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Show damage on repair items interaction point #4448

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Sep 24, 2016
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5 changes: 5 additions & 0 deletions addons/repair/CfgVehicles.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -313,6 +313,11 @@ class CfgVehicles {
class EventHandlers {
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base {};
};
class ACE_Actions {
class ACE_MainActions {
modifierFunction = QUOTE(_this call FUNC(modifyInteraction));
};
};

icon = "iconObject_circle";
mapSize = 0.7;
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1 change: 1 addition & 0 deletions addons/repair/XEH_PREP.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -23,6 +23,7 @@ PREP(isEngineer);
PREP(isInRepairFacility);
PREP(isNearRepairVehicle);
PREP(isRepairVehicle);
PREP(modifyInteraction);
PREP(moduleAddSpareParts);
PREP(moduleAssignEngineer);
PREP(moduleAssignRepairVehicle);
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28 changes: 28 additions & 0 deletions addons/repair/functions/fnc_modifyInteraction.sqf
Original file line number Diff line number Diff line change
@@ -0,0 +1,28 @@
/*
* Author: PabstMirror
* Modifies the base interaction point for repair items to show it's current damage
*
* Arguments:
* 0: Target <OBJECT>
* 1: Player <OBJECT>
* 2: Args <Any>
* 3: Action Data <ARRAY>
*
* Return Value:
* Nothing
*
* Example:
* [cursorObject, player, [], []] call ace_repair_fnc_modifyInteraction;
*
* Public: No
*/
#include "script_component.hpp"

params ["_target", "_player", "_args", "_actionData"];
TRACE_4("params",_target,_player,_args,_actionData);

// Interaction dots numbered 0..8, white to red.
// Convert damage to number (rounding up), using 0.8 as max

private _fileName = format [QPATHTOF(ui\damage_%1_ca.paa), ceil (linearConversion [0, 0.8, damage _target, 0, 8, true])];
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shouldn't this be [0, 1, damage _target, ?
damage goes from 0 to 1.
Also if you use ceil here, damage like 0.0001 would show up as slightly damaged, when in reality it's nothing. maybe use round instead?

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My thinking was that damage above 0.8 always showed up as a destroyed wheel on a car, but that doesn't seem to be the case.

I like the rounding up as it will let you always see the damage between a damaged wheel and a perfect one.

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ok

_actionData set [2, _fileName];
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