Merge remote-tracking branch 'refs/remotes/acemod/master' into Translations03

This commit is contained in:
Jonathan Pereira 2015-11-07 11:31:49 -02:00
commit f0fa9875d1
76 changed files with 396 additions and 170 deletions

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@ -44,6 +44,7 @@ BlackPixxel <blackpixxel96@gmail.com>
BlackQwar
Brakoviejo
Brisse <brisse@outlook.com>
Brostrom.A | Evul <andreas.brostrom.ce@gmail.com>
BullHorn <bullhorn7@gmail.com>
Clon1998 <ps.patti1998@gmail.com>
Codingboy

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@ -14,7 +14,7 @@ Indicate if the issue appears on stable or development version. In case it is th
## Reporting the issue
Head over to the <a href="{{ site.githubUrl }}/issues" target="_blank">ACE3 GitHub issue tracker</a> and press the <a href="{{ site.githubUrl }}/issues/new" target="_blank">"New issue"</a> button in the top right corner. Add a descriptive title and copy the following issue template in to the text area:
Head over to the [ACE3 GitHub issue tracker](https://github.com/acemod/ACE3/issues) and press the [New issue](https://github.com/acemod/ACE3/issues/new) button in the top right corner. Add a descriptive title and copy the following issue template in to the text area:
```
ACE3 Version: 3.x.x
@ -43,8 +43,8 @@ ACE3 Version: 3.x.x
A video of the issue might be helpful in resolving it faster.
GitHub uses [Markdown](http://daringfireball.net/projects/markdown/syntax) to style the output. If you want to know more about it (e.g. how to [turn text bold](https://help.github.com/articles/markdown-basics/#styling-text), how to denote [code blocks](https://help.github.com/articles/markdown-basics/#inline-formats) or [inline code](https://help.github.com/articles/markdown-basics/#multiple-lines)) have a look at the [GitHub Markdown Documentation](https://help.github.com/articles/github-flavored-markdown).
Github uses <a href="http://daringfireball.net/projects/markdown/syntax" target="_blank">"Markdown"</a> to style the output. If you want to know more about it (e.g. how to <a href="https://help.github.com/articles/markdown-basics/#styling-text" target="_blank">turn text bold</a>, how to denote <a href="https://help.github.com/articles/markdown-basics/#inline-formats" target="_blank">code blocks</a> or <a href="https://help.github.com/articles/markdown-basics/#multiple-lines" target="_blank">inline code</a>) have a look at the <a href="https://help.github.com/articles/github-flavored-markdown/" target="_blank">GitHub markdown documentation</a>.
# Feature Requests
@ -54,11 +54,11 @@ ACE2, AGM and CSE had a lot of features implemented or planned. All of them are
Please refrain from making requests for any planned or existing features from either ACE2, AGM or CSE. Most of them are already being or have been considered for porting or a rewrite.
## Requesting a feature
In order to avoid duplicates and keep the issue tracker organized, we have created a common issue for <a href="{{ site.githubUrl }}/issues/414/" target="_blank">ACE 3 Feature requests</a>. Any and all relevant requests should be submitted there, where they will also get discussed and evaluated. Before adding a new one, make sure to check the previous entries from the thread and do a quick search for similar suggestions; please don't reiterate requests for features that had already been accepted for inclusion, or those which were disregarded earlier.
In order to avoid duplicates and keep the issue tracker organized, we have created a common issue for [ACE3 Feature requests](https://github.com/acemod/ACE3/issues/414). Any and all relevant requests should be submitted there, where they will also get discussed and evaluated. Before adding a new one, make sure to check the previous entries from the thread and do a quick search for similar suggestions; please don't reiterate requests for features that had already been accepted for inclusion, or those which were disregarded earlier.
Following their approval, feature requests may be moved by moderators to a separate issue for further discussion.
# Regarding Pull Requests (PRs)
- You want to help but don't know where to start ? Check the wiki entry for [setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html)
- You want to help but don't know where to start? Check the wiki entry for [setting up the development environment](http://ace3mod.com/wiki/development/setting-up-the-development-environment.html)
- [Make sure to respect the file structure](http://ace3mod.com/wiki/development/modularity-and-pbo-structure.html)
- [Make sure to respect the coding guidelines](http://ace3mod.com/wiki/development/coding-guidelines.html)

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@ -153,16 +153,32 @@ class CfgVehicles {
class GVAR(ModuleSurrender): Module_F {
author = ECSTRING(common,ACETeam);
category = "ACE";
displayName = CSTRING(ModuleSurrender_DisplayName); //Make Unit Surrender
displayName = CSTRING(ModuleSurrender_DisplayName);
function = QFUNC(moduleSurrender);
scope = 2; //show in editor
isGlobal = 1; //run global
isGlobal = 0; //run on server
isTriggerActivated = 1; //Wait for triggers
icon = QUOTE(PATHTOF(UI\Icon_Module_Make_Unit_Surrender_ca.paa));
functionPriority = 0;
class Arguments {};
class ModuleDescription: ModuleDescription {
description = CSTRING(ModuleSurrender_Description); //Sync a unit to make them surrender.<br/>Source: ace_captives
description = CSTRING(ModuleSurrender_Description);
sync[] = {"AnyAI"};
};
};
class GVAR(ModuleHandcuffed): Module_F {
author = ECSTRING(common,ACETeam);
category = "ACE";
displayName = CSTRING(ModuleHandcuffed_DisplayName);
function = QFUNC(moduleHandcuffed);
scope = 2; //show in editor
isGlobal = 0; //run on server
isTriggerActivated = 1; //Wait for triggers
icon = QUOTE(PATHTOF(UI\Icon_Module_Make_Unit_Handcuffed_ca.paa));
functionPriority = 0;
class Arguments {};
class ModuleDescription: ModuleDescription {
description = CSTRING(ModuleHandcuffed_Description);
sync[] = {"AnyAI"};
};
};

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@ -24,6 +24,7 @@ PREP(handlePlayerChanged);
PREP(handleRespawn);
PREP(handleUnitInitPost);
PREP(handleZeusDisplayChanged);
PREP(moduleHandcuffed);
PREP(moduleSettings);
PREP(moduleSurrender);
PREP(setHandcuffed);

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@ -2,7 +2,7 @@
class CfgPatches {
class ADDON {
units[] = {QGVAR(ModuleSettings), QGVAR(ModuleSurrender)};
units[] = {QGVAR(ModuleSettings), QGVAR(ModuleSurrender), QGVAR(ModuleHandcuffed)};
weapons[] = {"ACE_CableTie"};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"ACE_Interaction"};

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@ -20,11 +20,12 @@ params ["_unit", "_target"];
//Check sides, Player has cableTie, target is alive and not already handcuffed
(GVAR(allowHandcuffOwnSide) || {(side _unit) != (side _target)}) &&
("ACE_CableTie" in (items _unit)) &&
{"ACE_CableTie" in (items _unit)} &&
{alive _target} &&
{!(_target getVariable [QGVAR(isHandcuffed), false])} &&
{
(_target getVariable ["ACE_isUnconscious", false]) || //isUnconscious
{!([_target] call EFUNC(common,isPlayer))} || //is an AI (not a player)
{GVAR(requireSurrender) == 0} || //or don't require surrendering
{_target getVariable [QGVAR(isSurrendering), false]} || //or is surrendering
{(GVAR(requireSurrender) == 2) && {(currentWeapon _target) == ""}} //or "SurrenderOrNoWeapon" and no weapon

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@ -0,0 +1,35 @@
/*
* Author: PabstMirror
* Module Function to make a unit handcuffed (can be called from editor)
*
* Arguments:
* 0: The Module Logic <OBJECT>
* 1: synced objects <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* Nothing
*
* Example:
* Called from module
*
* Public: No
*/
#include "script_component.hpp"
params ["_logic", "_units", "_activated"];
TRACE_3("params",_logic,_units,_activated);
if (!_activated) exitWith {};
if (!isServer) exitWith {};
//Modules run before postInit can instal the event handler, so we need to wait a little bit
[{
params ["_units"];
{
["SetHandcuffed", [_x], [_x, true]] call EFUNC(common,targetEvent);
} forEach _units;
}, [_units], 0.05] call EFUNC(common,waitAndExecute);
deleteVehicle _logic;

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@ -1,9 +1,9 @@
/*
* Author: PabstMirror
* Module Function to make a unit surrender (can be called from editor, or placed with zeus)
* Module Function to make a unit surrender (can be called from editor)
*
* Arguments:
* 0: The Module Logic Object <OBJECT>
* 0: The Module Logic <OBJECT>
* 1: synced objects <ARRAY>
* 2: Activated <BOOL>
*
@ -17,20 +17,19 @@
*/
#include "script_component.hpp"
private ["_bisMouseOver", "_mouseOverObject"];
params ["_logic", "_units", "_activated"];
TRACE_3("params",_logic,_units,_activated);
if (!_activated) exitWith {};
if (!isServer) exitWith {};
if (local _logic) then {
//Modules run before postInit can instal the event handler, so we need to wait a little bit
[{
params ["_units"];
{
["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
} forEach _units;
}, [_units], 0.05]call EFUNC(common,waitAndExecute);
//Modules run before postInit can instal the event handler, so we need to wait a little bit
[{
params ["_units"];
{
["SetSurrendered", [_x], [_x, true]] call EFUNC(common,targetEvent);
} forEach _units;
}, [_units], 0.05] call EFUNC(common,waitAndExecute);
deleteVehicle _logic;
};
deleteVehicle _logic;

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@ -56,8 +56,11 @@ if (_state) then {
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID";
local _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
if (_animChangedEHID != -1) then {
