item. * 2: Magazine classname <STRING>
* 3: Extra variables <ARRAY>
Parameters: *
0: OBJECT - unit * Return Value:
1: OBJECT - Explosive * None
2: STRING - Magazine *
3: ARRAY - Extra vars * Example:
* [player, _explosive, "SatchelCharge_Remote_Mag", [ConfigFile >> "CfgACE_Triggers" >> "Command"]] call ACE_Explosives_fnc_addClacker;
Returns: *
Nothing * Public: Yes
*/
Example:
[_unit, _explosive, "SatchelCharge_Remote_Mag", [ConfigFile >> "CfgACE_Triggers" >> "Command"]] call ACE_Explosives_fnc_AddClacker;
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_explosive", "_clacker", "_config", "_magazineClass", "_requiredItems", "_hasRequired"]; private ["_unit", "_explosive", "_clacker", "_config", "_magazineClass", "_requiredItems", "_hasRequired"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,20 +1,18 @@
/* /*
Name: ACE_Explosives_fnc_canDefuse * Author: Garth 'L-H' de Wet
* Whether a unit can perform the defuse action
Author: Garth de Wet (LH) *
* Arguments:
Description: * 0: Unit <OBJECT>
Checks if a unit can defuse an explosive *
* Return Value:
Parameters: * Able to defuse <BOOL>
0: OBJECT - unit *
* Example:
Returns: * if ([player] call ACE_Explosives_fnc_canDefuse) then {hint "Can Defuse";};
Nothing *
* Public: Yes
Example: */
[player] call ACE_Explosives_fnc_CanDefuse;
*/
#include "script_component.hpp" #include "script_component.hpp"
private "_unit"; private "_unit";
_unit = _this select 0; _unit = _this select 0;

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@ -1,20 +1,18 @@
/* /*
Name: ACE_Explosives_fnc_canDetonate * Author: Garth 'L-H' de Wet
* Whether the unit is able to detonate explosives
Author: Garth de Wet (LH) *
* Arguments:
Description: * 0: Unit <OBJECT>
Checks if a unit can detonate an explosive *
* Return Value:
Parameters: * Able to detonate <BOOL>
0: OBJECT - unit *
* Example:
Returns: * if ([player] call ACE_Explosives_fnc_canDetonate) then { hint "Can Detonate"; };
BOOLEAN - if the unit has explosives and detonators. *
* Public: Yes
Example: */
[player] call ACE_Explosives_fnc_canDetonate;
*/
#include "script_component.hpp" #include "script_component.hpp"
private "_unit"; private "_unit";
_unit = _this select 0; _unit = _this select 0;

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@ -1,21 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_defuseExplosive * Author: Garth 'L-H' de Wet
* Causes the unit to defuse the passed explosive.
Author: Garth de Wet (LH) *
* Arguments:
Description: * 0: Unit <OBJECT>
Defuses an Explosive * 1: Explosive <OBJECT>
*
Parameters: * Return Value:
0: OBJECT - unit * None
1: OBJECT - Explosive *
* Example:
Returns: * [player, ACE_Interaction_Target] call ACE_Explosives_fnc_defuseExplosive;
Nothing *
* Public: Yes
Example: */
[player, ACE_Interaction_Target] call ACE_Explosives_fnc_defuseExplosive;
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_explosive"]; private ["_unit", "_explosive"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,26 +1,23 @@
/* /*
Name: ACE_Explosives_fnc_detonateExplosive * Author: Garth 'L-H' de Wet
* Causes the unit to detonate the passed explosive.
Author(s): *
Garth de Wet (LH) * Arguments:
* 0: Unit <OBJECT>
Description: * 1: Max range (-1 to ignore) <NUMBER>
Detonates a remote Explosive. * 2: Explosive <ARRAY>
* 0: Explosive <OBJECT>
Parameters: * 1: Fuse time <NUMBER>
0: OBJECT - Unit detonating explosive *
1: NUMBER - Max range (-1 to ignore) * Return Value:
2: ARRAY - Explosive * None
0: OBJECT - Explosive *
1: NUMBER - Fuse Time * Example:
* [player, 100, [Explosive, 1]] call ACE_Explosives_fnc_detonateExplosive; // has to be within range
Returns: * [player, -1, [Explosive, 1]] call ACE_Explosives_fnc_detonateExplosive; // range ignored.
Nothing *
* Public: Yes
Example: */
// Clacker
[player, 100, [Explosive, 1]] call ACE_Explosives_fnc_detonateExplosive;
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_item","_result", "_ignoreRange", "_unit", "_range"]; private ["_item","_result", "_ignoreRange", "_unit", "_range"];
_unit = _this select 0; _unit = _this select 0;
@ -44,8 +41,11 @@ if (getNumber (ConfigFile >> "CfgAmmo" >> typeof (_item select 0) >> "TriggerWhe
_exp setPosASL _pos; _exp setPosASL _pos;
}; };
}; };
_item spawn { [{
sleep (_this select 1); _explosive = _this;
(_this select 0) setDamage 1; if (!isNull _explosive) then {
}; _explosive setDamage 1;
};
}, _item select 0, _item select 1, 0] call EFUNC(common,waitAndExecute);
_result _result

