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a85074a797
* Medical Engine - Remove ACE_HDBracket hitpoint * skip context 4 * move checks to vars * skip uav/logic entities * add check for arm/leg hitpoints * Update addons/medical_engine/functions/fnc_handleDamage.sqf Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> * don't skip context 2 * clearer custom hitpoint array name * reenable compile cache * remove debug mode * lazy eval * whitespace * update comment * Update fnc_handleDamage.sqf header * Update addons/medical_engine/functions/fnc_handleDamage.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * Update addons/medical_engine/XEH_postInit.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> * update hitpoint test * missing " * Update addons/medical/dev/test_hitpointConfigs.sqf Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com> --------- Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com> Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
37 lines
1.6 KiB
Plaintext
37 lines
1.6 KiB
Plaintext
// PabstMirror, commy2
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// ["medicalHitpoints"] call ace_common_fnc_runTests;
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// call compile preprocessFileLineNumbers "\z\ace\addons\medical\dev\test_hitpointConfigs.sqf"
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#include "..\script_component.hpp"
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// UAV-AI should get filtered by scope check
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private _cfgWeapons = configFile >> "CfgWeapons";
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private _cfgVehicles = configFile >> "CfgVehicles";
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private _uniforms = "getNumber (_x >> 'scope') == 2 && {configName _x isKindOf ['Uniform_Base', _cfgWeapons]}" configClasses _cfgWeapons;
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private _units = _uniforms apply {_cfgVehicles >> getText (_x >> "ItemInfo" >> "uniformClass")};
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if (param [0, false]) then { // Check all units (if naked)
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INFO("checking ALL units");
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_units append ((configProperties [configFile >> "CfgVehicles", "(isClass _x) && {(getNumber (_x >> 'scope')) == 2} && {configName _x isKindOf 'CAManBase'}", true]));
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};
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INFO_1("Checking uniforms for correct medical hitpoints [%1 units]",count _units);
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private _testPass = true;
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{
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private _typeOf = configName _x;
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private _hitpoints = (configProperties [_x >> "HitPoints", "isClass _x", true]) apply {toLowerANSI configName _x};
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private _expectedHitPoints = ["hitleftarm","hitrightarm","hitleftleg","hitrightleg","hithead","hitbody"];
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private _missingHitPoints = _expectedHitPoints select {!(_x in _hitpoints)};
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if (_missingHitPoints isNotEqualTo []) then {
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WARNING_3("%1 missing ace hitpoints: %2 - class hitpoints: %3",_typeOf,_missingHitPoints,_hitpoints);
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_testPass = false;
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};
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// _typeOf createUnit [position player, group player, "z = this"];
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// deleteVehicle z;
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} forEach _units;
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_testPass
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