* Fix Brackets around code
* Update fnc_handleFired.sqf
* Shouldn't have changed this one
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Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Update display name in team
* Update display name everywhere
* order
https://youtu.be/VYycQTm2HrM
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Co-authored-by: BrettMayson <brett@mayson.io>
* Fix bug in detection for ignoring repair hitpoints
* Use define for array any
* Add warning if hitpoint group would be ignored
* Apply suggestions from code review
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* Change ANY to ANY_OF
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Co-authored-by: PabstMirror <pabstmirror@gmail.com>
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
* add variable full repair time
* enable compile cache
* Fix stupid
* whoops
* incremental full repair
* cleanup function header
* ignore hitpoints inFullRepairProgress
* fix getHitPointsToIgnore
* final cleanup
* don't show repair hint while doing full repair
* make this all work
* fix stupid
put this back in place
* Add setting for speedup when near repair facility/vehicle
enable compile cache
* refactor near repair facility/vehicle checks
* remove skipping hint from do_repair
better for feedback this way
* git diff stuff
* use functions directly in ACE_Repair.hpp
* add check for vehicle proximity
* add a new line
* switch to multiply by setting instead
* speed boost settings, remove exit addRepairActions
* stringtable
* remove speed boost settings
* fix things, add forceDisplayName
* name in function header
* fix TRACE
* add animation looping
* remove systemChat
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* add time coefficient setting
* move to repair category
* time coefficient max and default values
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Co-authored-by: Salluci <69561145+Salluci@users.noreply.github.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
* Potential fix for #8304
Update fnc_addRepairActions to include hitpoints that influence turret view
* Support for the RHS Stryker hitpoints
This whole function is a nightmare but there's no better way to do this. Side effects may include unnecessary hitpoints being shown.
* Style pass
* whoops
* Remove global DAGR_NEXT variable
* Remove global ERR variable
* Fix overwriting global this variable
* Fix overwriting global total and hitpoint variables
* fix condition
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
* Fix explosive placement while underwater
* Apply suggestions from code review
Co-Authored-By: alganthe <alganthe@live.fr>
* Change placeApprove header to reflect changes
* Replace lineIntersectsWith in isInMedicalFacility
* Replace linesIntersects in isInRepairFacility, fix params
Public func, params should have an expected type.
* Replace linesIntersects in spallTrack
* Replace lineIntersects in getFirstObjectIntersection and findReflection
* Replace lineIntersects in advanced throwing
grenades can pass glass underwater now, I bet all of 0 person will be glad that horrendous bug is now fixed.
* Fix possible issue in pointing while underwater
* Fix possible issue while underwater in attach
* Replace count with isEqualTo in lineIntersectsSurfaces replacements
* Fix inverted conditions
* Fix drawArc
* Fix fnc_attach
* Reverse advanced_throwing and spallTrack lineIntersects changes
* Fix issues raised from code review
* Add tool to verify stringtable entries exist
* Update circle.yml
* test
* Allow running from root directory as well as from inside the tools directory
* Repair - Disable repair on ERA/Slat armor
Disable "miscRepair" action for all era and slat armor hitpoints.
Can still be repaired via "Full Repair"
* Minor perf improvment
* Add hitpoint names for 1.82 comTurret/gun
* Fix russian translations