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update privates
since this is execVM'ed it is not really needed but done just in case the code is compiled call'ed at a later time.
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@ -5,8 +5,9 @@
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Improvements and or bugfixes and other contributions are welcome via the github:
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https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_server_settings/EpochEvents/ChangeWeather.sqf
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*/
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private ["_tempOVRD","_rainOVRD","_fogOVRD","_overcastOVRD","_windOVRD","_arr","_response","_windValX","_windValY","_WeatherChangeTime","_force","_temp","_fog","_rain","_overcast"];
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//[[[cog import generate_private_arrays ]]]
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private ["_weatherChangeTime","_arr","_fog","_force","_lightning","_overcast","_rain","_randomDayRainTemp","_randomDayTemp","_randomDirection","_randomFogAfterRainBase","_randomFogAfterRainDecay","_randomFogAfterRainValue","_randomFogBase","_randomFogDecay","_randomFogValue","_randomLightningValue","_randomNightRainTemp","_randomNightTemp","_randomOvercastValue","_randomRainValue","_randomWindStr","_response","_staticWeatherForecast","_temp","_windVal","_windValX","_windValY"];
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//[[[end]]]
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// Initalize variable for tracking time between runs.
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if (isNil "EPOCH_lastWeatherChange") then {
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@ -14,7 +15,7 @@ if (isNil "EPOCH_lastWeatherChange") then {
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};
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// get the time between weather change events to use as tranistion time.
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_WeatherChangeTime = diag_tickTime - EPOCH_lastWeatherChange;
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_weatherChangeTime = diag_tickTime - EPOCH_lastWeatherChange;
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// increment timer to current time.
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EPOCH_lastWeatherChange = diag_tickTime;
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@ -96,10 +97,10 @@ _fog = if (isNil "_fogOVRD") then { [random _randomFogValue, random _randomFogDe
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_overcast = if (isNil "_overcastOVRD") then { random _randomOvercastValue } else { _overcastOVRD };
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_lightning = if (isNil "_lightningOVRD") then { random _randomLightningValue } else { _lightningOVRD };
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_WeatherChangeTime setFog _fog;
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_WeatherChangeTime setOvercast _overcast;
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_WeatherChangeTime setRain _rain;
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_WeatherChangeTime setLightnings _lightning;
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_weatherChangeTime setFog _fog;
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_weatherChangeTime setOvercast _overcast;
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_weatherChangeTime setRain _rain;
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_weatherChangeTime setLightnings _lightning;
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setWind[_windValX, _windValY, true];
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// push temp to all players and JIP.
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