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
};
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
params ["_unit", "_newAnimation"];
TRACE_2("AnimChanged",_unit,_newAnimation);
@ -67,7 +70,6 @@ if (_state) then {
[_unit, "ACE_AmovPercMstpScapWnonDnon", 1] call EFUNC(common,doAnimation);
};
} else {
_turretPath = [];
{
_x params ["_xUnit", "", "", "_xTurretPath"];
@ -90,8 +92,7 @@ if (_state) then {
[_unit, QGVAR(Handcuffed), false] call EFUNC(common,setCaptivityStatus);
//remove AnimChanged EH
private "_animChangedEHID";
_animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
local _animChangedEHID = _unit getVariable [QGVAR(handcuffAnimEHID), -1];
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(handcuffAnimEHID), -1];

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@ -48,7 +48,11 @@ if (_state) then {
if (_unit getVariable [QGVAR(isSurrendering), false] && {(vehicle _unit) == _unit}) then {
//Adds an animation changed eh
//If we get a change in animation then redo the animation (handles people vaulting to break the animation chain)
private "_animChangedEHID";
local _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
if (_animChangedEHID != -1) then {
TRACE_1("removing animChanged EH",_animChangedEHID);
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
};
_animChangedEHID = _unit addEventHandler ["AnimChanged", {
params ["_unit", "_newAnimation"];
if ((_newAnimation != "ACE_AmovPercMstpSsurWnonDnon") && {!(_unit getVariable ["ACE_isUnconscious", false])}) then {
@ -64,8 +68,7 @@ if (_state) then {
[_unit, QGVAR(Surrendered), false] call EFUNC(common,setCaptivityStatus);
//remove AnimChanged EH
private "_animChangedEHID";
_animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
local _animChangedEHID = _unit getVariable [QGVAR(surrenderAnimEHID), -1];
_unit removeEventHandler ["AnimChanged", _animChangedEHID];
_unit setVariable [QGVAR(surrenderAnimEHID), -1];

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@ -179,6 +179,12 @@
<Hungarian>Egység szinkronizálása, hogy kapituláljon.&lt;br /&gt;Forrás: ace_captives</Hungarian>
<Russian>Синхронизируйте с юнитами, чтобы сделать их пленными.&lt;br /&gt;Источник: ace_captives</Russian>
</Key>
<Key ID="STR_ACE_Captives_ModuleHandcuffed_DisplayName">
<English>Make Unit Handcuffed</English>
</Key>
<Key ID="STR_ACE_Captives_ModuleHandcuffed_Description">
<English>Sync a unit to make them handcuffed.&lt;br /&gt;Source: ace_captives</English>
</Key>
<Key ID="STR_ACE_Captives_ModuleSettings_DisplayName">
<English>Captives Settings</English>
<Polish>Ustawienia więźniów</Polish>

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@ -171,6 +171,13 @@ class CfgVehicles {
GVAR(hasCargo) = 0;
};
// autonomus
class Helicopter_Base_F;
class UAV_01_base_F: Helicopter_Base_F {
GVAR(space) = 0;
GVAR(hasCargo) = 0;
};
// boats
class Ship;
class Ship_F: Ship {

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@ -223,6 +223,7 @@ PREP(getTurretCopilot);
PREP(getDoorTurrets);
PREP(getTurretsFFV);
PREP(getTurretsOther);
PREP(hasHatch);
// missing inventory commands
PREP(binocularMagazine);

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@ -1,6 +1,6 @@
/*
* Author: commy2
* Add an event handler that executes every ACE_time the scroll wheel is used. This is needed, because adding a MouseZ display event handler to display 46 will break in save games.
* Add an event handler that executes every time the scroll wheel is used. This is needed, because adding a MouseZ display event handler to display 46 will break in save games.
* _this will be [Interval] where 'Interval' is a number.
*
* Arguments:

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@ -1,6 +1,6 @@
/*
* Author: esteldunedain, Jaynus
* Returns the result of the function and caches it up to a given ACE_time or event
* Returns the result of the function and caches it up to a given time or event
*
* Arguments:
* 0: Parameters <ARRAY>

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@ -1,6 +1,6 @@
/*
* Author: Glowbal, PabstMirror
* Get the death animation for the unit at current ACE_time
* Get the death animation for the unit at current time
*
* Arguments:
* 0: unit <OBJECT>

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@ -0,0 +1,35 @@
/*
* Author: commy2
* Check if unit is in a vehicle position where it can turn in or out.
*
* Arguments:
* 0: Unit <OBJECT>
*
* Return Value:
* Unit has a hatch? <BOOL>
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_unit"];
local _vehicle = vehicle _unit;
if (_unit == _vehicle) exitWith {false};
local _config = configFile >> "CfgVehicles" >> typeOf _vehicle;
if (getNumber (_config >> "hideProxyInCombat") != 1) exitWith {false};
if (_unit == driver _vehicle) exitWith {
getNumber (_config >> "forceHideDriver") == 0; // return
};
local _turret = [_unit] call FUNC(getTurretIndex);
if (_turret isEqualTo []) exitWith {false};
local _turretConfig = [_config, _turret] call FUNC(getTurretConfigPath);
getNumber (_turretConfig >> "forceHideGunner") == 0; // return

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@ -4,7 +4,7 @@
* Finish/Failure/Conditional are all passed [_args, _elapsedTime, _totalTime, _errorCode]
*
* Arguments:
* 0: NUMBER - Total Time (in game "ACE_time" seconds)
* 0: NUMBER - Total Time (in game "time" seconds)
* 1: ARRAY - Arguments, passed to condition, fail and finish
* 2: CODE or STRING - On Finish: Code called or STRING raised as event.
* 3: CODE or STRING - On Failure: Code called or STRING raised as event.

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@ -1,12 +1,12 @@
/*
* Author: commy2 and joko // Jonas
* Sets a public variable, but wait a certain amount of ACE_time to transfer the value over the network. Changing the value by calling this function again resets the windup timer.
* Sets a public variable, but wait a certain amount of time to transfer the value over the network. Changing the value by calling this function again resets the windup timer.
*
* Arguments:
* 0: Object the variable should be assigned to <OBJECT>
* 1: Name of the variable <STRING>
* 2: Value of the variable <ANY>
* 3: Windup ACE_time <NUMBER> (default: 1)
* 3: Windup time <NUMBER> (default: 1)
*
* Return Value:
* None

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@ -19,7 +19,7 @@
params ["_unit", "_varName", "_maxDelay"];
// Create the publish scheduler PFH the first ACE_time
// Create the publish scheduler PFH the first time
if (isNil QGVAR(publishSchedId)) then {
GVAR(publishVarNames) = [];
GVAR(publishNextTime) = 1e7;

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@ -1,6 +1,6 @@
/*
* Author: esteldunedain
* Executes a code once with a given game ACE_time delay, using a PFH
* Executes a code once with a given game time delay, using a PFH
*
* Arguments:
* 0: Code to execute <CODE>

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@ -11,7 +11,7 @@
* None
*
* Example:
* [{(_this select 0) == vehicle (_this select 0)}, {(_this select 0) setDamage 1;}, [ACE_player]] call ace_common_fnc_waitAndExecute
* [{(_this select 0) == vehicle (_this select 0)}, {(_this select 0) setDamage 1;}, [ACE_player]] call ace_common_fnc_waitUntilAndExecute
*
* Public: No
*/

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@ -6,24 +6,28 @@
<Polish>DAGR</Polish>
<Spanish>DAGR</Spanish>
<Russian>DAGR</Russian>
<Portuguese>DAGR</Portuguese>
</Key>
<Key ID="STR_ACE_DAGR_ConfigureDAGR">
<English>Configure DAGR</English>
<Polish>Konfiguruj DAGR</Polish>
<Spanish>Configurar DAGR</Spanish>
<Russian>Настроить DAGR</Russian>
<Portuguese>Configurar DAGR</Portuguese>
</Key>
<Key ID="STR_ACE_DAGR_ToggleDAGR">
<English>Toggle DAGR</English>
<Polish>Przełącz DAGR</Polish>
<Spanish>Mostrar DAGR</Spanish>
<Russian>Вкл./выкл. DAGR</Russian>
<Portuguese>Mostrar DAGR</Portuguese>
</Key>
<Key ID="STR_ACE_DAGR_Description">
<English>Defense Advanced GPS Receiver</English>
<Polish>Defense Advanced GPS Receiver</Polish>
<Spanish>Defense Advanced GPS Receiver</Spanish>
<Russian>Военный многофункциональный GPS-приёмник</Russian>
<Portuguese>Defense Advanced GPS Receiver</Portuguese>
</Key>
</Package>
</Project>

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@ -63,7 +63,7 @@ if (isNull _holder) then {
if (isNull _holder) exitWith {
[_caller, _target, "Debug: Null Holder"] call FUNC(eventTargetFinish);
};
//Make sure only one drop operation at a ACE_time (using PFEH system as a queue)
//Make sure only one drop operation at a time (using PFEH system as a queue)
if (_holder getVariable [QGVAR(holderInUse), false]) exitWith {
[{
_this call FUNC(disarmDropItems);

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@ -61,7 +61,7 @@ if (_target isKindOf "CAManBase") then {
[_unit, _target, true] call EFUNC(common,claim);
// prevents draging and carrying at the same ACE_time
// prevents draging and carrying at the same time
_unit setVariable [QGVAR(isCarrying), true, true];
// required for aborting animation

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@ -45,7 +45,7 @@ if (_target isKindOf "CAManBase") then {
[_target, "AinjPpneMrunSnonWnonDb_grab", 2, true] call EFUNC(common,doAnimation);
};
// prevents draging and carrying at the same ACE_time
// prevents draging and carrying at the same time
_unit setVariable [QGVAR(isDragging), true, true];
[FUNC(startDragPFH), 0.2, [_unit, _target, ACE_time + 5]] call CBA_fnc_addPerFrameHandler;

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@ -31,7 +31,7 @@ if (!alive _target || {_unit distance _target > 10}) then {
[_idPFH] call CBA_fnc_removePerFrameHandler;
};
// timeout. Do nothing. Quit. ACE_time, because anim length is linked to ingame ACE_time.
