Update Set.lua (#1982)

Intellisense updates
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Thomas 2023-08-01 11:53:00 +02:00 committed by GitHub
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@ -47,7 +47,8 @@
do -- SET_BASE do -- SET_BASE
--- @type SET_BASE ---
-- @type SET_BASE
-- @field #table Filter Table of filters. -- @field #table Filter Table of filters.
-- @field #table Set Table of objects. -- @field #table Set Table of objects.
-- @field #table Index Table of indices. -- @field #table Index Table of indices.
@ -578,8 +579,8 @@ do -- SET_BASE
end end
----- Private method that registers all alive players in the mission. ----- Private method that registers all alive players in the mission.
---- @param #SET_BASE self -- @param #SET_BASE self
---- @return #SET_BASE self -- @return #SET_BASE self
-- function SET_BASE:_RegisterPlayers() -- function SET_BASE:_RegisterPlayers()
-- --
-- local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) } -- local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
@ -796,8 +797,8 @@ do -- SET_BASE
----- Iterate the SET_BASE and call an iterator function for each **alive** unit, providing the Unit and optional parameters. ----- Iterate the SET_BASE and call an iterator function for each **alive** unit, providing the Unit and optional parameters.
---- @param #SET_BASE self -- @param #SET_BASE self
---- @param #function IteratorFunction The function that will be called when there is an alive unit in the SET_BASE. The function needs to accept a UNIT parameter. -- @param #function IteratorFunction The function that will be called when there is an alive unit in the SET_BASE. The function needs to accept a UNIT parameter.
---- @return #SET_BASE self ---- @return #SET_BASE self
-- function SET_BASE:ForEachDCSUnitAlive( IteratorFunction, ... ) -- function SET_BASE:ForEachDCSUnitAlive( IteratorFunction, ... )
-- self:F3( arg ) -- self:F3( arg )
@ -808,8 +809,8 @@ do -- SET_BASE
-- end -- end
-- --
----- Iterate the SET_BASE and call an iterator function for each **alive** player, providing the Unit of the player and optional parameters. ----- Iterate the SET_BASE and call an iterator function for each **alive** player, providing the Unit of the player and optional parameters.
---- @param #SET_BASE self -- @param #SET_BASE self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_BASE. The function needs to accept a UNIT parameter. -- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_BASE. The function needs to accept a UNIT parameter.
---- @return #SET_BASE self ---- @return #SET_BASE self
-- function SET_BASE:ForEachPlayer( IteratorFunction, ... ) -- function SET_BASE:ForEachPlayer( IteratorFunction, ... )
-- self:F3( arg ) -- self:F3( arg )
@ -821,8 +822,8 @@ do -- SET_BASE
-- --
-- --
----- Iterate the SET_BASE and call an iterator function for each client, providing the Client to the function and optional parameters. ----- Iterate the SET_BASE and call an iterator function for each client, providing the Client to the function and optional parameters.
---- @param #SET_BASE self -- @param #SET_BASE self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_BASE. The function needs to accept a CLIENT parameter. -- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_BASE. The function needs to accept a CLIENT parameter.
