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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Tracify comments
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@@ -143,7 +143,7 @@ function CLIENT:Register( ClientName )
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--self.AliveCheckScheduler = routines.scheduleFunction( self._AliveCheckScheduler, { self }, timer.getTime() + 1, 5 )
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self.AliveCheckScheduler = SCHEDULER:New( self, self._AliveCheckScheduler, { "Client Alive " .. ClientName }, 1, 5 )
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self:E( self )
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self:F( self )
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return self
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end
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@@ -296,7 +296,7 @@ function CLIENT:GetDCSGroup()
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self:T3( { "UnitData:", UnitData } )
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if UnitData and UnitData:isExist() then
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--self:E(self.ClientName)
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--self:F(self.ClientName)
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if ClientUnit then
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local ClientGroup = ClientUnit:getGroup()
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if ClientGroup then
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@@ -323,7 +323,7 @@ function CLIENT:GetDCSGroup()
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-- error( "Client " .. self.ClientName .. " not found!" )
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end
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else
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--self:E( { "Client not found!", self.ClientName } )
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--self:F( { "Client not found!", self.ClientName } )
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end
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end
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end
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@@ -357,7 +357,7 @@ function CLIENT:GetClientGroupID()
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local ClientGroup = self:GetDCSGroup()
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--self:E( self.ClientGroupID ) -- Determined in GetDCSGroup()
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--self:F( self.ClientGroupID ) -- Determined in GetDCSGroup()
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return self.ClientGroupID
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end
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@@ -1647,7 +1647,7 @@ do -- Patrol methods
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PatrolGroup = self:GetGroup() -- Wrapper.Group#GROUP
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end
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self:E( { PatrolGroup = PatrolGroup:GetName() } )
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self:F( { PatrolGroup = PatrolGroup:GetName() } )
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if PatrolGroup:IsGround() or PatrolGroup:IsShip() then
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@@ -1661,7 +1661,7 @@ do -- Patrol methods
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local TaskRoute = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRoute" )
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self:E({Waypoints = Waypoints})
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self:F({Waypoints = Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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PatrolGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
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@@ -1681,7 +1681,7 @@ do -- Patrol methods
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PatrolGroup = self:GetGroup() -- Wrapper.Group#GROUP
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end
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self:E( { PatrolGroup = PatrolGroup:GetName() } )
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self:F( { PatrolGroup = PatrolGroup:GetName() } )
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if PatrolGroup:IsGround() or PatrolGroup:IsShip() then
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@@ -1702,7 +1702,7 @@ do -- Patrol methods
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-- Select a random waypoint and check if it is not the same waypoint as where the object is about.
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ToWaypoint = math.random( 1, #Waypoints )
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until( ToWaypoint ~= FromWaypoint )
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self:E( { FromWaypoint = FromWaypoint, ToWaypoint = ToWaypoint } )
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self:F( { FromWaypoint = FromWaypoint, ToWaypoint = ToWaypoint } )
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local Waypoint = Waypoints[ToWaypoint] -- Select random waypoint.
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local ToCoord = COORDINATE:NewFromVec2( { x = Waypoint.x, y = Waypoint.y } )
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@@ -1736,7 +1736,7 @@ do -- Patrol methods
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PatrolGroup = self:GetGroup() -- Wrapper.Group#GROUP
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end
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self:E( { PatrolGroup = PatrolGroup:GetName() } )
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self:F( { PatrolGroup = PatrolGroup:GetName() } )
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if PatrolGroup:IsGround() or PatrolGroup:IsShip() then
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@@ -1063,13 +1063,13 @@ function GROUP:Respawn( Template, Reset )
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--Template.x = nil
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--Template.y = nil
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self:E( #Template.units )
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self:F( #Template.units )
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if Reset == true then
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for UnitID, UnitData in pairs( self:GetUnits() ) do
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local GroupUnit = UnitData -- Wrapper.Unit#UNIT
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self:E( GroupUnit:GetName() )
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self:F( GroupUnit:GetName() )
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if GroupUnit:IsAlive() then
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self:E( "Alive" )
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self:F( "Alive" )
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local GroupUnitVec3 = GroupUnit:GetVec3()
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if Zone then
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if self.InitRespawnRandomizePositionZone then
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@@ -1087,12 +1087,12 @@ function GROUP:Respawn( Template, Reset )
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Template.units[UnitID].x = ( Template.units[UnitID].x - From.x ) + GroupUnitVec3.x -- Keep the original x position of the template and translate to the new position.
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Template.units[UnitID].y = ( Template.units[UnitID].y - From.y ) + GroupUnitVec3.z -- Keep the original z position of the template and translate to the new position.
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Template.units[UnitID].heading = self.InitRespawnHeading and self.InitRespawnHeading or GroupUnit:GetHeading()
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self:E( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
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self:F( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
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end
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end
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else
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for UnitID, TemplateUnitData in pairs( Template.units ) do
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self:E( "Reset" )
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self:F( "Reset" )
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local GroupUnitVec3 = { x = TemplateUnitData.x, y = TemplateUnitData.alt, z = TemplateUnitData.z }
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if Zone then
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if self.InitRespawnRandomizePositionZone then
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@@ -1110,7 +1110,7 @@ function GROUP:Respawn( Template, Reset )
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Template.units[UnitID].x = ( Template.units[UnitID].x - From.x ) + GroupUnitVec3.x -- Keep the original x position of the template and translate to the new position.
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Template.units[UnitID].y = ( Template.units[UnitID].y - From.y ) + GroupUnitVec3.z -- Keep the original z position of the template and translate to the new position.