// timeout. Do nothing. Quit. ACE_time, because anim length is linked to ingame time.
if (ACE_time > _timeOut) exitWith {
[_idPFH] call CBA_fnc_removePerFrameHandler;

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Dragging">
<Key ID="STR_ACE_Dragging_Drag">
@ -53,6 +53,7 @@
<English>Raise/Lower</English>
<German>Heben/Senken</German>
<Polish>Wyżej/Niżej</Polish>
<Portuguese>Levantar/Abaixar</Portuguese>
</Key>
</Package>
</Project>

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@ -7,7 +7,7 @@
* 1: Max range (-1 to ignore) <NUMBER>
* 2: Explosive <ARRAY>
* 0: Explosive <OBJECT>
* 1: Fuse ACE_time <NUMBER>
* 1: Fuse time <NUMBER>
*
* Return Value:
* None

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@ -75,7 +75,7 @@ if (ACE_time - GVAR(time) > 1 and GVAR(time) != -1 and count _this < 3) then {
private ["_magazineType", "_ammoType", "_initSpeed", "_airFriction", "_timeToLive", "_simulationStep", "_initSpeedCoef", "_velocityMagnitude"];
// estimate ACE_time to target
// estimate time to target
_magazineType = _vehicle currentMagazineTurret _turret;
_ammoType = getText (configFile >> "CfgMagazines" >> _magazineType >> "ammo");
_initSpeed = getNumber (configFile >> "CfgMagazines" >> _magazineType >> "initSpeed");

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@ -19,7 +19,7 @@ EXPLODE_2_PVT(_this,_params,_pfhId);
_interval = ACE_time - GVAR(lastUpdateTime);
// Update the g-forces at constant game ACE_time intervals
// Update the g-forces at constant game time intervals
if (_interval < INTERVAL) exitWith {};
if (isNull ACE_player) exitWith {};

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@ -103,7 +103,7 @@ _affected = _grenade nearEntities ["CAManBase", 20];
GVAR(flashbangPPEffectCC) ppEffectAdjust [1,1,(0.8 + _strength) min 1,[1,1,1,0],[0,0,0,1],[0,0,0,0]];
GVAR(flashbangPPEffectCC) ppEffectCommit 0.01;
//PARTIALRECOVERY - start decreasing effect over ACE_time
//PARTIALRECOVERY - start decreasing effect over time
[{
params ["_strength"];

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@ -29,12 +29,9 @@ GVAR(isOpeningDoor) = false;
if (_unit == ACE_player) then {
addCamShake [4, 0.5, 5];
local _message = parseText format ([["%1 &gt;", localize LSTRING(YouWereTappedRight)], ["&lt; %1", localize LSTRING(YouWereTappedLeft)]] select (_shoulderNum == 0));
[_message] call FUNC(displayTextStructured);
};
private "_message";
_message = parseText format ([["%1 &gt;", localize LSTRING(YouWereTappedRight)], ["&lt; %1", localize LSTRING(YouWereTappedLeft)]] select (_shoulderNum == 0));
["displayTextStructured", _message] call EFUNC(common,targetEvent);
}] call EFUNC(common,addEventHandler);
// restore global fire teams for JIP

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@ -2,7 +2,7 @@
#include "script_component.hpp"
TRACE_1("enter", _this);
#define __LOCKONTIMERANDOM 2 // Deviation in lock on ACE_time
#define __LOCKONTIMERANDOM 2 // Deviation in lock on time
if((count _this) > 0) then {
uiNameSpace setVariable ['ACE_RscOptics_javelin',_this select 0];
@ -29,7 +29,7 @@ uiNameSpace setVariable [QGVAR(arguments),
0, // Run Time
0, // Lock Time
0, // Sound timer
(random __LOCKONTIMERANDOM), // random lock ACE_time addition
(random __LOCKONTIMERANDOM), // random lock time addition
-1
]
];

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@ -11,16 +11,16 @@ class CfgVehicles {
class Land_Net_Fence_4m_F: Wall_F { GVAR(isFence) = 1; };
class Land_Net_Fence_8m_F: Wall_F { GVAR(isFence) = 1; };
class Land_Net_FenceD_8m_F: Wall_F { GVAR(isFence) = 1; };
class Land_New_WiredFence_5m_F: Wall_F { GVAR(isFence) = 1; };
class Land_New_WiredFence_10m_Dam_F: Wall_F { GVAR(isFence) = 1; };
class Land_New_WiredFence_10m_F: Wall_F { GVAR(isFence) = 1; };
class Land_Pipe_fence_4m_F: Wall_F { GVAR(isFence) = 1; };
class Land_Pipe_fence_4mNoLC_F: Wall_F { GVAR(isFence) = 1; };
class Land_SportGround_fence_F: Wall_F { GVAR(isFence) = 1; };
class Land_Wired_Fence_4m_F: Wall_F { GVAR(isFence) = 1; };
class Land_Wired_Fence_4mD_F: Wall_F { GVAR(isFence) = 1; };
class Land_Wired_Fence_8m_F: Wall_F { GVAR(isFence) = 1; };
class Land_Wired_Fence_8mD_F: Wall_F { GVAR(isFence) = 1; };
class Land_SportGround_fence_noLC_F: Wall_F { GVAR(isFence) = 1; };
class Land_Mil_WiredFence_F: Wall_F { GVAR(isFence) = 1; };
class Land_IndFnc_Corner_F: Wall_F { GVAR(isFence) = 1; };
class Land_IndFnc_9_F: Wall_F { GVAR(isFence) = 1; };
class Land_IndFnc_3_Hole_F: Wall_F { GVAR(isFence) = 1; };
class Land_IndFnc_3_F: Wall_F { GVAR(isFence) = 1; };
class Land_Razorwire_F: NonStrategic { GVAR(isFence) = 1; };
};

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@ -56,7 +56,7 @@ TRACE_1("Starting wire-cut action PFEH",_interactionType);
if ([_x] call FUNC(isFence)) then {
_fencesHelped pushBack _x;
_helper = "ACE_LogicDummy" createVehicleLocal (getpos _x);
_action = [QGVAR(helperCutFence), (localize LSTRING(CutFence)), QUOTE(PATHTOF(ui\wirecutter_ca.paa)), _fncStatement, _fncCondition, {}, _x, [0,0,0], 5] call EFUNC(interact_menu,createAction);
_action = [QGVAR(helperCutFence), (localize LSTRING(CutFence)), QUOTE(PATHTOF(ui\wirecutter_ca.paa)), _fncStatement, _fncCondition, {}, _x, {[0,0,0]}, 5.5] call EFUNC(interact_menu,createAction);
[_helper, 0, [],_action] call EFUNC(interact_menu,addActionToObject);
_helper setPosASL ((getPosASL _x) vectorAdd [0,0,1.25]);
_addedHelpers pushBack _helper;

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@ -19,23 +19,14 @@
params ["_object"];
TRACE_1("params",_object);
private ["_typeOf", "_returnValue"];
local _typeOf = typeOf _object;
_typeOf = typeOf _object;
_returnValue = false;
if (_typeOf != "") then {
local _returnValue = if (_typeOf != "") then {
//If the fence has configEntry we can check it directly
_returnValue = (1 == (getNumber (configFile >> "CfgVehicles" >> _typeOf >> QGVAR(isFence))));
(1 == (getNumber (configFile >> "CfgVehicles" >> _typeOf >> QGVAR(isFence))));
} else {
//TODO: 1.50 use getModelInfo
_typeOf = toLower (str _object); //something like "123201: wall_indfnc_9.p3d"
{
if ((_typeOf find _x) != -1) exitWith {
_returnValue = true;
};
nil
} count FENCE_P3DS;
//Check the p3d name against list (in script_component.hpp)
((getModelInfo _object) select 0) in FENCE_P3DS;
};
_returnValue

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@ -9,7 +9,7 @@
* 2: Magazine is a belt <BOOL>
*
* Return Value:
* Array in format [ACE_time, isBullet, array of ammo counts] <ARRAY>
* Array in format [time, isBullet, array of ammo counts] <ARRAY>