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@ -1,21 +1,18 @@
/* /*
Name: ACE_Explosives_fnc_getDetonators * Author: Garth 'L-H' de Wet
* Returns all the detonators of the unit
Author(s): *
Garth de Wet (LH) * Arguments:
* 0: Unit <OBJECT>
Description: *
Gets all the detonators of a specific unit * Return Value:
* Configs of all detonators <ARRAY>
Parameters: *
0: OBJECT - Unit to get detonators of * Example:
* _detonators = [player] call ACE_Explosives_fnc_getDetonators;
Returns: *
ARRAY - Configs of all detonators. * Public: Yes
*/
Example:
_detonators = [player] call ACE_Explosives_fnc_getDetonators;
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_items", "_result", "_config"]; private ["_unit", "_items", "_result", "_config"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,22 +1,20 @@
/* /*
Name: ACE_Explosives_fnc_getPlacedExplosives * Author: Garth 'L-H' de Wet
* Gets all placed explosives by unit, optionally filtered by specific trigger type.
Author: Garth de Wet (LH) *
* Arguments:
Description: * 0: Unit <OBJECT>
Gets all placed explosives, whether Clacker based or not. * 1: Trigger classname - filter (optional) <STRING>
*
Parameters: * Return Value:
0: OBJECT - unit * Explosives <ARRAY>
1: STRING - (OPTIONAL) Trigger classname for filter. *
* Example:
Returns: * _allExplosives = [player] call ACE_Explosives_fnc_getPlacedExplosives;
Array: Explosives. * _deadmanExplosives = [player, "DeadManSwitch"] call ACE_Explosives_fnc_getPlacedExplosives;
*
Example: * Public: Yes
_allExplosives = [player] call ACE_Explosives_fnc_getPlacedExplosives; */
_deadmanExplosives = [player, "DeadManSwitch"] call ACE_Explosives_fnc_getPlacedExplosives;
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_clackerList", "_adjustedList", "_list", "_filter"]; private ["_unit", "_clackerList", "_adjustedList", "_list", "_filter"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,21 +1,18 @@
/* /*
Name: ACE_Explosives_fnc_HandleScrollWheel * Author: Garth 'L-H' de Wet
* Handles rotating of Explosives
Author(s): *
L-H * Arguments:
* Amount scrolled <NUMBER>
Description: *
Handles rotating of Explosives * Return Value:
* Handled <BOOL>
Parameters: *
Number: Scroll amount * Example:
* 1.2 call ACE_Explosives_fnc_HandleScrollWheel;
Returns: *
Boolean: Handled or not. * Public: No
*/
Example:
1.2 call ACE_Explosives_fnc_HandleScrollWheel;
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_obj"]; private ["_obj"];
if (isNull(GVAR(Setup)) || {ACE_Modifier == 0} || !GVAR(pfeh_running)) exitWith {false}; if (isNull(GVAR(Setup)) || {ACE_Modifier == 0} || !GVAR(pfeh_running)) exitWith {false};

