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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>
68 lines
2.1 KiB
Plaintext
68 lines
2.1 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: KoffeinFlummi, Glowbal
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* Callback when repair completes.
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*
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* Arguments:
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* 0: Arguments <ARRAY>
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* 0: Unit that does the repairing <OBJECT>
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* 1: Vehicle to repair <OBJECT
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* 2: Selected hitpoint or hitpointIndex <STRING>or<NUMBER>
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* 3: Repair Action Classname <STRING>
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* 4: Items <ARRAY>
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* 5: User of Items <ARRAY>
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* 6: Claimed Repair Objects <ARRAY>
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*
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* Return Value:
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* None
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*
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* Example:
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* [[unit, vehicle, "hitpoint", "classname", [], [], [aWheel]]] call ace_repair_fnc_repair_success
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*
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* Public: No
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*/
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params ["_args"];
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_args params ["_caller", "_target","_selectionName","_className","","","_claimedObjects"];
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TRACE_4("params",_caller,_target,_selectionName,_className);
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if (primaryWeapon _caller == "ACE_FakePrimaryWeapon") then {
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_caller removeWeapon "ACE_FakePrimaryWeapon";
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};
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_caller removeEventHandler ["AnimDone", _caller getVariable [QGVAR(repairLoopAnimEh), -1]];
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_caller setVariable [QGVAR(repairLoopAnimEh), nil];
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if (vehicle _caller == _caller && {!(_caller call EFUNC(common,isSwimming))}) then {
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[_caller, _caller getVariable [QGVAR(repairPrevAnimCaller), ""], 2] call EFUNC(common,doAnimation);
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};
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_caller setVariable [QGVAR(repairCurrentAnimCaller), nil];
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_caller setVariable [QGVAR(repairPrevAnimCaller), nil];
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private _weaponSelect = (_caller getVariable [QGVAR(selectedWeaponOnrepair), ""]);
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if (_weaponSelect != "") then {
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_caller selectWeapon _weaponSelect;
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} else {
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_caller action ["SwitchWeapon", _caller, _caller, 299];
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};
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//Unclaim repair objects:
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{
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TRACE_2("Releasing", _x, (typeOf _x));
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[objNull, _x, false] call EFUNC(common,claim);
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} forEach _claimedObjects;
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// Record specific callback
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private _config = (ConfigFile >> "ACE_Repair" >> "Actions" >> _className);
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private _callback = getText (_config >> "callbackSuccess");
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if (isNil _callback) then {
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_callback = compile _callback;
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} else {
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_callback = missionNamespace getVariable _callback;
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};
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if (!(_callback isEqualType {})) then {_callback = {TRACE_1("callback was NOT code",_callback)};};
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_args call _callback;
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//todo: repair litter?
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