*
* Example:
* [10, [1,2,3,8], false] call ace_magazinerepack_fnc_simulateRepackEvents =

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@ -6,22 +6,16 @@ STACK TRACING
//#define DEBUG_EVENTS
#ifdef ENABLE_CALLSTACK
#define CALLSTACK(function) {private ['_ret']; if(ACE_IS_ERRORED) then { ['AUTO','AUTO'] call ACE_DUMPSTACK_FNC; ACE_IS_ERRORED = false; }; ACE_IS_ERRORED = true; ACE_STACK_TRACE set [ACE_STACK_DEPTH, [diag_tickTime, __FILE__, __LINE__, ACE_CURRENT_FUNCTION, 'ANON', _this]]; ACE_STACK_DEPTH = ACE_STACK_DEPTH + 1; ACE_CURRENT_FUNCTION = 'ANON'; _ret = _this call ##function; ACE_STACK_DEPTH = ACE_STACK_DEPTH - 1; ACE_IS_ERRORED = false; _ret;}
#define CALLSTACK_NAMED(function, functionName) {private ['_ret']; if(ACE_IS_ERRORED) then { ['AUTO','AUTO'] call ACE_DUMPSTACK_FNC; ACE_IS_ERRORED = false; }; ACE_IS_ERRORED = true; ACE_STACK_TRACE set [ACE_STACK_DEPTH, [diag_tickTime, __FILE__, __LINE__, ACE_CURRENT_FUNCTION, functionName, _this]]; ACE_STACK_DEPTH = ACE_STACK_DEPTH + 1; ACE_CURRENT_FUNCTION = functionName; _ret = _this call ##function; ACE_STACK_DEPTH = ACE_STACK_DEPTH - 1; ACE_IS_ERRORED = false; _ret;}
#define DUMPSTACK ([__FILE__, __LINE__] call ACE_DUMPSTACK_FNC)
#define CALLSTACK(function) {private ['_ret']; if(ACE_IS_ERRORED) then { ['AUTO','AUTO'] call ACE_DUMPSTACK_FNC; ACE_IS_ERRORED = false; }; ACE_IS_ERRORED = true; ACE_STACK_TRACE set [ACE_STACK_DEPTH, [diag_tickTime, __FILE__, __LINE__, ACE_CURRENT_FUNCTION, 'ANON', _this]]; ACE_STACK_DEPTH = ACE_STACK_DEPTH + 1; ACE_CURRENT_FUNCTION = 'ANON'; _ret = _this call ##function; ACE_STACK_DEPTH = ACE_STACK_DEPTH - 1; ACE_IS_ERRORED = false; _ret;}
#define CALLSTACK_NAMED(function, functionName) {private ['_ret']; if(ACE_IS_ERRORED) then { ['AUTO','AUTO'] call ACE_DUMPSTACK_FNC; ACE_IS_ERRORED = false; }; ACE_IS_ERRORED = true; ACE_STACK_TRACE set [ACE_STACK_DEPTH, [diag_tickTime, __FILE__, __LINE__, ACE_CURRENT_FUNCTION, functionName, _this]]; ACE_STACK_DEPTH = ACE_STACK_DEPTH + 1; ACE_CURRENT_FUNCTION = functionName; _ret = _this call ##function; ACE_STACK_DEPTH = ACE_STACK_DEPTH - 1; ACE_IS_ERRORED = false; _ret;}
#define DUMPSTACK ([__FILE__, __LINE__] call ACE_DUMPSTACK_FNC)
#define FUNC(var1) {private ['_ret']; if(ACE_IS_ERRORED) then { ['AUTO','AUTO'] call ACE_DUMPSTACK_FNC; ACE_IS_ERRORED = false; }; ACE_IS_ERRORED = true; ACE_STACK_TRACE set [ACE_STACK_DEPTH, [diag_tickTime, __FILE__, __LINE__, ACE_CURRENT_FUNCTION, 'TRIPLES(ADDON,fnc,var1)', _this]]; ACE_STACK_DEPTH = ACE_STACK_DEPTH + 1; ACE_CURRENT_FUNCTION = 'TRIPLES(ADDON,fnc,var1)'; _ret = _this call TRIPLES(ADDON,fnc,var1); ACE_STACK_DEPTH = ACE_STACK_DEPTH - 1; ACE_IS_ERRORED = false; _ret;}
#define EFUNC(var1,var2) {private ['_ret']; if(ACE_IS_ERRORED) then { ['AUTO','AUTO'] call ACE_DUMPSTACK_FNC; ACE_IS_ERRORED = false; }; ACE_IS_ERRORED = true; ACE_STACK_TRACE set [ACE_STACK_DEPTH, [diag_tickTime, __FILE__, __LINE__, ACE_CURRENT_FUNCTION, 'TRIPLES(DOUBLES(PREFIX,var1),fnc,var2)', _this]]; ACE_STACK_DEPTH = ACE_STACK_DEPTH + 1; ACE_CURRENT_FUNCTION = 'TRIPLES(DOUBLES(PREFIX,var1),fnc,var2)'; _ret = _this call TRIPLES(DOUBLES(PREFIX,var1),fnc,var2); ACE_STACK_DEPTH = ACE_STACK_DEPTH - 1; ACE_IS_ERRORED = false; _ret;}
#define FUNC(var1) {private ['_ret']; if(ACE_IS_ERRORED) then { ['AUTO','AUTO'] call ACE_DUMPSTACK_FNC; ACE_IS_ERRORED = false; }; ACE_IS_ERRORED = true; ACE_STACK_TRACE set [ACE_STACK_DEPTH, [diag_tickTime, __FILE__, __LINE__, ACE_CURRENT_FUNCTION, 'TRIPLES(ADDON,fnc,var1)', _this]]; ACE_STACK_DEPTH = ACE_STACK_DEPTH + 1; ACE_CURRENT_FUNCTION = 'TRIPLES(ADDON,fnc,var1)'; _ret = _this call TRIPLES(ADDON,fnc,var1); ACE_STACK_DEPTH = ACE_STACK_DEPTH - 1; ACE_IS_ERRORED = false; _ret;}
#define EFUNC(var1,var2) {private ['_ret']; if(ACE_IS_ERRORED) then { ['AUTO','AUTO'] call ACE_DUMPSTACK_FNC; ACE_IS_ERRORED = false; }; ACE_IS_ERRORED = true; ACE_STACK_TRACE set [ACE_STACK_DEPTH, [diag_tickTime, __FILE__, __LINE__, ACE_CURRENT_FUNCTION, 'TRIPLES(DOUBLES(PREFIX,var1),fnc,var2)', _this]]; ACE_STACK_DEPTH = ACE_STACK_DEPTH + 1; ACE_CURRENT_FUNCTION = 'TRIPLES(DOUBLES(PREFIX,var1),fnc,var2)'; _ret = _this call TRIPLES(DOUBLES(PREFIX,var1),fnc,var2); ACE_STACK_DEPTH = ACE_STACK_DEPTH - 1; ACE_IS_ERRORED = false; _ret;}
#else
#define CALLSTACK(function) function
#define CALLSTACK_NAMED(function, functionName) function
#define DUMPSTACK
#define FUNC(var1) TRIPLES(ADDON,fnc,var1)
#define EFUNC(var1,var2) TRIPLES(DOUBLES(PREFIX,var1),fnc,var2)
#define CALLSTACK(function) function
#define CALLSTACK_NAMED(function, functionName) function
#define DUMPSTACK
#endif

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@ -1,17 +1,9 @@
#include "\x\cba\addons\main\script_macros_common.hpp"
#include "\x\cba\addons\xeh\script_xeh.hpp"
//Faster Array Unwraping (skips the IS_ARRAY check normaly found in EXPLODE_1_SYS)
#undef EXPLODE_2_SYS
#define EXPLODE_1_SYS_FAST(ARRAY,A) A =(ARRAY) select 0
#define EXPLODE_2_SYS(ARRAY,A,B) EXPLODE_1_SYS_FAST(ARRAY,A); B = (ARRAY) select 1
// Default versioning level
#define DEFAULT_VERSIONING_LEVEL 2
#define EGVAR(module,var) TRIPLES(PREFIX,module,var)
#define QEGVAR(module,var) QUOTE(EGVAR(module,var))
#define DGVAR(varName) if(isNil "ACE_DEBUG_NAMESPACE") then { ACE_DEBUG_NAMESPACE = []; }; if(!(QUOTE(GVAR(varName)) in ACE_DEBUG_NAMESPACE)) then { PUSH(ACE_DEBUG_NAMESPACE, QUOTE(GVAR(varName))); }; GVAR(varName)
#define DVAR(varName) if(isNil "ACE_DEBUG_NAMESPACE") then { ACE_DEBUG_NAMESPACE = []; }; if(!(QUOTE(varName) in ACE_DEBUG_NAMESPACE)) then { PUSH(ACE_DEBUG_NAMESPACE, QUOTE(varName)); }; varName
#define DFUNC(var1) TRIPLES(ADDON,fnc,var1)
@ -22,14 +14,6 @@
#define PATHTOEF(var1,var2) PATHTOF_SYS(PREFIX,var1,var2)
#ifndef STRING_MACROS_GUARD
#define STRING_MACROS_GUARD
#define LSTRING(var1) QUOTE(TRIPLES(STR,ADDON,var1))
#define ELSTRING(var1,var2) QUOTE(TRIPLES(STR,DOUBLES(PREFIX,var1),var2))
#define CSTRING(var1) QUOTE(TRIPLES($STR,ADDON,var1))
#define ECSTRING(var1,var2) QUOTE(TRIPLES($STR,DOUBLES(PREFIX,var1),var2))
#endif
#define GETVAR_SYS(var1,var2) getVariable [ARR_2(QUOTE(var1),var2)]
#define SETVAR_SYS(var1,var2) setVariable [ARR_2(QUOTE(var1),var2)]
#define SETPVAR_SYS(var1,var2) setVariable [ARR_3(QUOTE(var1),var2,true)]

View File

@ -5,13 +5,11 @@
#define MAJOR 3
#define MINOR 3
#define PATCHLVL 2
#define PATCHLVL 3
#define BUILD 0
#define VERSION MAJOR.MINOR.PATCHLVL.BUILD
#define VERSION_AR MAJOR,MINOR,PATCHLVL,BUILD
#define ACE_TAG A.C.E.