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@ -1,20 +1,18 @@
/* /*
Name: ACE_Explosives_fnc_hasExplosives * Author: Garth 'L-H' de Wet
* Whether the passed unit has any explosives on them.
Author: Garth de Wet (LH) *
* Arguments:
Description: * 0: Unit <OBJECT>
Whether the passed unit has any explosives on them. *
* Return Value:
Parameters: * The unit has explosives <BOOL>
0: OBJECT - unit *
* Example:
Returns: * _hasExplosives = [player] call ACE_Explosives_fnc_hasExplosives;
BOOLEAN - True if the unit has explosives. *
* Public: Yes
Example: */
_hasExplosives = [player] call ACE_Explosives_fnc_hasExplosives;
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_result", "_magazines"]; private ["_unit", "_result", "_magazines"];
_result = false; _result = false;

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@ -1,19 +1,17 @@
/* /*
Name: ACE_Explosives_fnc_hasPlacedExplosives * Author: Garth 'L-H' de Wet
* Whether the passed unit has placed any explosives or has a clacker that was used when explosives were placed.
Author: Garth de Wet (LH) *
* Arguments:
Description: * 0: Unit <OBJECT>
Whether the passed unit has placed any explosives or has a clacker that was used when explosives were placed. *
* Return Value:
Parameters: * Configs of all detonators <ARRAY>
0: OBJECT - unit *
* Example:
Returns: * _hasPlacedExplosives = [player] call ACE_Explosives_fnc_hasPlacedExplosives;
BOOLEAN - True if the unit has explosives. *
* Public: Yes
Example: */
_hasPLacedExplosives = [player] call ACE_Explosives_fnc_hasPlacedExplosives;
*/
#include "script_component.hpp" #include "script_component.hpp"
(count (_this call FUNC(getPlacedExplosives)) > 0) (count (_this call FUNC(getPlacedExplosives)) > 0)

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@ -1,20 +1,18 @@
/* /*
Name: ACE_Explosives_fnc_module * Author: Garth 'L-H' de Wet
* Initialises the explosives module
Author: Garth de Wet (LH) *
* Arguments:
Description: * Module things.
Initialises the explosives module *
* Return Value:
Parameters: * None
Things *
* Example:
Returns: * Called By BIS.
Nothing *
* Public: No
Example: */
*/
#include "script_component.hpp" #include "script_component.hpp"
if !(isServer) exitWith {}; if !(isServer) exitWith {};
_logic = _this select 0; _logic = _this select 0;

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@ -1,21 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_openDetonateUI * Author: Garth 'L-H' de Wet
* Opens the UI for explosive detonation selection
Author: Garth de Wet (LH) *
* Arguments:
Description: * 0: Unit <OBJECT>
Opens the UI for explosive detonation selection * 1: Trigger classname <STRING>
*
Parameters: * Return Value:
0: OBJECT - unit * None
0: STRING - Classname of detonator *
* Example:
Returns: * [player, "ACE_M26_Clacker"] call ACE_Explosives_fnc_openDetonateUI;
Nothing *
* Public: No
Example: */
[player, "ACE_M26_Clacker"] call ACE_Explosives_fnc_openDetonateUI;
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit","_result", "_item"]; private ["_unit","_result", "_item"];
call EFUNC(interaction,hideMenu); call EFUNC(interaction,hideMenu);

