Formating and Headers

This commit is contained in:
PabstMirror 2015-02-01 14:56:19 -06:00
parent 8ceb2aabc1
commit fa002b4db6
14 changed files with 406 additions and 392 deletions

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@ -1 +1 @@
z\ace\Addons\laser z\ace\Addons\attach

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ace_attach ace_attach
========== ==========
Introducing the ability to attach various throwables to yourself to mark your position and assist in IFF. Introducing the ability to attach various throwables to yourself or vehicles, to mark your position and assist in IFF.
Adds item `ACE_IR_Strobe_Item`.
## Maintainers ## Maintainers
@ -11,3 +12,4 @@ The people responsible for merging changes to this component or answering potent
- [esteldunedain](https://github.com/esteldunedain) - [esteldunedain](https://github.com/esteldunedain)
- [bux578](https://github.com/bux578) - [bux578](https://github.com/bux578)
- [KoffeinFlummi](https://github.com/KoffeinFlummi) - [KoffeinFlummi](https://github.com/KoffeinFlummi)
- [PabstMirror](https://github.com/PabstMirror)

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@ -1,18 +1,21 @@
#include "script_component.hpp"
/* /*
Author: eRazeri and CAA-Picard * Author: eRazeri and CAA-Picard
* Attach an item to the unit
Attach an item to the unit *
* Arguments:
Arguments: * 0: unit doing the attach (player) <OBJECT>
0: OBJECT - unit doing the attaching (player) * 1: vehicle that it will be attached to (player or vehicle) <OBJECT>
1: OBJECT - vehicle that it will be attached to (player or vehicle) * 2: Name of the attachable item <STRING>
2: STRING - classname of attached item (from CfgMagazines or CfgWeapons) *
* Return Value:
Return Value: * Nothing
none *
*/ * Example:
* Nothing
*
* Public: No
*/
#include "script_component.hpp"
PARAMS_3(_unit,_attachToVehicle,_itemName); PARAMS_3(_unit,_attachToVehicle,_itemName);

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@ -1,17 +1,21 @@
#include "script_component.hpp"
/* /*
* Author: commy2 * Author: commy2
*
* Check if a unit can attach a specific item. * Check if a unit can attach a specific item.
* *
* Argument: * Arguments:
* 0: Unit that wants to attach the object (Object) * 0: unit doing the attach (player) <OBJECT>
* 1: Name of the attachable item (String) * 1: vehicle that it will be attached to (player or vehicle) <OBJECT>
* 2: Name of the attachable item <STRING>
* *
* Return value: * Return Value:
* Boolean (Bool) * Boolean <BOOL>
*
* Example:
* Nothing
*
* Public: No
*/ */
#include "script_component.hpp"
PARAMS_3(_unit,_attachToVehicle,_item); PARAMS_3(_unit,_attachToVehicle,_item);

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@ -1,16 +1,20 @@
#include "script_component.hpp"
/* /*
* Author: commy2 * Author: commy2
* * Check if a unit has an item attached and if it can remove that item.
* Check if a unit has an item attached and if it can remove that item. *
* * Arguments:
* Argument: * 0: unit doing the detaching (player) <STRING>
* 0: Unit that wants to detach something (Object) * 1: vehicle that it will be detached from (player or vehicle) <OBJECT>
* *
* Return value: * Return Value:
* Boolean (Bool) * Boolean <BOOL>
*/ *
* Example:
* Nothing
*
* Public: No
*/
#include "script_component.hpp"
private ["_attachedObjects", "_inRange", "_unitPos", "_objectPos"]; private ["_attachedObjects", "_inRange", "_unitPos", "_objectPos"];

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@ -1,17 +1,20 @@
#include "script_component.hpp"
/* /*
Author: eRazeri and CAA-Picard * Author: eRazeri and CAA-Picard
* Detach an item from a unit
Detach an item from a unit *
* Arguments:
Arguments: * 0: unit doing the attaching (player) <STRING>
0: OBJECT - unit doing the attaching (player) * 1: vehicle that it will be detached from (player or vehicle) <OBJECT>
1: OBJECT - vehicle that it will be detached from (player or vehicle) *
* Return Value:
Return Value: * Nothing
none *
*/ * Example:
* Nothing
*
* Public: No
*/
#include "script_component.hpp"
private ["_itemName", "_count", "_attachedItem", "_fnc_detachDelay"]; private ["_itemName", "_count", "_attachedItem", "_fnc_detachDelay"];
@ -71,13 +74,13 @@ _attachToVehicle setVariable ["ACE_AttachedItemNames", _attachedItemsArray, true
// Display message // Display message
switch true do { switch true do {
case (_itemName == "ACE_IR_Strobe_Item") : { case (_itemName == "ACE_IR_Strobe_Item") : {
[localize "STR_ACE_Attach_IrStrobe_Detached"] call EFUNC(common,displayTextStructured); [localize "STR_ACE_Attach_IrStrobe_Detached"] call EFUNC(common,displayTextStructured);
}; };
case (_itemName == "B_IR_Grenade" or _itemName == "O_IR_Grenade" or _itemName == "I_IR_Grenade") : { case (_itemName == "B_IR_Grenade" or _itemName == "O_IR_Grenade" or _itemName == "I_IR_Grenade") : {
[localize "STR_ACE_Attach_IrGrenade_Detached"] call EFUNC(common,displayTextStructured); [localize "STR_ACE_Attach_IrGrenade_Detached"] call EFUNC(common,displayTextStructured);
}; };
case (_itemName == "Chemlight_blue" or {_itemName == "Chemlight_green"} or {_itemName == "Chemlight_red"} or {_itemName == "Chemlight_yellow"}) : { case (_itemName == "Chemlight_blue" or {_itemName == "Chemlight_green"} or {_itemName == "Chemlight_red"} or {_itemName == "Chemlight_yellow"}) : {
[localize "STR_ACE_Attach_Chemlight_Detached"] call EFUNC(common,displayTextStructured); [localize "STR_ACE_Attach_Chemlight_Detached"] call EFUNC(common,displayTextStructured);
}; };
}; };

