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
commit eee5ff604a
27 changed files with 416 additions and 475 deletions

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

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

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

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

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

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

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

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

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

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@ -1,21 +1,18 @@
/*
Name: ACE_Explosives_fnc_HandleScrollWheel
Author(s):
L-H
Description:
Handles rotating of Explosives
Parameters:
Number: Scroll amount
Returns:
Boolean: Handled or not.
Example:
1.2 call ACE_Explosives_fnc_HandleScrollWheel;
*/
* Author: Garth 'L-H' de Wet
* Handles rotating of Explosives
*
* Arguments:
* Amount scrolled <NUMBER>
*
* Return Value:
* Handled <BOOL>
*
* Example:
* 1.2 call ACE_Explosives_fnc_HandleScrollWheel;
*
* Public: No
*/
#include "script_component.hpp"
private ["_obj"];
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 de Wet (LH)
Description:
Whether the passed unit has any explosives on them.
Parameters:
0: OBJECT - unit
Returns:
BOOLEAN - True if the unit has explosives.
Example:
_hasExplosives = [player] call ACE_Explosives_fnc_hasExplosives;
*/
* Author: Garth 'L-H' de Wet
* Whether the passed unit has any explosives on them.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* The unit has explosives <BOOL>
*
* Example:
* _hasExplosives = [player] call ACE_Explosives_fnc_hasExplosives;
*
* Public: Yes
*/
#include "script_component.hpp"
private ["_unit", "_result", "_magazines"];
_result = false;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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