Merge pull request #4 from FlightControl-Master/master

Update from FlighControl-Master
This commit is contained in:
Delta-99 2017-02-02 22:55:20 -05:00 committed by GitHub
commit e41b72196b
3 changed files with 20 additions and 12 deletions

View File

@ -786,7 +786,7 @@ do
end
end
self:F( { MenuGroup:GetName(), MenuText, ParentMenu.MenuPath } )
--self:F( { MenuGroup:GetName(), MenuText, ParentMenu.MenuPath } )
return self
end
@ -865,7 +865,7 @@ do
end
end
self:F( { MenuGroup:GetName(), MenuText, ParentMenu.MenuPath } )
--self:F( { MenuGroup:GetName(), MenuText, ParentMenu.MenuPath } )
return self
end

View File

@ -449,16 +449,20 @@ end
--- Returns a random location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner minimal distance from the center of the zone
-- @param #number outer minimal distance from the outer edge of the zone
-- @return Dcs.DCSTypes#Vec2 The random location within the zone.
function ZONE_RADIUS:GetRandomVec2()
self:F( self.ZoneName )
function ZONE_RADIUS:GetRandomVec2(inner, outer)
self:F( self.ZoneName, inner, outer )
local Point = {}
local Vec2 = self:GetVec2()
local _inner = inner or 0
local _outer = outer or self:GetRadius()
local angle = math.random() * math.pi*2;
Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius();
Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius();
local angle = math.random() * math.pi * 2;
Point.x = Vec2.x + math.cos( angle ) * math.random(_inner, _outer);
Point.y = Vec2.y + math.sin( angle ) * math.random(_inner, _outer);
self:T( { Point } )

View File

@ -6321,16 +6321,20 @@ end
--- Returns a random location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner minimal distance from the center of the zone
-- @param #number outer minimal distance from the outer edge of the zone
-- @return Dcs.DCSTypes#Vec2 The random location within the zone.
function ZONE_RADIUS:GetRandomVec2()
self:F( self.ZoneName )
function ZONE_RADIUS:GetRandomVec2(inner, outer)
self:F( self.ZoneName, inner, outer )
local Point = {}
local Vec2 = self:GetVec2()
local _inner = inner or 0
local _outer = outer or self:GetRadius()
local angle = math.random() * math.pi*2;
Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius();
Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius();
local angle = math.random() * math.pi * 2;
Point.x = Vec2.x + math.cos( angle ) * math.random(_inner, _outer);
Point.y = Vec2.y + math.sin( angle ) * math.random(_inner, _outer);
self:T( { Point } )