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@ -1,20 +1,18 @@
/* /*
Name: ACE_Explosives_fnc_openPlaceUI * Author: Garth 'L-H' de Wet
* Opens the UI for explosive placement selection
Author: Garth de Wet (LH) *
* Arguments:
Description: * 0: Unit <OBJECT>
Opens the UI for explosive placement selection *
* Return Value:
Parameters: * None
0: OBJECT - unit *
* Example:
Returns: * [player] call ACE_Explosives_fnc_openPlaceUI;
Nothing *
* Public: No
Example: */
[player] call ACE_Explosives_fnc_openPlaceUI;
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit","_mags", "_item", "_index", "_actions"]; private ["_unit","_mags", "_item", "_index", "_actions"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,20 +1,18 @@
/* /*
Name: ACE_Explosives_fnc_openTimerSetUI * Author: Garth 'L-H' de Wet
* Opens the UI for timer setting of an explosive
Author: Garth de Wet (LH) *
* Arguments:
Description: * 0: Magazine <STRING>
Opens the UI for timer setting of an explosive *
* Return Value:
Parameters: * None
0: String - Magazine *
* Example:
Returns: * ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_openTimerSetUI;
Nothing *
* Public: No
Example: */
[player] call ACE_Explosives_fnc_openTimerSetUI;
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_mag"]; private ["_mag"];
_mag = _this select 0; _mag = _this select 0;

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@ -1,20 +1,18 @@
/* /*
Name: ACE_Explosives_fnc_openTransmitterUI * Author: Garth 'L-H' de Wet
* Opens the UI for selecting the transmitter
Author: Garth de Wet (LH) *
* Arguments:
Description: * 0: Unit <OBJECT>
Opens the UI for selecting the transmitter *
* Return Value:
Parameters: * Nothing
0: OBJECT - Unit *
* Example:
Returns: * [player] call ACE_Explosives_fnc_openTransmitterUI;
Nothing *
* Public: No
Example: */
[player] call ACE_Explosives_fnc_openTransmitterUI;
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_items", "_unit", "_count", "_actions", "_config"]; private ["_items", "_unit", "_count", "_actions", "_config"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,20 +1,18 @@
/* /*
Name: ACE_Explosives_fnc_openTriggerSelectionUI * Author: Garth 'L-H' de Wet
* Opens the UI for explosive trigger selection
Author: Garth de Wet (LH) *
* Arguments:
Description: * 0: Explosive Magazine <STRING>
Opens the UI for explosive trigger selection *
* Return Value:
Parameters: * None
0: String - explosive magazine *
* Example:
Returns: * [lbData [8866, lbCurSel 8866]] call ACE_Explosives_fnc_openTriggerSelectionUI;
Nothing *
* Public: No
Example: */
[lbData [8866, lbCurSel 8866]] call ACE_Explosives_fnc_openTriggerSelectionUI;
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_magazine", "_hasRequiredItems","_triggerTypes", "_actions", "_detonators", "_required", "_magTriggers"]; private ["_magazine", "_hasRequiredItems","_triggerTypes", "_actions", "_detonators", "_required", "_magTriggers"];
_magazine = _this select 0; _magazine = _this select 0;

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@ -1,26 +1,25 @@
/* /*
Name: ACE_Explosives_fnc_PlaceExplosive * Author: Garth 'L-H' de Wet
* Places an explosive at the requested position
Author(s): *
Garth de Wet (LH) * Arguments:
* 0: Unit <OBJECT>
Description: * 1: Position to place explosive <POSITION>
Places an explosive at the requested position * 2: Rotation <NUMBER>
* 3: Magazine class <STRING>
Parameters: * 4: Config of trigger <CONFIG>
0: OBJECT - unit * 5: Variables required for the trigger type <ARRAY>
1: POSITION - Position to place explosive * 6: Should direction be set <BOOL>
2: NUMBER - Rotation *
3: STRING - Magazine class * Return Value:
4: Config - Config of trigger * Placed explosive <OBJECT>
5: ARRAY - variables required for the trigger type *
* Example:
Returns: * _explosive = [player, player modelToWorld [0,0.5, 0.1], 134,
OBJECT: Placed explosive * "SatchelCharge_Remote_Mag", "Command", []] call ACE_Explosives_fnc_placeExplosive;
*
Example: * Public: Yes
_explosive = [player, player modelToWorld [0,0.5, 0.1], 134, "SatchelCharge_Remote_Mag", "Command", []] call ACE_Explosives_fnc_PlaceExplosive; */
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_pos", "_dir", "_magazineClass", "_ammo", "_triggerSpecificVars", "_unit", "_triggerConfig", "_explosive"]; private ["_pos", "_dir", "_magazineClass", "_ammo", "_triggerSpecificVars", "_unit", "_triggerConfig", "_explosive"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,21 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_Place_Approve * Author: Garth 'L-H' de Wet
* Approves placement of the explosive, releases the placement object for it
Author(s): * to settle in a location suitable for the explosive to be created.
Garth de Wet (LH) *
* Arguments:
Description: * None
Approves placement of the explosive, releases the placement object for it to settle in a location suitable for the explosive to be created. *
* Return Value:
Parameters: * None
Nothing *
* Example:
Returns: * call ACE_Explosives_fnc_place_Approve;
Nothing *
* Public: No
Example: */
call ACE_Explosives_fnc_Place_Approve;
*/
#include "script_component.hpp" #include "script_component.hpp"
if (GVAR(pfeh_running)) then { if (GVAR(pfeh_running)) then {
[QGVAR(Placement),"OnEachFrame"] call CALLSTACK(BIS_fnc_removeStackedEventHandler); [QGVAR(Placement),"OnEachFrame"] call CALLSTACK(BIS_fnc_removeStackedEventHandler);