// MINIMAL required version for the Mod. Components can specify others..
#define REQUIRED_VERSION 0.5
#define REQUIRED_VERSION 1.52

View File

@ -26,7 +26,7 @@ _fnc_blendColor = {
(_c1 select 3) * (1 - _alpha) + (_c2 select 3) * _alpha]
};
// Ambient light tint depending on ACE_time of day
// Ambient light tint depending on time of day
_lightTint = switch (true) do {
case (sunOrMoon == 1.0) : { [0.5,0.5,0.5,1] };
case (sunOrMoon > 0.80) : {[[1.0 - overcast,0.2,0,1], [1,1,1,1], (sunOrMoon - 0.8)/0.2] call _fnc_blendColor};

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@ -259,10 +259,12 @@
<Key ID="STR_ACE_Map_DefaultChannel_DisplayName">
<English>Set Channel At Start</English>
<Polish>Ust. domyślny kanał</Polish>
<Portuguese>Definir canal no início</Portuguese>
</Key>
<Key ID="STR_ACE_Map_DefaultChannel_Description">
<English>Change the starting marker channel at mission start</English>
<Polish>Ustaw domyślny kanał dla markerów przy starcie misji</Polish>
<Portuguese>Muda o canal do marcador no início da missão</Portuguese>
</Key>
</Package>
</Project>

View File

@ -3,96 +3,127 @@
<Package name="map_gestures">
<Key ID="STR_ACE_map_gestures_moduleSettings_displayName">
<English>Map Gestures</English>
<Portuguese>Gestos no mapa</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_enabled_displayName">
<English>Enabled</English>
<Portuguese>Ativado</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_maxRange_displayName">
<English>Map Gesture Max Range</English>
<Portuguese>Distância para gestos no mapa</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_maxRange_description">
<English>Max range between players to show the map gesture indicator [default: 7 meters]</English>
<Portuguese>Distância max. entre os jogadores para mostrar o indicador de gesto no mapa [padrão: 7 metros]</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_defaultLeadAlpha_displayName">
<English>Lead Default Alpha</English>
<Portuguese>Transparência padrão do líder</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_defaultLeadAlpha_description">
<English>Fallback Alpha value for group leaders.</English>
<Portuguese>Valor de transparência alternativo para líderes de grupo</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_defaultAlpha_displayName">
<English>Default Alpha</English>
<Portuguese>Transparência padrão</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_defaultAlpha_descriptions">
<English>Fallback Alpha value.</English>
<Portuguese>Valor alternativo de transparência</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_defaultLeadColor_displayName">
<English>Lead Default Color</English>
<Portuguese>Cor padrão para o líder</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_defaultLeadColor_description">
<English>Fallback Color value for group leaders.</English>
<Portuguese>Valor de cor alternativa para líderes de grupo</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_defaultColor_displayName">
<English>Default Color</English>
<Portuguese>Cor padrão</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_defaultColor_description">
<English>Fallback Color value.</English>
<Portuguese>Valor alternativo de cor</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_leadAlpha_displayName">
<English>Lead Alpha</English>
<Portuguese>Transparência do líder</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_leadAlpha_description">
<English>Alpha value for group leaders of groups synced with this module.</English>
<Portuguese>Valor de transparência para líderes de grupo sincronizados com este módulo.</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_alpha_displayName">
<English>Alpha</English>
<Portuguese>Transparência</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_alpha_description">
<English>Alpha value for group members of groups synced with this module.</English>
<Portuguese>Valor de transparência para membros de grupo sincronizados com este módulo.</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_leadColor_displayName">
<English>Lead Color</English>
<Portuguese>Cor do líder</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_leadColor_description">
<English>Color value for group leaders of groups synced with this module.</English>
<Portuguese>Valor de cor para líderes de grupo sincronizados com este módulo.</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_color_displayName">
<English>Color</English>
<Portuguese>Cor</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_color_description">
<English>Color value for group members of groups synced with this module.</English>
<Portuguese>Valor de cor para membros de grupo sincronizados com este módulo.</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_moduleGroupSettings_displayName">
<English>Map Gestures - Group Settings</English>
<Portuguese>Gestos no mapa - Definições de Grupo</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_interval_displayName">
<English>Update Interval</English>
<Portuguese>Intervalo de atualizações</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_interval_description">
<English>Time between data updates.</English>
<Portuguese>Tempo entre atualização de dados</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_GroupColorConfigurations_displayName">
<English>Group color configurations</English>
<Portuguese>Configurações de cores de grupo</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_GroupColorConfigurations_description">
<English>Group color configuration containing arrays of color pairs ([leadColor, color]).</English>
<Portuguese>Configuração de cores de grupo contendo arrays com pares de cores ([leadColor, color]).</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_GroupColorConfigurationMapping_description">
<English>Hash of Group ID mapped to the Group color configuration index.</English>
<Portuguese>Hashes de ID de grupos mapeados para o índice de configuração de cor de grupos.</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_GroupColorConfigurationMapping_displayName">
<English>GroupID Color configuration mapping</English>
<Portuguese>Mapeamento de configuração para cores de GroupID</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_enabled_description">
<English>Enables the Map Gestures.</English>
<Portuguese>Ativa os gestos no mapa</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_nameTextColor_displayName">
<English>Name Text Color</English>
<Portuguese>Cor do texto do nome</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_nameTextColor_description">
<English>Color of the name tag text besides the map gestures mark.</English>
<Portuguese>Cor do texto da etiqueta de nome que fica embaixo da marcação de gestos no mapa.</Portuguese>
</Key>
<Key ID="STR_ACE_map_gestures_mapGestures_category">
<English>Map Gestures</English>
<Portuguese>Gestos no mapa</Portuguese>
</Key>
</Package>
</Project>

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@ -70,6 +70,7 @@ PREP(setDead);
PREP(setHitPointDamage);
PREP(setStructuralDamage);
PREP(setUnconscious);
PREP(translateSelections);
PREP(treatment);
PREP(treatment_failure);
PREP(treatment_success);

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@ -10,7 +10,7 @@ if (!(_unit getVariable ["ACE_isUnconscious", false])) then {
[_unit, QGVAR(unconscious), false] call EFUNC(common,setCaptivityStatus);
};
// Remove maximum unconsciousness ACE_time handler
// Remove maximum unconsciousness time handler
_maxUnconHandle = _unit getVariable [QGVAR(maxUnconTimeHandle), -1];
if (_maxUnconHandle > 0) then {
[_maxUnconHandle] call CBA_fnc_removePerFrameHandler;

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@ -5,7 +5,7 @@
* Arguments:
* 0: The unit <OBJECT>
* 1: value <NUMBER>
* 2: ACE_time in seconds <NUMBER>
* 2: time in seconds <NUMBER>
* 3: callback <CODE>
*
* Return Value:

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@ -16,7 +16,7 @@
*/
#include "script_component.hpp"
params ["_unit", "_selection", "_damage", "_shooter", "_projectile"];
params ["_unit", "_selection", "_damage", "_shooter", "_projectile", "_hitPointIndex"];
TRACE_5("ACE_DEBUG: HandleDamage Called",_unit, _selection, _damage, _shooter, _projectile);
// bug, apparently can fire for remote units in special cases
@ -39,6 +39,13 @@ TRACE_3("ACE_DEBUG: HandleDamage",_selection,_damage,_unit);
if (_selection == "hands") exitWith {_unit getHit "hands"};
if (_selection == "legs") exitWith {_unit getHit "legs"};
// Deal with the new hitpoint and selection names introduced with Arma v1.50 and later.