---- @return #SET_BASE self ---- @return #SET_BASE self
-- function SET_BASE:ForEachClient( IteratorFunction, ... ) -- function SET_BASE:ForEachClient( IteratorFunction, ... )
-- self:F3( arg ) -- self:F3( arg )
@ -901,9 +902,12 @@ do -- SET_BASE
end end
do -- SET_GROUP do
--- @type SET_GROUP #SET_GROUP -- SET_GROUP
---
-- @type SET_GROUP #SET_GROUP
-- @field Core.Timer#TIMER ZoneTimer -- @field Core.Timer#TIMER ZoneTimer
-- @field #number ZoneTimerInterval -- @field #number ZoneTimerInterval
-- @extends Core.Set#SET_BASE -- @extends Core.Set#SET_BASE
@ -1568,7 +1572,7 @@ do -- SET_GROUP
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self:GetSet(), self:ForEach( IteratorFunction, arg, self:GetSet(),
--- @param Core.Zone#ZONE_BASE ZoneObject -- @param Core.Zone#ZONE_BASE ZoneObject
-- @param Wrapper.Group#GROUP GroupObject -- @param Wrapper.Group#GROUP GroupObject
function( ZoneObject, GroupObject ) function( ZoneObject, GroupObject )
if GroupObject:IsCompletelyInZone( ZoneObject ) then if GroupObject:IsCompletelyInZone( ZoneObject ) then
@ -1590,7 +1594,7 @@ do -- SET_GROUP
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self:GetSet(), self:ForEach( IteratorFunction, arg, self:GetSet(),
--- @param Core.Zone#ZONE_BASE ZoneObject -- @param Core.Zone#ZONE_BASE ZoneObject
-- @param Wrapper.Group#GROUP GroupObject -- @param Wrapper.Group#GROUP GroupObject
function( ZoneObject, GroupObject ) function( ZoneObject, GroupObject )
if GroupObject:IsPartlyInZone( ZoneObject ) then if GroupObject:IsPartlyInZone( ZoneObject ) then
@ -1612,7 +1616,7 @@ do -- SET_GROUP
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self:GetSet(), self:ForEach( IteratorFunction, arg, self:GetSet(),
--- @param Core.Zone#ZONE_BASE ZoneObject -- @param Core.Zone#ZONE_BASE ZoneObject
-- @param Wrapper.Group#GROUP GroupObject -- @param Wrapper.Group#GROUP GroupObject
function( ZoneObject, GroupObject ) function( ZoneObject, GroupObject )
if GroupObject:IsNotInZone( ZoneObject ) then if GroupObject:IsNotInZone( ZoneObject ) then
@ -1659,7 +1663,7 @@ do -- SET_GROUP
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self:GetSet(), self:ForEach( IteratorFunction, arg, self:GetSet(),
--- @param Core.Zone#ZONE_BASE ZoneObject -- @param Core.Zone#ZONE_BASE ZoneObject
-- @param Wrapper.Group#GROUP GroupObject -- @param Wrapper.Group#GROUP GroupObject
function( ZoneObject, GroupObject ) function( ZoneObject, GroupObject )
if GroupObject:IsAnyInZone( ZoneObject ) then if GroupObject:IsAnyInZone( ZoneObject ) then
@ -1857,8 +1861,8 @@ do -- SET_GROUP
end end
----- Iterate the SET_GROUP and call an iterator function for each **alive** player, providing the Group of the player and optional parameters. ----- Iterate the SET_GROUP and call an iterator function for each **alive** player, providing the Group of the player and optional parameters.
---- @param #SET_GROUP self -- @param #SET_GROUP self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a GROUP parameter. -- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a GROUP parameter.
---- @return #SET_GROUP self ---- @return #SET_GROUP self
-- function SET_GROUP:ForEachPlayer( IteratorFunction, ... ) -- function SET_GROUP:ForEachPlayer( IteratorFunction, ... )
-- self:F2( arg ) -- self:F2( arg )
@ -1870,8 +1874,8 @@ do -- SET_GROUP
-- --
-- --
----- Iterate the SET_GROUP and call an iterator function for each client, providing the Client to the function and optional parameters. ----- Iterate the SET_GROUP and call an iterator function for each client, providing the Client to the function and optional parameters.
---- @param #SET_GROUP self -- @param #SET_GROUP self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a CLIENT parameter. -- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a CLIENT parameter.