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@ -1,21 +1,18 @@
/* /*
Name: ACE_Explosives_fnc_Place_Cancel * Author: Garth 'L-H' de Wet
* Cancels placement of the explosive
Author(s): *
Garth de Wet (LH) * Arguments:
* None
Description: *
Cancels placement of the explosive * Return Value:
* None
Parameters: *
Nothing * Example:
* call ACE_Explosives_fnc_place_Cancel;
Returns: *
Nothing * Public: Yes
*/
Example:
call ACE_Explosives_fnc_Place_Cancel;
*/
#include "script_component.hpp" #include "script_component.hpp"
if (GVAR(pfeh_running)) then { if (GVAR(pfeh_running)) then {
[QGVAR(Placement),"OnEachFrame"] call CALLSTACK(BIS_fnc_removeStackedEventHandler); [QGVAR(Placement),"OnEachFrame"] call CALLSTACK(BIS_fnc_removeStackedEventHandler);

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@ -1,21 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_selectTrigger * Author: Garth 'L-H' de Wet
* Selects a trigger for an explosive.
Author: Garth de Wet (LH) *
* Arguments:
Description: * 0: Magazine <STRING>
Selects a trigger for an explosive. * 1: Trigger mode <STRING>
*
Parameters: * Return Value:
0: String - Magazine * None
1: String - trigger index in ACE_triggers of magazine class *
* Example:
Returns: * ["SatchelCharge_Remote_Mag","Timer"] call ACE_Explosives_fnc_selectTrigger;
Nothing *
* Public: No
Example: */
["SatchelCharge_Remote_Mag","Timer"] call ACE_Explosives_fnc_selectTrigger;
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_magazine","_trigger"]; private ["_magazine","_trigger"];
closeDialog 0; closeDialog 0;

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@ -1,26 +1,23 @@
/* /*
Name: ACE_Explosives_fnc_SetPos * Author: Garth 'L-H' de Wet
* Sets the Dir and pitch of passed object
Author(s): *
Garth de Wet (LH) * Arguments:
* 0: Explosive <OBJECT>
Description: * 1: Direction <NUMBER>
Sets the Dir and pitch * 2: Pitch <NUMBER>
*
Parameters: * Return Value:
0: OBJECT - Object * None
1: NUMBER - Direction *
2: NUMBER - Pitch * Example:
* [_explosive, 150, 90] call ACE_Explosives_fnc_SetPos;
Returns: *
Nothing * Public: Yes
*/
Example:
[_explosive, 150, 90] call ACE_Explosives_fnc_SetPos;
*/
#include "script_component.hpp" #include "script_component.hpp"
private "_ex"; private "_ex";
_ex=_this select 0; _ex = _this select 0;
_ex setDir (_this select 1); _ex setDir (_this select 1);
if ((_this select 2) != 0) then { if ((_this select 2) != 0) then {
[_ex, _this select 2, 0] call CALLSTACK(BIS_fnc_setPitchBank); [_ex, _this select 2, 0] call CALLSTACK(BIS_fnc_setPitchBank);