// This will convert new selection names into selection names that the medical system understands
// TODO This should be cleaned up when we revisit the medical system at a later stage
// and instead we should deal with the new hitpoints directly
_selection = [_unit, _selection, _hitPointIndex] call FUNC(translateSelections);
_this set [1, _selection]; // ensure that the parameters are set correctly
// If the damage is being weird, we just tell it to fuck off. Ignore: "hands", "legs", "?"
if (_selection != "" && {!(_selection in GVAR(SELECTIONS))}) exitWith {0}; //@todo "neck", "pelvis", "spine1", "spine2", "spine3"

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@ -7,7 +7,7 @@
* 1: Medication Treatment classname <STRING>
* 2: The medication treatment variablename <STRING>
* 3: Max dosage <NUMBER>
* 4: The ACE_time in the system <NUMBER>
* 4: The time in the system <NUMBER>
* 5: Incompatable medication <ARRAY<STRING>>
*
* Return Value:

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@ -1,7 +1,7 @@
/*
* Author: Glowbal
* Play the injured sound for a unit if the unit is damaged. The sound broadcasted across MP.
* Will not play if the unit has already played a sound within to close a ACE_time frame.
* Will not play if the unit has already played a sound within to close a time frame.
* Delay: With minimal damage (below 1), the delay is (10 + random(50)) seconds. Otherwise it is 60 seconds / damage.
*
* Arguments:

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@ -5,7 +5,7 @@
* Arguments:
* 0: The unit that will be put in an unconscious state <OBJECT>
* 1: Set unconsciouns <BOOL> (default: true)
* 2: Minimum unconscious ACE_time <NUMBER> (default: (round(random(10)+5)))
* 2: Minimum unconscious time <NUMBER> (default: (round(random(10)+5)))
* 3: Force AI Unconscious (skip random death chance) <BOOL> (default: false)
*
* ReturnValue:

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@ -0,0 +1,63 @@
/*
* Author: Glowbal
* Translate selection names into medical usable hit selection names.
* Aims to deal with the new hitpoint system introduced in Arma3 v1.50 and later.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: selection name <STRING>
* 2: HitPoint Index <SCALAR>
*
* Return Value:
* translated selection name <STRING>
*
* Example:
* [bob, "pelvis", 4] call ace_medical_fnc_translateSelections
* Returns "body"
*
* Public: No
*/
#include "script_component.hpp"
#define HEAD_SELECTIONS ["face_hub", "neck", "head"]
#define HEAD_HITPOINTS ["hitface", "hitneck", "hithead"]
#define TORSO_SELECTIONS ["pelvis", "spine1", "spine2", "spine3", "body"]
#define TORSO_HITPOINTS ["hitpelvis", "hitabdomen", "hitdiaphragm", "hitchest", "hitbody"]
#define L_ARM_SELECTIONS ["hand_l"]
#define L_ARM_HITPOINTS ["hitleftarm", "hand_l"]
#define R_ARM_SELECTIONS ["hand_r"]
#define R_ARM_HITPOINTS ["hitrightarm", "hand_r"]
#define L_LEG_SELECTIONS ["leg_l"]
#define L_LEG_HITPOINTS ["hitleftleg", "leg_l"]
#define R_LEG_SELECTIONS ["leg_r"]
#define R_LEG_HITPOINTS ["hitrightleg", "leg_r"]
params ["_unit", "_selection", "_hitPointIndex"];
if (_selection == "") exitWith {""};
if (_selection in HEAD_SELECTIONS) exitWith {"head"};
if (_selection in TORSO_SELECTIONS) exitWith {"body"};
// Not necessary unless we get more hitpoints variants in an next arma update
/*if (_selection in L_ARM_SELECTIONS) exitwith {"hand_l"};
if (_selection in R_ARM_SELECTIONS) exitwith {"hand_r"};
if (_selection in L_LEG_SELECTIONS) exitwith {"leg_l"};
if (_selection in R_LEG_SELECTIONS) exitwith {"leg_r"};*/
//Backup method to detect weird selections/hitpoints
if ((_selection == "?") || {!(_selection in GVAR(SELECTIONS))}) exitWith {
if (_hitPointIndex < 0) exitWith {_selection};
local _hitPoint = toLower configName ((configProperties [(configFile >> "CfgVehicles" >> (typeOf _unit) >> "HitPoints")]) select _hitPointIndex);
TRACE_4("Weird sel/hit", _unit, _selection, _hitPointIndex, _hitPoint);
if (_hitPoint in HEAD_HITPOINTS) exitWith {"head"};
if (_hitPoint in TORSO_HITPOINTS) exitWith {"body"};
if (_hitPoint in L_ARM_HITPOINTS) exitWith {"hand_l"};
if (_hitPoint in R_ARM_HITPOINTS) exitWith {"hand_r"};
if (_hitPoint in L_LEG_HITPOINTS) exitWith {"leg_l"};
if (_hitPoint in R_LEG_HITPOINTS) exitWith {"leg_r"};
_selection
};
_selection;

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@ -84,7 +84,7 @@ _resistance = _target getvariable [QGVAR(peripheralResistance), 100];
_resistance = _resistance + _viscosityChange;
_target setvariable [QGVAR(peripheralResistance), _resistance max 0];
// Call back to ensure that the medication is decreased over ACE_time
// Call back to ensure that the medication is decreased over time
[_target, _classname, _varName, _maxDose, _timeInSystem, _inCompatableMedication, _viscosityChange, _painReduce] call FUNC(onMedicationUsage);
true

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@ -2105,10 +2105,12 @@
<Polish>%1 wykonał cykl RKO</Polish>
<Russian>%1 провел сердечно-легочную реанимацию</Russian>
<Spanish>%1 realicó RCP</Spanish>
<Portuguese>%1 realizou RCP</Portuguese>
</Key>
<Key ID="STR_ACE_Medical_Activity_fullHeal">
<English>%1 used Personal Aid Kit</English>
<Polish>%1 użył apteczki</Polish>
<Portuguese>%1 utilizou KPS</Portuguese>
</Key>
<Key ID="STR_ACE_Medical_HeavilyWounded">
<English>Heavily wounded</English>
@ -2223,6 +2225,7 @@
<Polish>Lecz w pełni zabandażowane hitpointy</Polish>
<Spanish>Curar miembros totalmente vendados</Spanish>
<Russian>Исцелять полностью перебинтованные части тела</Russian>
<Portuguese>Curar hitpoints totalmente enfaixados</Portuguese>
</Key>
<Key ID="STR_ACE_Medical_painIsOnlySuppressed">
<English>Pain is only temporarily suppressed</English>
@ -3441,12 +3444,14 @@
<Polish>Lecz hitpointy</Polish>
<Spanish>Curar puntos de vida</Spanish>
<Russian>Исцелять части тела</Russian>
<Portuguese>Curar hitpoints</Portuguese>
</Key>
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_healHitPointAfterAdvBandage_Description">
<English>Heal fully bandaged hitpoints</English>
<Polish>Po bandażowaniu ulecz hitpointy, usuwając z nich ślady krwi i przywracając im pełną sprawność.</Polish>
<Spanish>Curar miembros totalmente vendados</Spanish>
<Russian>Исцелять полностью перебинтованные части тела</Russian>
<Portuguese>Curar totalmente hitpoints enfaixados</Portuguese>
</Key>
<Key ID="STR_ACE_Medical_AdvancedMedicalSettings_painIsOnlySuppressed_DisplayName">
<English>Pain suppression</English>
@ -3844,12 +3849,14 @@
<Polish>Ta osoba (%1) jest przytomna i nie może zostać załadowana</Polish>
<Spanish>Esta persona (%1) está despierto y no puede ser cargado</Spanish>
<Russian>Боец (%1) в сознании и не может быть погружен</Russian>
<Portuguese>Esta pessoa (%1) está acordada e não pode ser carregada</Portuguese>
</Key>
<Key ID="STR_ACE_Medical_noTourniquetOnBodyPart">
<English>There is no tourniquet on this body part!</English>
<Polish>Na tej części ciała nie ma stazy!</Polish>
<Spanish>No hay torniquete en esta parte del cuerpo!</Spanish>
<Russian>Нет жгута на этой части тела!</Russian>
<Portuguese>Não existe nenhum torniquete nesta parte do corpo!</Portuguese>
</Key>
</Package>
</Project>

View File

@ -3,9 +3,6 @@
if (!hasInterface) exitWith {};
//Functions that are called for each draw of the map:
GVAR(miniMapDrawHandlers) = [];
//Add deviceKey entry:
private ["_conditonCode", "_toggleCode", "_closeCode"];
_conditonCode = {

View File

@ -23,4 +23,7 @@ PREP(saveCurrentAndSetNewMode);
PREP(showApplicationPage);
PREP(updateDisplay);
//Functions that are called for each draw of the map:
GVAR(miniMapDrawHandlers) = [];
ADDON = true;

View File

@ -51,5 +51,5 @@ while {(_numberOfAttempts < MAX_ATTEMPTS) && {(abs _error) > 0.2}} do {
};
if (_numberOfAttempts >= MAX_ATTEMPTS) exitWith {[]};
//return the elevation and ACE_time required
//return the elevation and time required
[_solutionElevation, (_lastTestResult select 1)]

View File

@ -45,7 +45,7 @@ _currentVelocity = [0, (_muzzleVelocity * cos _angleDeg), (_muzzleVelocity * sin
_currentTime = 0;
_lastPos = _currentPos;
_kCoefficent = -1 * _relDensity * _airFriction; //save ACE_time in the loop and compute once
_kCoefficent = -1 * _relDensity * _airFriction; //save time in the loop and compute once
while {((_currentVelocity select 2) > 0) || ((_currentPos select 2) >= _heightOfTarget)} do {
_lastPos = _currentPos;
@ -64,7 +64,7 @@ _linConversion = linearConversion [(_lastPos select 2), (_currentPos select 2),
_middlePos = (_lastPos vectorMultiply (1 - _linConversion)) vectorAdd (_currentPos vectorMultiply (_linConversion));
// _middlePosOld = (_lastPos vectorAdd _currentPos) vectorMultiply 0.5;
//Same to find travel ACE_time
//Same to find travel time
_middleTotalTravelTime = _currentTime - (_timeStep * (1-_linConversion));
//Find shot offset (from crosswind), in degrees

View File

@ -41,7 +41,7 @@ if (isClass (configFile >> "cfgPatches" >> "acre_api")) then {
ACE_LOGINFO("ACRE Detected.");
DFUNC(isSpeaking) = {
params ["_unit"];
(([_unit] call acre_api_fnc_isSpeaking) || {[ACE_player] call acre_api_fnc_isBroadcasting}) && {!(_unit getVariable ["ACE_isUnconscious", false])}
([_unit] call acre_api_fnc_isSpeaking) && {!(_unit getVariable ["ACE_isUnconscious", false])}
};
} else {
if (isClass (configFile >> "cfgPatches" >> "task_force_radio")) then {

View File

@ -16,7 +16,7 @@
EXPLODE_3_PVT(_this,_temperature,_barrelMass,_totalTime);
// If a long ACE_time passed since the last shot, there's no need to calculate anything; the weapon should be cool
// If a long time passed since the last shot, there's no need to calculate anything; the weapon should be cool
if (_totalTime > 1800) exitWith {0};
private ["_barrelSurface", "_time", "_deltaTime"];

View File

@ -24,9 +24,9 @@ private ["_array", "_type", "_return", "_config" /*, "_priority"*/];
// get Priority Array from Config
_array = [
getNumber (configFile >> "CfgWeapons" >> QGVAR(priority)),
getNumber (configFile >> "CfgMagazines" >> QGVAR(priority)),
getNumber (configFile >> "CfgAmmo" >> QGVAR(priority))
getNumber (configFile >> "CfgWeapons" >> _weapon >> QGVAR(priority)),
getNumber (configFile >> "CfgMagazines" >> _magazine >> QGVAR(priority)),
getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(priority))
];
TRACE_1("Proiroity Array",_array);

View File

@ -525,12 +525,14 @@ class CfgWeapons {
class LMG_coax: LMG_RCWS {
displayName = "PKT";
};
class ACE_LMG_coax_MBT_01: LMG_coax {
// class ACE_LMG_coax_PKT_mem2: LMG_coax {};
class ACE_LMG_coax_MAG58_mem2: LMG_coax {
displayName = "MAG 58";
};
class ACE_LMG_coax_APC_Tracked_03: LMG_coax {
class ACE_LMG_coax_MAG58_mem3: LMG_coax {
displayName = "MAG 58";
};
class ACE_LMG_coax_L94A1_mem3: LMG_coax {
displayName = "L94A1";
};

View File

@ -21,5 +21,5 @@ _target selectWeapon _weapon;
if (currentWeapon _target != _weapon) exitWith {};
if (currentMagazine _target != "") exitWith {};
// command is wip, reload ACE_time for launchers is not intended.
// command is wip, reload time for launchers is not intended.
_target addWeaponItem [_weapon, _magazine];

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="repair">
<Key ID="STR_ACE_Repair_SpareTrack">
@ -388,6 +388,7 @@
<Czech>Ocas</Czech>
<Russian>Хвост</Russian>
<Spanish>Tail</Spanish>
<Portuguese>Cauda</Portuguese>
</Key>
<Key ID="STR_ACE_Repair_HitPitotTube">
<English>Pitot Tube</English>
@ -1000,12 +1001,14 @@
<Polish>Wym. naprawy kół</Polish>
<Spanish>Requisitos de reparación de ruedas</Spanish>
<Russian>Для ремонта колес требуется</Russian>
<Portuguese>Requerimentos para reparo de rodas</Portuguese>
</Key>
<Key ID="STR_ACE_Repair_wheelRepairRequiredItems_description">
<English>Items required to remove/replace wheels</English>
<Polish>Przedmioty potrzebne do wymiany kół</Polish>
<Spanish>Elementos necesarios para quitar/cambiar ruedas</Spanish>
<Russian>Предметы, которые требуются для снятия/замены колес</Russian>
<Portuguese>Itens requeridos para remover/trocar rodas</Portuguese>
</Key>
</Package>
</Project>

View File

@ -44,7 +44,7 @@ _horizontal = _display displayCtrl 13;
_vertical ctrlSetText (str _elevation);
_horizontal ctrlSetText (str _windage);
// Set the ACE_time when to hide the knobs
// Set the time when to hide the knobs
GVAR(timeToHide) = ACE_diagTime + 3.0;
if !(isNil QGVAR(fadePFH)) exitWith {};

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="tacticalladder">
<Key ID="STR_ACE_TacticalLadder_DisplayName">
@ -41,6 +41,7 @@
<English>Extend, +Ctrl tilt</English>
<German>Ausfahren, +Strg kippen</German>
<Polish>Rozłóż, +Ctrl nachyl</Polish>
<Portuguese>Extender, +Ctrl tilt</Portuguese>
</Key>
<Key ID="STR_ACE_TacticalLadder_Position">
<English>Position ladder</English>

View File

@ -91,7 +91,7 @@ class CfgVehicles {
class O_APC_Tracked_02_cannon_F: O_APC_Tracked_02_base_F {
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"autocannon_30mm_CTWS","ACE_LMG_coax_MBT_01","missiles_titan"};
weapons[] = {"autocannon_30mm_CTWS","ACE_LMG_coax_PKT_mem2","missiles_titan"};
magazines[] = {"140Rnd_30mm_MP_shells_Tracer_Green","60Rnd_30mm_APFSDS_shells_Tracer_Green","2000Rnd_762x51_Belt_Green","2Rnd_GAT_missiles"};
};
};
@ -101,7 +101,7 @@ class CfgVehicles {
fuelCapacity = 660 * FUEL_FACTOR;
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"autocannon_30mm","ACE_LMG_coax_APC_Tracked_03"};
weapons[] = {"autocannon_30mm","ACE_LMG_coax_L94A1_mem3"};
magazines[] = {"140Rnd_30mm_MP_shells_Tracer_Yellow","60Rnd_30mm_APFSDS_shells_Tracer_Yellow","1000Rnd_762x51_Belt_Yellow","1000Rnd_762x51_Belt_Yellow"};
class Turrets: Turrets {
class CommanderOptics: CommanderOptics {};
@ -114,7 +114,7 @@ class CfgVehicles {
fuelCapacity = 550 * FUEL_FACTOR;
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"cannon_120mm_long","ACE_LMG_coax_MBT_01"};
weapons[] = {"cannon_120mm_long","ACE_LMG_coax_MAG58_mem3"};
magazines[] = {"28Rnd_120mm_APFSDS_shells_Tracer_Yellow","14Rnd_120mm_HE_shells_Tracer_Yellow","2000Rnd_762x51_Belt_Yellow","2000Rnd_762x51_Belt_Yellow"};
class Turrets: Turrets {
class CommanderOptics: CommanderOptics {};
@ -127,8 +127,8 @@ class CfgVehicles {
fuelCapacity = 500 * FUEL_FACTOR;
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"cannon_120mm","ACE_LMG_coax_MBT_01"};
magazines[] = {"32Rnd_120mm_APFSDS_shells_Tracer_Red","16Rnd_120mm_HE_shells_Tracer_Red","2000Rnd_762x51_Belt_Green","2000Rnd_762x51_Belt_Green"};
weapons[] = {"cannon_120mm","ACE_LMG_coax_MAG58_mem2"};
magazines[] = {"32Rnd_120mm_APFSDS_shells_Tracer_Red","16Rnd_120mm_HE_shells_Tracer_Red","2000Rnd_762x51_Belt_Red","2000Rnd_762x51_Belt_Red"};
