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Fastrope animations and in-line privatization #5501

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merged 3 commits into from Sep 19, 2017
Merged

Fastrope animations and in-line privatization #5501

merged 3 commits into from Sep 19, 2017

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jonpas
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@jonpas jonpas commented Sep 11, 2017

When merged this pull request will:

  • Add animations from older Arma games (support for eg. CUP which are still using those - not including any special new animations like fancy ramps)
  • Macroize animations names
  • Change to in-line privatization
  • Fix inverted comments for public onPrepare(/Cut)Common functions

@jonpas jonpas added kind/cleanup Release Notes: **CHANGED:** kind/enhancement Release Notes: **IMPROVED:** status/review-pending labels Sep 11, 2017
@jonpas jonpas added this to the 3.11.0 milestone Sep 11, 2017

#define ANIMS_HOOK ["extendHookRight", "extendHookLeft"]
#define ANIMS_DOOR ["door_R", "door_L", "CargoRamp_Open", "Door_rear_source", "Door_6_source", "CargoDoorR", "CargoDoorL"]
#define ANIMS ["dvere1_posunZ", "dvere2_posunZ", "doors"]
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Could we find a different name for this macro? "Anims" is so generic.

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What are they for? The names aren't really descriptive. Could use ANIMS_BENCH, ANIMS_RAMP, or ANIMS_RAIL.

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ANIMS_DOOR -> animateDoor (requires "door" source)
ANIMS -> animate ("user" source)

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The only reason they are split in two is because they require different commands (above comment).

I have no idea what else to name it, suggestions?

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ANIMS_USER then?

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I named them ANIMS_ANIMATEDOOR and ANIMS_ANIMATE to make clear what command is which. Is that good or should I go with ANIMS_DOOR and ANIMS_USER rather? One is what command is used, the other is what type is used in config.

@jonpas jonpas merged commit 333b24e into master Sep 19, 2017
@jonpas jonpas deleted the fastropeStuff branch September 19, 2017 20:38
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3 participants