Move unused functions to another folder

This commit is contained in:
AirwavesMan
2020-06-10 17:03:31 +02:00
parent 11f10829cb
commit ac79d91ca0
37 changed files with 185 additions and 250 deletions

View File

@@ -1,203 +0,0 @@
/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Wild Zeds Control">*/
/*%FSM<HEAD>*/
/*
item0[] = {"init",0,250,-75.000000,-400.000000,25.000000,-350.000000,0.000000,"init"};
item1[] = {"No_More_Needed",4,218,-250.000000,-250.000000,-150.000000,-200.000000,0.000000,"No More" \n "Needed"};
item2[] = {"Delay_",2,250,-75.000000,50.000000,25.000000,100.000000,0.000000,"Delay" \n ""};
item3[] = {"Need_more",4,218,-75.000000,-175.000000,25.000000,-125.000000,3.000000,"Need more"};
item4[] = {"Spawn",2,250,-75.000000,-100.000000,25.000000,-50.000000,0.000000,"Spawn"};
item5[] = {"Timeout",4,218,50.000000,-250.000000,150.000000,-200.000000,0.000000,"Timeout"};
item6[] = {"Return",8,218,-75.000000,-25.000000,25.000000,25.000000,0.000000,"Return"};
item7[] = {"initialized",4,218,-75.000000,-325.000000,25.000000,-275.000000,0.000000,"initialized"};
item8[] = {"prepare",2,250,-75.000000,-250.000000,25.000000,-200.000000,0.000000,"prepare"};
item9[] = {"Check",2,250,-250.000000,-25.000000,-150.000000,25.000000,0.000000,"Check"};
item10[] = {"",7,210,-204.000000,-154.000000,-196.000000,-146.000000,0.000000,""};
item11[] = {"Released_Delay_",4,4314,-250.000000,50.000000,-150.000000,100.000000,0.000000,"Released" \n "Delay" \n ""};
link0[] = {0,7};
link1[] = {1,8};
link2[] = {2,11};
link3[] = {3,4};
link4[] = {4,6};
link5[] = {5,8};
link6[] = {6,2};
link7[] = {7,8};
link8[] = {8,3};
link9[] = {8,5};
link10[] = {9,10};
link11[] = {10,1};
link12[] = {10,3};
link13[] = {11,9};
globals[] = {25.000000,1,0,0,0,640,480,1,47,6316128,1,-497.761261,579.685730,295.259521,-641.446960,689,599,1};
window[] = {2,-1,-1,-32000,-32000,930,150,1479,150,3,707};
*//*%FSM</HEAD>*/
class FSM
{
fsmName = "DayZ Wild Zeds Control";
class States
{
/*%FSM<STATE "init">*/
class init
{
name = "init";
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "initialized">*/
class initialized
{
priority = 0.000000;
to="prepare";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!isnil ""bis_fnc_init"""/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/"diag_log (""WILD SPAWN: INITIALIZING WILD SPAWN SCRIPT"");" \n
""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "Delay_">*/
class Delay_
{
name = "Delay_";
init = /*%FSM<STATEINIT""">*/"_timeD = diag_tickTime;"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "Released_Delay_">*/
class Released_Delay_
{
priority = 0.000000;
to="Check";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _timeD) > 5"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "Spawn">*/
class Spawn
{
name = "Spawn";
init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n
"" \n
"" \n
"_tmp = [_unitTypes, _amount2Spawn];" \n
"_waiting = _tmp call server_Wildgenerate;" \n
"" \n
"" \n
"" \n
"" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "Return">*/
class Return
{
priority = 0.000000;
to="Delay_";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_waiting"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "prepare">*/
class prepare
{
name = "prepare";
init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n
"_spawnmore = false;" \n
"_amount2Spawn = 100;" \n
"_totalamount=1000;" \n
"_unitTypes = [""Wild_Civ_newBase""];" \n
"" \n
"" \n
"_debugarea = getMarkerPos ""respawn_west"";" \n
"_pos = getMarkerPos ""center"";" \n
"" \n
"_wildZombies = {local _x} count (_pos nearEntities [""WildZombie_Base"",7500]);" \n
"_count = _totalamount - _wildZombies;" \n
"" \n
"if (_count > _amount2Spawn) then {" \n
" _spawnmore = true;" \n
"};" \n
"" \n
"diag_log format [""WILD SPAWN: Active: %1, Waiting: %2"",_wildZombies,_count]" \n
""/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "Need_more">*/
class Need_more
{
priority = 3.000000;
to="Spawn";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_spawnmore"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "Timeout">*/
class Timeout
{
priority = 0.000000;
to="prepare";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _timeN) > 600"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
/*%FSM<STATE "Check">*/
class Check
{
name = "Check";
init = /*%FSM<STATEINIT""">*/"_spawnmore = false;" \n
"_wildZombies = {local _x} count (_pos nearEntities [""WildZombie_Base"",7500]);" \n
"_count = 200 - _wildZombies;" \n
"" \n
"if (_count > _amount2Spawn) then {" \n
" _spawnmore = true;" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "Need_more">*/
class Need_more
{
priority = 3.000000;
to="Spawn";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_spawnmore"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "No_More_Needed">*/
class No_More_Needed
{
priority = 0.000000;
to="prepare";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"!_spawnmore"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};
/*%FSM</STATE>*/
};
initState="init";
finalStates[] =
{
};
};
/*%FSM</COMPILE>*/