class Turrets: Turrets {
class CommanderOptics: CommanderOptics {};
};
@ -281,8 +281,8 @@ class CfgVehicles {
class B_APC_Wheeled_01_cannon_F: B_APC_Wheeled_01_base_F {
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"autocannon_40mm_CTWS","ACE_LMG_coax_MBT_01"};
magazines[] = {"60Rnd_40mm_GPR_Tracer_Red_shells","40Rnd_40mm_APFSDS_Tracer_Red_shells","2000Rnd_762x51_Belt_Green"};
weapons[] = {"autocannon_40mm_CTWS","ACE_LMG_coax_MAG58_mem2"};
magazines[] = {"60Rnd_40mm_GPR_Tracer_Red_shells","40Rnd_40mm_APFSDS_Tracer_Red_shells","2000Rnd_762x51_Belt_Red"};
};
};
};
@ -301,8 +301,8 @@ class CfgVehicles {
class B_MBT_01_TUSK_F: B_MBT_01_cannon_F {
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"cannon_105mm","ACE_LMG_coax_MBT_01"};
magazines[] = {"40Rnd_105mm_APFSDS_T_Red","20Rnd_105mm_HEAT_MP_T_Red","2000Rnd_762x51_Belt_Green","2000Rnd_762x51_Belt_Green"};
weapons[] = {"cannon_105mm","ACE_LMG_coax_MAG58_mem2"};
magazines[] = {"40Rnd_105mm_APFSDS_T_Red","20Rnd_105mm_HEAT_MP_T_Red","2000Rnd_762x51_Belt_Red","2000Rnd_762x51_Belt_Red"};
class Turrets: Turrets {
class CommanderOptics: CommanderOptics {};
};
@ -326,7 +326,7 @@ class CfgVehicles {
class I_APC_Wheeled_03_cannon_F: I_APC_Wheeled_03_base_F {
class Turrets: Turrets {
class MainTurret: MainTurret {
weapons[] = {"autocannon_30mm_CTWS","ACE_LMG_coax_MBT_01","missiles_titan"};
weapons[] = {"autocannon_30mm_CTWS","ACE_LMG_coax_MAG58_mem2","missiles_titan"};
magazines[] = {"140Rnd_30mm_MP_shells_Tracer_Yellow","60Rnd_30mm_APFSDS_shells_Tracer_Yellow","2000Rnd_762x51_Belt_Yellow","2Rnd_GAT_missiles"};
};
};

View File

@ -5,8 +5,26 @@ class CfgWeapons {
class LMG_RCWS: MGun {};
class LMG_coax;
class ACE_LMG_coax_MBT_01: LMG_coax {};
class ACE_LMG_coax_APC_Tracked_03: LMG_coax {};
class ACE_LMG_coax_L94A1_mem3: LMG_coax {};
class ACE_LMG_coax_PKT_mem2: LMG_coax {
class GunParticles {
class effect1 {
positionName = "usti hlavne2";
directionName = "konec hlavne2";
effectName = "MachineGunCloud";
};
};
};
class ACE_LMG_coax_MAG58_mem3: LMG_coax {};
class ACE_LMG_coax_MAG58_mem2: LMG_coax {
class GunParticles {
class effect1 {
positionName = "usti hlavne2";
directionName = "konec hlavne2";
effectName = "MachineGunCloud";
};
};
};
class LMG_Minigun: LMG_RCWS {
magazines[] = {"1000Rnd_65x39_Belt","1000Rnd_65x39_Belt_Green","1000Rnd_65x39_Belt_Tracer_Green","1000Rnd_65x39_Belt_Tracer_Red","1000Rnd_65x39_Belt_Tracer_Yellow","1000Rnd_65x39_Belt_Yellow","2000Rnd_65x39_Belt","2000Rnd_65x39_Belt_Green","2000Rnd_65x39_Belt_Tracer_Green","2000Rnd_65x39_Belt_Tracer_Green_Splash","2000Rnd_65x39_Belt_Tracer_Red","2000Rnd_65x39_Belt_Tracer_Yellow","2000Rnd_65x39_Belt_Tracer_Yellow_Splash","2000Rnd_65x39_Belt_Yellow","2000Rnd_762x51_Belt_T_Green","2000Rnd_762x51_Belt_T_Red","2000Rnd_762x51_Belt_T_Yellow","200Rnd_65x39_Belt","200Rnd_65x39_Belt_Tracer_Green","200Rnd_65x39_Belt_Tracer_Red","200Rnd_65x39_Belt_Tracer_Yellow","5000Rnd_762x51_Belt","5000Rnd_762x51_Yellow_Belt"};

View File

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Zeus">
<Key ID="STR_ACE_Zeus_Settings_DisplayName">
@ -214,15 +214,19 @@
</Key>
<Key ID="STR_ACE_Zeus_ModuleAddSpareWheel_DisplayName">
<English>Add Spare Wheel</English>
<Portuguese>Adicionar roda sobressalente</Portuguese>
</Key>
<Key ID="STR_ACE_Zeus_ModuleAddSpareWheel_Description">
<English>Adds a Spare Wheel to the vehicle</English>
<Portuguese>Adiciona uma roda sobressalente ao veículo</Portuguese>
</Key>
<Key ID="STR_ACE_Zeus_ModuleAddSpareTrack_DisplayName">
<English>Add Spare Track</English>
<Portuguese>Adicionar esteira sobressalente</Portuguese>
</Key>
<Key ID="STR_ACE_Zeus_ModuleAddSpareTrack_Description">
<English>Adds a Spare Track to the vehicle</English>
<Portuguese>Adiciona uma esteira sobressalente ao veículo</Portuguese>
</Key>
<Key ID="STR_ACE_Zeus_OnlyAlive">
<English>Unit must be alive</English>
@ -264,9 +268,11 @@
</Key>
<Key ID="STR_ACE_Zeus_OnlyVehiclesWithCargo">
<English>Unit must be a vehicle with cargo space</English>
<Portuguese>Unidade deve ser um veículo com espaço em carga</Portuguese>
</Key>
<Key ID="STR_ACE_Zeus_OnlyEnoughCargoSpace">
<English>Unit must have cargo space left</English>
<Portuguese>Unidade deve conter espaço sobressalente</Portuguese>
</Key>
<Key ID="STR_ACE_Zeus_OnlyNonCaptive">
<English>Unit must not be captive</English>

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@ -1,8 +1,8 @@
name = "Advanced Combat Environment 3.3.2";
name = "Advanced Combat Environment 3.3.3";
picture = "logo_ace3_ca.paa";
actionName = "GitHub";
action = "https://github.com/acemod/ACE3";
description = "ACE3 - Version 3.3.2";
description = "ACE3 - Version 3.3.3";
logo = "logo_ace3_ca.paa";
logoOver = "logo_ace3_ca.paa";
tooltip = "ACE3";

View File

@ -199,7 +199,7 @@ Parameters:
Example:
(begin example)
ERROR("Value not found","value of frog not found in config ...yada...yada...");
ERROR("value of frog not found in config ...yada...yada...");
(end)
Author:
@ -674,8 +674,9 @@ Author:
Sickboy
------------------------------------------- */
#define GVAR(var1) DOUBLES(ADDON,var1)
#define EGVAR(var1,var2) DOUBLES(DOUBLES(PREFIX,var1),var2)
#define EGVAR(var1,var2) TRIPLES(PREFIX,var1,var2)
#define QGVAR(var1) QUOTE(GVAR(var1))
#define QEGVAR(var1,var2) QUOTE(EGVAR(var1,var2))
/* -------------------------------------------
Macro: GVARMAIN()
@ -694,6 +695,7 @@ Author:
Sickboy
------------------------------------------- */
#define GVARMAIN(var1) GVARMAINS(PREFIX,var1)
#define QGVARMAIN(var1) QUOTE(GVARMAIN(var1))
// TODO: What's this?
#define SETTINGS DOUBLES(PREFIX,settings)
#define CREATELOGIC CREATELOGICS(PREFIX,COMPONENT)

View File

@ -356,5 +356,11 @@ SLX_XEH_STR spawn {
*/
{ (_x/SLX_XEH_STR_PreInit) call FUNC(init_once) } forEach SLX_XEH_CONFIG_FILES;
XEH_LOG("XEH: PreInit Finished. " + PFORMAT_3("CACHE DISABLED? (Disable caching with cba_cache_disable.pbo)",SLX_XEH_RECOMPILE,CBA_COMPILE_RECOMPILE,CBA_FUNC_RECOMPILE));
private "_s";
// Normally, full caching is enabled. If not, log an informative message.
_s = if (SLX_XEH_RECOMPILE || CBA_COMPILE_RECOMPILE || CBA_FUNC_RECOMPILE) then {
PFORMAT_3(" CACHE DISABLED? (Disable caching with cba_cache_disable.pbo)",SLX_XEH_RECOMPILE,CBA_COMPILE_RECOMPILE,CBA_FUNC_RECOMPILE)
} else {
""
};
XEH_LOG("XEH: PreInit Finished." + _s);

View File

@ -40,6 +40,7 @@ local = "_this call SLX_XEH_EH_Local"; \
respawn = "_this call SLX_XEH_EH_Respawn"; \
put = "_this call SLX_XEH_EH_Put"; \
take = "_this call SLX_XEH_EH_Take"; \
seatSwitched = "_this call SLX_XEH_EH_SeatSwitched"; \
soundPlayed = "_this call SLX_XEH_EH_SoundPlayed"; \
weaponAssembled = "_this call SLX_XEH_EH_WeaponAssembled"; \
weaponDisAssembled = "_this call SLX_XEH_EH_WeaponDisassembled";
@ -103,6 +104,7 @@ delete local; \
delete respawn; \
delete put; \
delete take; \
delete seatSwitched; \
delete soundPlayed; \
delete weaponAssembled; \
delete weaponDisAssembled;

View File

@ -1440,4 +1440,4 @@ if __name__ == "__main__":
main(sys.argv)
d,h,m,s = Fract_Sec(timeit.default_timer() - start_time)
print("\nTotal Program time elapsed: {0:2}h {1:2}m {2:4.5f}s".format(h,m,s))
input("Press Enter to continue...")
input("Press Enter to continue...")