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Template.units[UnitID].heading = self.InitRespawnHeading and self.InitRespawnHeading or TemplateUnitData.heading
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self:E( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
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self:F( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
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end
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end
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@@ -1281,7 +1281,7 @@ do -- Route methods
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AirbaseAirPoint["airdromeId"] = RTBAirbase:GetID()
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AirbaseAirPoint["speed_locked"] = true,
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self:E(AirbaseAirPoint )
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self:F(AirbaseAirPoint )
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local Points = { PointFrom, AirbaseAirPoint }
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@@ -103,7 +103,7 @@ function IDENTIFIABLE:GetTypeName()
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return IdentifiableTypeName
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end
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self:E( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
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self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
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return nil
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end
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@@ -136,7 +136,7 @@ function IDENTIFIABLE:GetCategoryName()
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return IdentifiableCategoryName
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end
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self:E( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
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self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
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return nil
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end
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@@ -155,7 +155,7 @@ function IDENTIFIABLE:GetCoalition()
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return IdentifiableCoalition
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end
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self:E( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
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self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
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return nil
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end
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@@ -185,7 +185,7 @@ function IDENTIFIABLE:GetCoalitionName()
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end
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end
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self:E( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
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self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
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return nil
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end
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@@ -204,7 +204,7 @@ function IDENTIFIABLE:GetCountry()
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return IdentifiableCountry
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end
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self:E( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
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self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
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return nil
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end
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@@ -225,7 +225,7 @@ function IDENTIFIABLE:GetDesc()
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return IdentifiableDesc
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end
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self:E( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
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self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" )
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return nil
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end
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@@ -211,7 +211,7 @@ function POSITIONABLE:GetRandomVec3( Radius )
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self:T3( PositionableRandomVec3 )
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return PositionableRandomVec3
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else
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self:E("Radius is nil, returning the PointVec3 of the POSITIONABLE", PositionablePointVec3)
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self:F("Radius is nil, returning the PointVec3 of the POSITIONABLE", PositionablePointVec3)
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return PositionablePointVec3
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end
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end
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@@ -731,7 +731,7 @@ function POSITIONABLE:LaseUnit( Target, LaserCode, Duration ) --R2.1
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local RecceDcsUnit = self:GetDCSObject()
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local TargetVec3 = Target:GetVec3()
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self:E("bulding spot")
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self:F("bulding spot")
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self.Spot = SPOT:New( self ) -- Core.Spot#SPOT
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self.Spot:LaseOn( Target, LaserCode, Duration)
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self.LaserCode = LaserCode
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@@ -204,10 +204,10 @@ function UNIT:ReSpawn( SpawnVec3, Heading )
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SpawnGroupTemplate.x = SpawnVec3.x
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SpawnGroupTemplate.y = SpawnVec3.z
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self:E( #SpawnGroupTemplate.units )
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self:F( #SpawnGroupTemplate.units )
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for UnitID, UnitData in pairs( SpawnGroup:GetUnits() ) do
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local GroupUnit = UnitData -- #UNIT
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self:E( GroupUnit:GetName() )
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self:F( GroupUnit:GetName() )
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if GroupUnit:IsAlive() then
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local GroupUnitVec3 = GroupUnit:GetVec3()
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local GroupUnitHeading = GroupUnit:GetHeading()
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@@ -215,7 +215,7 @@ function UNIT:ReSpawn( SpawnVec3, Heading )
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SpawnGroupTemplate.units[UnitID].x = GroupUnitVec3.x
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SpawnGroupTemplate.units[UnitID].y = GroupUnitVec3.z
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SpawnGroupTemplate.units[UnitID].heading = GroupUnitHeading
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self:E( { UnitID, SpawnGroupTemplate.units[UnitID], SpawnGroupTemplate.units[UnitID] } )
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self:F( { UnitID, SpawnGroupTemplate.units[UnitID], SpawnGroupTemplate.units[UnitID] } )
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end
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end
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end
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@@ -228,9 +228,9 @@ function UNIT:ReSpawn( SpawnVec3, Heading )
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SpawnGroupTemplate.units[UnitTemplateID].x = SpawnVec3.x
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SpawnGroupTemplate.units[UnitTemplateID].y = SpawnVec3.z
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SpawnGroupTemplate.units[UnitTemplateID].heading = Heading
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self:E( { UnitTemplateID, SpawnGroupTemplate.units[UnitTemplateID], SpawnGroupTemplate.units[UnitTemplateID] } )
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self:F( { UnitTemplateID, SpawnGroupTemplate.units[UnitTemplateID], SpawnGroupTemplate.units[UnitTemplateID] } )
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else
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self:E( SpawnGroupTemplate.units[UnitTemplateID].name )
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self:F( SpawnGroupTemplate.units[UnitTemplateID].name )
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local GroupUnit = UNIT:FindByName( SpawnGroupTemplate.units[UnitTemplateID].name ) -- #UNIT
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if GroupUnit and GroupUnit:IsAlive() then
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local GroupUnitVec3 = GroupUnit:GetVec3()
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@@ -322,7 +322,7 @@ function UNIT:GetCallsign()
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return UnitCallSign
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end
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self:E( self.ClassName .. " " .. self.UnitName .. " not found!" )
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self:F( self.ClassName .. " " .. self.UnitName .. " not found!" )
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return nil
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end
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@@ -875,7 +875,7 @@ function UNIT:IsFriendly( FriendlyCoalition )
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local IsFriendlyResult = ( UnitCoalition == FriendlyCoalition )
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self:E( IsFriendlyResult )
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self:F( IsFriendlyResult )
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return IsFriendlyResult
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end
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