---- @return #SET_GROUP self ---- @return #SET_GROUP self
-- function SET_GROUP:ForEachClient( IteratorFunction, ... ) -- function SET_GROUP:ForEachClient( IteratorFunction, ... )
-- self:F2( arg ) -- self:F2( arg )
@ -2012,7 +2016,8 @@ end
do -- SET_UNIT do -- SET_UNIT
--- @type SET_UNIT ---
-- @type SET_UNIT
-- @field Core.Timer#TIMER ZoneTimer -- @field Core.Timer#TIMER ZoneTimer
-- @field #number ZoneTimerInterval -- @field #number ZoneTimerInterval
-- @extends Core.Set#SET_BASE -- @extends Core.Set#SET_BASE
@ -2672,7 +2677,7 @@ do -- SET_UNIT
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self:GetSet(), self:ForEach( IteratorFunction, arg, self:GetSet(),
--- @param Core.Zone#ZONE_BASE ZoneObject -- @param Core.Zone#ZONE_BASE ZoneObject
-- @param Wrapper.Unit#UNIT UnitObject -- @param Wrapper.Unit#UNIT UnitObject
function( ZoneObject, UnitObject ) function( ZoneObject, UnitObject )
if UnitObject:IsInZone( ZoneObject ) then if UnitObject:IsInZone( ZoneObject ) then
@ -2694,7 +2699,7 @@ do -- SET_UNIT
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self:GetSet(), self:ForEach( IteratorFunction, arg, self:GetSet(),
--- @param Core.Zone#ZONE_BASE ZoneObject -- @param Core.Zone#ZONE_BASE ZoneObject
-- @param Wrapper.Unit#UNIT UnitObject -- @param Wrapper.Unit#UNIT UnitObject
function( ZoneObject, UnitObject ) function( ZoneObject, UnitObject )
if UnitObject:IsNotInZone( ZoneObject ) then if UnitObject:IsNotInZone( ZoneObject ) then
@ -3011,8 +3016,8 @@ do -- SET_UNIT
----- Iterate the SET_UNIT and call an iterator function for each **alive** player, providing the Unit of the player and optional parameters. ----- Iterate the SET_UNIT and call an iterator function for each **alive** player, providing the Unit of the player and optional parameters.
---- @param #SET_UNIT self -- @param #SET_UNIT self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_UNIT. The function needs to accept a UNIT parameter. -- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_UNIT. The function needs to accept a UNIT parameter.
---- @return #SET_UNIT self ---- @return #SET_UNIT self
-- function SET_UNIT:ForEachPlayer( IteratorFunction, ... ) -- function SET_UNIT:ForEachPlayer( IteratorFunction, ... )
-- self:F2( arg ) -- self:F2( arg )
@ -3024,8 +3029,8 @@ do -- SET_UNIT
-- --
-- --
----- Iterate the SET_UNIT and call an iterator function for each client, providing the Client to the function and optional parameters. ----- Iterate the SET_UNIT and call an iterator function for each client, providing the Client to the function and optional parameters.
---- @param #SET_UNIT self -- @param #SET_UNIT self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_UNIT. The function needs to accept a CLIENT parameter. -- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_UNIT. The function needs to accept a CLIENT parameter.
---- @return #SET_UNIT self ---- @return #SET_UNIT self
-- function SET_UNIT:ForEachClient( IteratorFunction, ... ) -- function SET_UNIT:ForEachClient( IteratorFunction, ... )
-- self:F2( arg ) -- self:F2( arg )
@ -3040,7 +3045,7 @@ do -- SET_UNIT
-- @param Wrapper.Unit#UNIT MUnit -- @param Wrapper.Unit#UNIT MUnit
-- @return #SET_UNIT self -- @return #SET_UNIT self
function SET_UNIT:IsIncludeObject( MUnit ) function SET_UNIT:IsIncludeObject( MUnit )
self:F2( MUnit ) self:F2( {MUnit} )
local MUnitInclude = false local MUnitInclude = false
@ -3192,7 +3197,8 @@ end
do -- SET_STATIC do -- SET_STATIC
--- @type SET_STATIC ---
