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Remove some unnecessary translations
Using "Wait for the previous action to complete to perform another" is more accurate in these cases, because dayz_actionInProgress could have been set by any action, not necessarily the same one.
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@@ -622,7 +622,7 @@ BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_co
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BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";
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BIS_fnc_relativeDirTo = compile("private '_dir';_dir=_this call{" + (preprocessFileLineNumbers "ca\modules\Functions\geometry\fn_relativeDirTo.sqf")+"};if(_dir>180)then{_dir=_dir-360;};if(_dir<-180)then{_dir=_dir+360;};_dir");
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fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
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fnc_getPos = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fnc_getPos.sqf";
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fnc_getPos = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_getPos.sqf";
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fnc_spawnObjects = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_spawnObjects.sqf";
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object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
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object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
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