#include "..\script_component.hpp" /* * Author: LinkIsGrim * Calculates the Full Repair time based on the amount of hitpoints to repair * * Arguments: * 0: Engineer * 1: Vehicle * * Return Value: * Repair Time * * Example: * [player, vehicle] call ace_repair_fnc_getFullRepairTime * * Public: No */ params ["_engineer", "_vehicle"]; private _allHitPointsDamage = getAllHitPointsDamage _vehicle; _allHitPointsDamage params ["_hitPoints", "", "_damageValues"]; private _selectionsToIgnore = _vehicle call FUNC(getSelectionsToIgnore); private _repairsNeeded = 0; private _doExtraRepair = false; { if (_x <= 0) then {continue}; // skip hitpoints that don't need repairs if (_forEachIndex in _selectionsToIgnore) then { // only add extra repair for ignore hitpoints if they're damaged _doExtraRepair = true; continue }; _repairsNeeded = _repairsNeeded + ceil (_x / 0.5); // repair is capped at 0.5 in FUNC(doRepair) } forEach _damageValues; if (_doExtraRepair) then { _repairsNeeded = _repairsNeeded + 1; }; _repairsNeeded * GVAR(miscRepairTime) * GVAR(timeCoefficientFullRepair) // return