-- @type SET_STATIC
-- @extends Core.Set#SET_BASE -- @extends Core.Set#SET_BASE
--- Mission designers can use the SET_STATIC class to build sets of Statics belonging to certain: --- Mission designers can use the SET_STATIC class to build sets of Statics belonging to certain:
@ -3612,7 +3618,7 @@ do -- SET_STATIC
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self:GetSet(), self:ForEach( IteratorFunction, arg, self:GetSet(),
--- @param Core.Zone#ZONE_BASE ZoneObject -- @param Core.Zone#ZONE_BASE ZoneObject
-- @param Wrapper.Static#STATIC StaticObject -- @param Wrapper.Static#STATIC StaticObject
function( ZoneObject, StaticObject ) function( ZoneObject, StaticObject )
if StaticObject:IsInZone( ZoneObject ) then if StaticObject:IsInZone( ZoneObject ) then
@ -3634,7 +3640,7 @@ do -- SET_STATIC
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self:GetSet(), self:ForEach( IteratorFunction, arg, self:GetSet(),
--- @param Core.Zone#ZONE_BASE ZoneObject -- @param Core.Zone#ZONE_BASE ZoneObject
-- @param Wrapper.Static#STATIC StaticObject -- @param Wrapper.Static#STATIC StaticObject
function( ZoneObject, StaticObject ) function( ZoneObject, StaticObject )
if StaticObject:IsNotInZone( ZoneObject ) then if StaticObject:IsNotInZone( ZoneObject ) then
@ -3946,7 +3952,8 @@ end
do -- SET_CLIENT do -- SET_CLIENT
--- @type SET_CLIENT ---
-- @type SET_CLIENT
-- @field Core.Timer#TIMER ZoneTimer -- @field Core.Timer#TIMER ZoneTimer
-- @field #number ZoneTimerInterval -- @field #number ZoneTimerInterval
-- @extends Core.Set#SET_BASE -- @extends Core.Set#SET_BASE
@ -4008,8 +4015,8 @@ do -- SET_CLIENT
Countries = nil, Countries = nil,
ClientPrefixes = nil, ClientPrefixes = nil,
Zones = nil, Zones = nil,
Playernames = nil, Playernames = nil,
Callsigns = nil, Callsigns = nil,
}, },
FilterMeta = { FilterMeta = {
Coalitions = { Coalitions = {
@ -4059,7 +4066,7 @@ do -- SET_CLIENT
--- Remove CLIENT(s) from SET_CLIENT. --- Remove CLIENT(s) from SET_CLIENT.
-- @param Core.Set#SET_CLIENT self -- @param Core.Set#SET_CLIENT self
-- @param Wrapper.Client#CLIENT RemoveClientNames A single name or an array of CLIENT names. -- @param Wrapper.Client#CLIENT RemoveClientNames A single object or an array of CLIENT objects.
-- @return self -- @return self
function SET_CLIENT:RemoveClientsByName( RemoveClientNames ) function SET_CLIENT:RemoveClientsByName( RemoveClientNames )
@ -4369,7 +4376,7 @@ do -- SET_CLIENT
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self:GetSet(), self:ForEach( IteratorFunction, arg, self:GetSet(),
--- @param Core.Zone#ZONE_BASE ZoneObject -- @param Core.Zone#ZONE_BASE ZoneObject
-- @param Wrapper.Client#CLIENT ClientObject -- @param Wrapper.Client#CLIENT ClientObject
function( ZoneObject, ClientObject ) function( ZoneObject, ClientObject )
if ClientObject:IsInZone( ZoneObject ) then if ClientObject:IsInZone( ZoneObject ) then
@ -4391,7 +4398,7 @@ do -- SET_CLIENT
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self:GetSet(), self:ForEach( IteratorFunction, arg, self:GetSet(),
--- @param Core.Zone#ZONE_BASE ZoneObject -- @param Core.Zone#ZONE_BASE ZoneObject
-- @param Wrapper.Client#CLIENT ClientObject -- @param Wrapper.Client#CLIENT ClientObject
function( ZoneObject, ClientObject ) function( ZoneObject, ClientObject )
if ClientObject:IsNotInZone( ZoneObject ) then if ClientObject:IsNotInZone( ZoneObject ) then
@ -4526,45 +4533,45 @@ do -- SET_CLIENT
MClientInclude = MClientInclude and MClientPrefix MClientInclude = MClientInclude and MClientPrefix
