ACE3/addons/repair/functions/fnc_getPostRepairDamage.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

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* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

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* gunbag

* hearing

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* huntir

* interact_menu

* interaction

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* kestrel4500

* laser

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* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

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* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

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* nightvision

* nlaw

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* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

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* reload

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* repair

* respawn

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* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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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>
*
* Return Value:
* 0: Rpair Damage Threshold <NUMBER>
*
* Example:
* [unit] call ace_repair_fnc_getPostRepairDamage
*
* Public: No
*/
params ["_unit"];
TRACE_1("params",_unit);
//If in facility or near vehicle then complete repair of hitpoint:
if (([_unit] call FUNC(isInRepairFacility) || {[_unit] call FUNC(isNearRepairVehicle)})) exitWith {0};
private _class = _unit getVariable ["ACE_IsEngineer", getNumber (configFile >> "CfgVehicles" >> typeOf _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)