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Common - Add better support for status effects in other components #10468
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Common - Add better support for status effects in other components #10468
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@@ -29,21 +29,20 @@ if (isNull _object) exitWith {}; | |||
//We only do anything if the effect has been defined at some point in the game for this unit | |||
TRACE_2("checking if event is nil",_x,_effectNumber); | |||
if (_effectNumber != -1) then { | |||
private _eventName = format [QGVAR(%1), _x]; |
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Anyone using the old format will now be broken
["myThing", true, []] call ace_common_fnc_statusEffect_addType;
["ace_common_myThing", {systemChat str _this}] call CBA_fnc_addEVentHandler;
[player, "myThing", "reason", true] call ace_common_fnc_statusEffect_set;
nothing happens
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Adding status effects isn't public API, only get/set are
If something was intentionally adding ace_common_
to a name, I feel that's pretty clear it's only meant to be internally used
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I think these changes could break things
and just using QEGVAR(common,field_rations_blockUpdates)
is not that bad
True, but it makes weird naming conventions. It also doesn't make a lot of sense to someone reading through the code until they get to |
When merged this pull request will:
"blockDamage"
->QGVAR(blockDamage)
ace_common_
appended to it, see #10462IMPORTANT
Component - Add|Fix|Improve|Change|Make|Remove {changes}
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