end end
if self.Filter.Zones then if self.Filter.Zones then
local MClientZone = false local MClientZone = false
for ZoneName, Zone in pairs( self.Filter.Zones ) do for ZoneName, Zone in pairs( self.Filter.Zones ) do
self:T3( "Zone:", ZoneName ) self:T3( "Zone:", ZoneName )
local unit = MClient:GetClientGroupUnit() local unit = MClient:GetClientGroupUnit()
if unit and unit:IsInZone(Zone) then if unit and unit:IsInZone(Zone) then
MClientZone = true MClientZone = true
end end
end end
MClientInclude = MClientInclude and MClientZone MClientInclude = MClientInclude and MClientZone
end end
if self.Filter.Playernames then if self.Filter.Playernames then
local MClientPlayername = false local MClientPlayername = false
local playername = MClient:GetPlayerName() or "Unknown" local playername = MClient:GetPlayerName() or "Unknown"
--self:I(playername) --self:I(playername)
for _,_Playername in pairs(self.Filter.Playernames) do for _,_Playername in pairs(self.Filter.Playernames) do
if playername and string.find(playername,_Playername) then if playername and string.find(playername,_Playername) then
MClientPlayername = true MClientPlayername = true
end end
end end
self:T( { "Evaluated Playername", MClientPlayername } ) self:T( { "Evaluated Playername", MClientPlayername } )
MClientInclude = MClientInclude and MClientPlayername MClientInclude = MClientInclude and MClientPlayername
end end
if self.Filter.Callsigns then if self.Filter.Callsigns then
local MClientCallsigns = false local MClientCallsigns = false
local callsign = MClient:GetCallsign() local callsign = MClient:GetCallsign()
--self:I(callsign) --self:I(callsign)
for _,_Callsign in pairs(self.Filter.Callsigns) do for _,_Callsign in pairs(self.Filter.Callsigns) do
if callsign and string.find(callsign,_Callsign) then if callsign and string.find(callsign,_Callsign) then
MClientCallsigns = true MClientCallsigns = true
end end
end end
self:T( { "Evaluated Callsign", MClientCallsigns } ) self:T( { "Evaluated Callsign", MClientCallsigns } )
MClientInclude = MClientInclude and MClientCallsigns MClientInclude = MClientInclude and MClientCallsigns
end end
end end
self:T2( MClientInclude ) self:T2( MClientInclude )
return MClientInclude return MClientInclude
end end
@ -4573,7 +4580,8 @@ end
do -- SET_PLAYER do -- SET_PLAYER
--- @type SET_PLAYER ---
-- @type SET_PLAYER
-- @extends Core.Set#SET_BASE -- @extends Core.Set#SET_BASE
--- Mission designers can use the @{Core.Set#SET_PLAYER} class to build sets of units belonging to alive players: --- Mission designers can use the @{Core.Set#SET_PLAYER} class to build sets of units belonging to alive players:
@ -4868,7 +4876,7 @@ do -- SET_PLAYER
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self:GetSet(), self:ForEach( IteratorFunction, arg, self:GetSet(),
--- @param Core.Zone#ZONE_BASE ZoneObject -- @param Core.Zone#ZONE_BASE ZoneObject
-- @param Wrapper.Client#CLIENT ClientObject -- @param Wrapper.Client#CLIENT ClientObject
function( ZoneObject, ClientObject ) function( ZoneObject, ClientObject )
if ClientObject:IsInZone( ZoneObject ) then if ClientObject:IsInZone( ZoneObject ) then
@ -4890,7 +4898,7 @@ do -- SET_PLAYER
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self:GetSet(), self:ForEach( IteratorFunction, arg, self:GetSet(),
--- @param Core.Zone#ZONE_BASE ZoneObject -- @param Core.Zone#ZONE_BASE ZoneObject
-- @param Wrapper.Client#CLIENT ClientObject -- @param Wrapper.Client#CLIENT ClientObject
