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https://github.com/acemod/ACE3.git
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04e41a4d5a
* 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>
29 lines
714 B
Plaintext
29 lines
714 B
Plaintext
#include "script_component.hpp"
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/*
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* Author: KoffeinFlummi
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* Checks if a unit is near an engineering vehicle.
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*
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return Value:
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* Is near engineering vehicle <BOOL>
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*
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* Example:
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* [unit] call ace_repair_fnc_isNearRepairVehicle
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*
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* Public: Yes
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*/
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#define CHECK_OBJECTS(var) ((var) findIf {alive _x && {[_x] call FUNC(isRepairVehicle)}} != -1)
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params ["_unit"];
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TRACE_1("params",_unit);
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private _fnc_check = {
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private _nearObjects = nearestObjects [_unit, ["Air", "LandVehicle", "Slingload_base_F"], 20];
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CHECK_OBJECTS(_nearObjects)
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};
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[[], _fnc_check, _unit, QGVAR(nearRepairVehicleCache), NEAR_REPAIR_VEHICLE_CACHE_EXPIRY] call EFUNC(common,cachedCall);
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