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Merge branch 'FF/Ops' into FF/OpsDev
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@@ -297,8 +297,8 @@ end
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--- Get COORDINATES of pathline. Note that COORDINATE objects are created when calling this function. That does involve deep copy calls and can have an impact on performance if done too often.
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-- @param #PATHLINE self
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-- @return #list <Core.Point#COORDINATE> List of COORDINATES points.
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function PATHLINE:GetCoordinats()
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-- @return <Core.Point#COORDINATE> List of COORDINATES points.
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function PATHLINE:GetCoordinates()
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local vecs={}
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@@ -324,7 +324,7 @@ function PATHLINE:GetPointFromIndex(n)
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local point=nil --#PATHLINE.Point
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if n>=1 and n<=N then
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point=self.point[n]
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point=self.points[n]
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else
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self:E(self.lid..string.format("ERROR: No point in pathline for N=%s", tostring(n)))
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end
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@@ -1204,7 +1204,7 @@ do
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if not DontSetCargoBayLimit then
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-- I set the default cargo bay weight limit each time a new group is added to the set.
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-- TODO Why is this here in the first place?
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for UnitID, UnitData in pairs( group:GetUnits() ) do
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for UnitID, UnitData in pairs( group:GetUnits() or {} ) do
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if UnitData and UnitData:IsAlive() then
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UnitData:SetCargoBayWeightLimit()
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end
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@@ -8399,7 +8399,7 @@ do -- SET_SCENERY
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--- Calculate current relative lifepoints of the SET objects, i.e. Life divided by Life0 as percentage value, eg 75 meaning 75% alive.
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-- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the Life0 value to 120%
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-- of the last life value if life exceeds life0 ata any point.
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-- Thus will will get a smooth percentage decrease, if you use this e.g. as success criteria for a bombing task.
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-- Thus we will get a smooth percentage decrease, if you use this e.g. as success criteria for a bombing task.
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-- @param #SET_SCENERY self
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-- @return #number LifePoints
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function SET_SCENERY:GetRelativeLife()
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