function( ZoneObject, ClientObject ) function( ZoneObject, ClientObject )
if ClientObject:IsNotInZone( ZoneObject ) then if ClientObject:IsNotInZone( ZoneObject ) then
@ -4999,7 +5007,8 @@ end
do -- SET_AIRBASE do -- SET_AIRBASE
--- @type SET_AIRBASE ---
-- @type SET_AIRBASE
-- @extends Core.Set#SET_BASE -- @extends Core.Set#SET_BASE
--- Mission designers can use the @{Core.Set#SET_AIRBASE} class to build sets of airbases optionally belonging to certain: --- Mission designers can use the @{Core.Set#SET_AIRBASE} class to build sets of airbases optionally belonging to certain:
@ -5342,7 +5351,8 @@ end
do -- SET_CARGO do -- SET_CARGO
--- @type SET_CARGO ---
-- @type SET_CARGO
-- @extends Core.Set#SET_BASE -- @extends Core.Set#SET_BASE
--- Mission designers can use the @{Core.Set#SET_CARGO} class to build sets of cargos optionally belonging to certain: --- Mission designers can use the @{Core.Set#SET_CARGO} class to build sets of cargos optionally belonging to certain:
@ -5768,7 +5778,8 @@ end
do -- SET_ZONE do -- SET_ZONE
--- @type SET_ZONE ---
-- @type SET_ZONE
-- @extends Core.Set#SET_BASE -- @extends Core.Set#SET_BASE
--- Mission designers can use the @{Core.Set#SET_ZONE} class to build sets of zones of various types. --- Mission designers can use the @{Core.Set#SET_ZONE} class to build sets of zones of various types.
@ -6136,7 +6147,8 @@ end
do -- SET_ZONE_GOAL do -- SET_ZONE_GOAL
--- @type SET_ZONE_GOAL ---
-- @type SET_ZONE_GOAL
-- @extends Core.Set#SET_BASE -- @extends Core.Set#SET_BASE
--- Mission designers can use the @{Core.Set#SET_ZONE_GOAL} class to build sets of zones of various types. --- Mission designers can use the @{Core.Set#SET_ZONE_GOAL} class to build sets of zones of various types.
@ -6447,7 +6459,8 @@ end
do -- SET_OPSZONE do -- SET_OPSZONE
--- @type SET_OPSZONE ---
-- @type SET_OPSZONE
-- @extends Core.Set#SET_BASE -- @extends Core.Set#SET_BASE
--- Mission designers can use the @{Core.Set#SET_OPSZONE} class to build sets of zones of various types. --- Mission designers can use the @{Core.Set#SET_OPSZONE} class to build sets of zones of various types.
@ -6904,7 +6917,8 @@ end
do -- SET_OPSGROUP do -- SET_OPSGROUP
--- @type SET_OPSGROUP ---
-- @type SET_OPSGROUP
-- @extends Core.Set#SET_BASE -- @extends Core.Set#SET_BASE
--- Mission designers can use the @{Core.Set#SET_OPSGROUP} class to build sets of OPS groups belonging to certain: --- Mission designers can use the @{Core.Set#SET_OPSGROUP} class to build sets of OPS groups belonging to certain:
@ -7617,7 +7631,7 @@ do -- SET_SCENERY
--- Add SCENERY(s) to SET_SCENERY. --- Add SCENERY(s) to SET_SCENERY.
-- @param #SET_SCENERY self -- @param #SET_SCENERY self
-- @param #string AddScenery A single SCENERY. -- @param Wrapper.Scenery#SCENERY AddScenery A single SCENERY object.
-- @return #SET_SCENERY self -- @return #SET_SCENERY self
function SET_SCENERY:AddScenery( AddScenery ) function SET_SCENERY:AddScenery( AddScenery )
self:F2( AddScenery:GetName() ) self:F2( AddScenery:GetName() )
@ -7843,7 +7857,7 @@ do -- SET_SCENERY
function SET_SCENERY:GetRelativeLife() function SET_SCENERY:GetRelativeLife()
local life = self:GetLife() local life = self:GetLife()
local life0 = self:GetLife0() local life0 = self:GetLife0()
self:T3(string.format("Set Lifepoints: %d life0 | %d life",life0,life)) self:T2(string.format("Set Lifepoints: %d life0 | %d life",life0,life))
local rlife = math.floor((life / life0) * 100) local rlife = math.floor((life / life0) * 100)
return rlife return rlife
end end