ACE3/addons/repair/functions/fnc_getPostRepairDamage.sqf
Grim 04e41a4d5a
Repair - Make Full Repair Time dependent on vehicle damage (#8417)
* 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

---------

Co-authored-by: Salluci <69561145+Salluci@users.noreply.github.com>
Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
2023-07-06 06:52:04 +03:00

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#include "script_component.hpp"
/*
* Author: commy2
* Returns the damage threshold based on settings and unit type.
*
* Arguments:
* 0: Unit that does the repairing <OBJECT>
* 1: Override for full repair <BOOL> (default: false)
*
* Return Value:
* 0: Repair Damage Threshold <NUMBER>
*
* Example:
* [unit] call ace_repair_fnc_getPostRepairDamage
*
* Public: No
*/
params ["_unit", ["_override", false]];
TRACE_2("params",_unit,_override);
//If in facility, near vehicle, or doing full repair then complete repair of hitpoint:
if ((_override || {[_unit] call FUNC(isInRepairFacility)} || {[_unit] call FUNC(isNearRepairVehicle)})) exitWith {0};
private _class = _unit getVariable ["ACE_IsEngineer", getNumber (configOf _unit >> "engineer")];
//If advanced or more qualified than min, then use engineer threshold:
if ((_class isEqualTo 2) || {[_unit, GVAR(engineerSetting_Repair) + 1] call FUNC(isEngineer)}) exitWith {
(GVAR(repairDamageThreshold_Engineer) min GVAR(repairDamageThreshold))
};
//Return default threshold:
GVAR(repairDamageThreshold)