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@ -1,24 +1,21 @@
/* /*
Name: ACE_Explosives_fnc_SetupExplosive * Author: Garth 'L-H' de Wet
* Starts the setup process for the passed explosive. Player only.
Author(s): *
Garth de Wet (LH) * Arguments:
* 0: Unit <OBJECT>
Description: * 1: Classname of explosive to place. (CfgMagazine class) <STRING>
Starts the setup process for the passed explosive. * 2: Trigger Config <CONFIG>
* 3: Timer (optional) <NUMBER>
Parameters: *
0: OBJECT - Unit placing explosive. * Return Value:
1: STRING - Classname of explosive to place. (CfgMagazine class) * None
2: Config - Trigger Config *
3: NUMBER - (optional) timer * Example:
* [player, "SatchelCharge_Remote_Mag", "Command"] call ACE_Explosives_fnc_SetupExplosive;
Returns: *
Nothing * Public: Yes
*/
Example:
[player, "SatchelCharge_Remote_Mag", "Command"] call ACE_Explosives_fnc_SetupExplosive;
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit", "_class", "_config", "_timer"]; private ["_unit", "_class", "_config", "_timer"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,21 +1,19 @@
/* /*
Name: ACE_Explosives_fnc_StartDefuse * Author: Garth 'L-H' de Wet
* Starts defusing an explosive
Author: Garth de Wet (LH) *
* Arguments:
Description: * 0: Unit <OBJECT>
Starts defusing an explosive * 1: Target explosive <OBJECT>
*
Parameters: * Return Value:
0: OBJECT - Unit to defuse explosive * Nothing
1: OBJECT - Target explosive *
* Example:
Returns: * [player, ACE_Interaction_Target] call ACE_Explosives_fnc_StartDefuse;
Nothing *
* Public: Yes
Example: */
[player, ACE_Interaction_Target] call ACE_Explosives_fnc_StartDefuse;
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_unit","_target"]; private ["_unit","_target"];
_unit = _this select 0; _unit = _this select 0;

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@ -1,20 +1,19 @@
/* /*
Author(s): * Author: Garth 'L-H' de Wet
Garth de Wet (LH) * Starts a timer for an explosive.
*
Description: * Arguments:
Starts a timer for an explosive. * 0: Explosive <OBJECT>
* 1: Time till detonate <NUMBER>
Parameters: *
0: OBJECT - Explosive * Return Value:
1: NUMBER - time till detonation * None
*
Returns: * Example:
Nothing * [_explosive, 10] call ACE_Explosives_fnc_startTimer;
*
Example: * Public: Yes
[_explosive, 10] call ACE_Explosives_fnc_startTimer; */
*/
#include "script_component.hpp" #include "script_component.hpp"
EXPLODE_2_PVT(_this,_explosive,_delay); EXPLODE_2_PVT(_this,_explosive,_delay);

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@ -1,21 +1,18 @@
/* /*
Name: ACE_Explosives_fnc_TriggerType * Author: Garth 'L-H' de Wet
* Gets the types of triggers associated with the explosive
Author(s): *
Garth de Wet (LH) * Arguments:
* 0: Explosive magazine <STRING>
Description: *
Gets the types of triggers associated with the explosive * Return Value:
* Supported triggers as CfgACE_Triggers config entries <ARRAY>
Parameters: *
0: String - Explosive magazine * Example:
* _supports = ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_TriggerType
Returns: *
ARRAY * Public: Yes
*/
Example:
_supports = ["SatchelCharge_Remote_Mag"] call ACE_Explosives_fnc_TriggerType;
*/
#include "script_component.hpp" #include "script_component.hpp"
private "_result"; private "_result";
_result = []; _result = [];