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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>
43 lines
1.2 KiB
Plaintext
43 lines
1.2 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: LinkIsGrim
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* Calculates the Full Repair time based on the amount of hitpoints to repair
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*
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* Arguments:
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* 0: Engineer <OBJECT>
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* 1: Vehicle <OBJECT>
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*
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* Return Value:
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* Repair Time <NUMBER>
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*
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* Example:
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* [player, vehicle] call ace_repair_fnc_getFullRepairTime
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*
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* Public: No
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*/
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params ["_engineer", "_vehicle"];
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private _allHitPointsDamage = getAllHitPointsDamage _vehicle;
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_allHitPointsDamage params ["_hitPoints", "", "_damageValues"];
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private _hitPointsToIgnore = [_vehicle] call FUNC(getHitPointsToIgnore);
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private _repairsNeeded = 0;
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private _doExtraRepair = false;
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{
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if (_x <= 0) then {continue}; // skip hitpoints that don't need repairs
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private _hitPoint = _hitPoints select _forEachIndex;
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if (_hitPoint in _hitPointsToIgnore) then { // only add extra repair for ignore hitpoints if they're damaged
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_doExtraRepair = true;
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continue
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};
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_repairsNeeded = _repairsNeeded + ceil (_x / 0.5); // repair is capped at 0.5 in FUNC(doRepair)
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} forEach _damageValues;
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if (_doExtraRepair) then {
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_repairsNeeded = _repairsNeeded + 1;
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};
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_repairsNeeded * GVAR(miscRepairTime) * GVAR(timeCoefficientFullRepair) // return
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