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.
This commit is contained in:
vbawol 2017-04-12 09:57:55 -05:00
parent 91e70e21d9
commit af56e4b89a

View File

@ -5,8 +5,9 @@
Improvements and or bugfixes and other contributions are welcome via the github:
https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_server_settings/EpochEvents/ChangeWeather.sqf
*/
private ["_tempOVRD","_rainOVRD","_fogOVRD","_overcastOVRD","_windOVRD","_arr","_response","_windValX","_windValY","_WeatherChangeTime","_force","_temp","_fog","_rain","_overcast"];
//[[[cog import generate_private_arrays ]]]
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"];
//[[[end]]]
// Initalize variable for tracking time between runs.
if (isNil "EPOCH_lastWeatherChange") then {
@ -14,7 +15,7 @@ if (isNil "EPOCH_lastWeatherChange") then {
};
// get the time between weather change events to use as tranistion time.
_WeatherChangeTime = diag_tickTime - EPOCH_lastWeatherChange;
_weatherChangeTime = diag_tickTime - EPOCH_lastWeatherChange;
// increment timer to current time.
EPOCH_lastWeatherChange = diag_tickTime;
@ -96,10 +97,10 @@ _fog = if (isNil "_fogOVRD") then { [random _randomFogValue, random _randomFogDe
_overcast = if (isNil "_overcastOVRD") then { random _randomOvercastValue } else { _overcastOVRD };
_lightning = if (isNil "_lightningOVRD") then { random _randomLightningValue } else { _lightningOVRD };
_WeatherChangeTime setFog _fog;
_WeatherChangeTime setOvercast _overcast;
_WeatherChangeTime setRain _rain;
_WeatherChangeTime setLightnings _lightning;
_weatherChangeTime setFog _fog;
_weatherChangeTime setOvercast _overcast;
_weatherChangeTime setRain _rain;
_weatherChangeTime setLightnings _lightning;
setWind[_windValX, _windValY, true];
// push temp to all players and JIP.