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/*
* Author: Garth de Wet (LH)
* Opens the UI for attaching objects.
*
* Arguments:
* 0: unit <STRING>
* 1: target <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* Nothing
*
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
/*
Author: Garth de Wet (LH)
Description:
Opens the UI for attaching objects.
Parameters:
0: OBJECT - unit
1: OBJECT - target
Returns:
Nothing
Example:
[player] call ACE_Attach_fnc_openAttachUI;
*/
private ["_actions", "_attachables", "_item"]; private ["_actions", "_attachables", "_item"];
PARAMS_2(_unit,_target); PARAMS_2(_unit,_target);
@ -55,13 +55,13 @@ _attachables = items _unit;
} forEach _attachables; } forEach _attachables;
[ [
_actions, _actions,
{ {
[ACE_player, GVAR(attachTarget), _this] call FUNC(attach); [ACE_player, GVAR(attachTarget), _this] call FUNC(attach);
call EFUNC(interaction,hideMenu); call EFUNC(interaction,hideMenu);
}, },
{ {
call EFUNC(interaction,hideMenu); call EFUNC(interaction,hideMenu);
if !(profileNamespace getVariable [QEGVAR(interaction,AutoCloseMenu), false]) then {"Default" call EFUNC(interaction,openMenuSelf)}; if !(profileNamespace getVariable [QEGVAR(interaction,AutoCloseMenu), false]) then {"Default" call EFUNC(interaction,openMenuSelf)};
} }
] call EFUNC(interaction,openSelectMenu); ] call EFUNC(interaction,openSelectMenu);

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@ -1,16 +1,18 @@
/* /*
Name: FUNC(placeApprove) * Author: Pabst Mirror (based on Explosive attach by Garth de Wet (LH))
Author(s): * Approves placement of the lightObject, scans for an appropriate location and attaches
Pabst Mirror (based on Explosive attach by Garth de Wet (LH)) *
Description: * Arguments:
Approves placement of the lightObject, releases the placement object for it to settle in a location * Nothing
Parameters: *
Nothing * Return Value:
Returns: * Nothing
Nothing *
Example: * Example:
call FUNC(placeApprove); * Nothing
*/ *
* Public: No
*/
#include "script_component.hpp" #include "script_component.hpp"
private ["_setupObject", "_setupClassname", "_itemClassname", "_placementText", "_attachToVehicle", "_placer", "_startingPosition", "_startingOffset", "_distanceFromCenter", "_closeInUnitVector", "_keepGoingCloser", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_currentObjects", "_currentItemNames"]; private ["_setupObject", "_setupClassname", "_itemClassname", "_placementText", "_attachToVehicle", "_placer", "_startingPosition", "_startingOffset", "_distanceFromCenter", "_closeInUnitVector", "_keepGoingCloser", "_closeInDistance", "_endPosTestOffset", "_endPosTest", "_startingPosShifted", "_startASL", "_endPosShifted", "_endASL", "_attachedObject", "_currentObjects", "_currentItemNames"];

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/* /*
Name: FUNC(placeCancel) * Author: Pabst Mirror (based on Explosive attach by Garth de Wet (LH))
* Cancels placement of the lightObject
Author(s): *
Pabst Mirror (based on Explosive attach by Garth de Wet (LH)) * Arguments:
* Nothing
Description: *
Cancels placement of the lightObject * Return Value:
* Nothing
Parameters: *
Nothing * Example:
* Nothing
Returns: *
Nothing * Public: No
*/
Example:
call FUNC(placeCancel);
*/
#include "script_component.hpp" #include "script_component.hpp"
if (GVAR(pfeh_running)) then { if (GVAR(pfeh_running)) then {
@ -25,11 +22,6 @@ if (GVAR(pfeh_running)) then {
if (!isNull (GVAR(setupObject))) then { if (!isNull (GVAR(setupObject))) then {
deleteVehicle GVAR(setupObject); deleteVehicle GVAR(setupObject);
}; };
GVAR(SetupPlacmentItem) = "";
GVAR(SetupPlacmentText) = "";
GVAR(setupObject) = objNull;
GVAR(SetupAttachVehicle) = objNull;
[GVAR(placer), QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus); [GVAR(placer), QGVAR(vehAttach), false] call EFUNC(common,setForceWalkStatus);
call EFUNC(interaction,hideMouseHint); call EFUNC(interaction,hideMouseHint);
@ -37,3 +29,7 @@ call EFUNC(interaction,hideMouseHint);
[GVAR(placer), "MenuBack", GVAR(placer) getVariable [QGVAR(cancelActionEH), -1]] call EFUNC(common,removeActionEventHandler); [GVAR(placer), "MenuBack", GVAR(placer) getVariable [QGVAR(cancelActionEH), -1]] call EFUNC(common,removeActionEventHandler);
GVAR(placer) = objNull; GVAR(placer) = objNull;
GVAR(SetupPlacmentItem) = "";
GVAR(SetupPlacmentText) = "";
GVAR(setupObject) = objNull;
GVAR(SetupAttachVehicle) = objNull;