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WEAPON v0.1.0
**WEAPON** - Improments of class - ARTY works - FOX works - RANGE should work, not tested.
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@@ -1833,13 +1833,13 @@ function RANGE:OnEventHit( EventData )
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end
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--- Function called on impact of a tracked weapon.
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-- @param #RANGE self
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-- @param Wrapper.Weapon#WEAPON weapon The weapon object.
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-- @param #RANGE self RANGE object.
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-- @param #RANGE.PlayerData playerData Player data table.
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-- @param #number attackHdg Attack heading.
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-- @param #number attackAlt Attack altitude.
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-- @param #number attackVel Attack velocity.
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function RANGE:_OnImpact(weapon, playerData, attackHdg, attackAlt, attackVel)
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function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackVel)
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-- Get closet target to last position.
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local _closetTarget = nil -- #RANGE.BombTarget
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@@ -1964,10 +1964,6 @@ function RANGE:_OnImpact(weapon, playerData, attackHdg, attackAlt, attackVel)
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self:T( self.lid .. "Weapon impacted outside range zone." )
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end
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-- Terminate the timer
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self:T( self.lid .. string.format( "Range %s, player %s: Terminating bomb track timer.", self.rangename, _playername ) )
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return nil
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end
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--- Range event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun).
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@@ -1993,7 +1989,7 @@ function RANGE:OnEventShot( EventData )
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-- Get player unit and name.
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local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
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-- Set this to larger value than the threshold.
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-- Distance Player-to-Range. Set this to larger value than the threshold.
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local dPR = self.BombtrackThreshold * 2
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-- Distance player to range.
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@@ -2027,14 +2023,6 @@ function RANGE:OnEventShot( EventData )
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end
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--- Check spawn queue and spawn aircraft if necessary.
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-- @param #RANGE self
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-- @param #string PlayerName Name of player.
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-- @return #RANGE.BombResult
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function RANGE:_GetBombResults(PlayerName)
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end
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- FSM Functions
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-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
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