fix: format

pull/3/head
FutureRave 2023-03-18 11:08:23 +00:00
parent 93a2a27df1
commit f7eed4ac86
No known key found for this signature in database
GPG Key ID: 22F9079C86CFAB31
24 changed files with 65 additions and 65 deletions

View File

@ -1983,7 +1983,7 @@ wait_for_flag_or_time_elapses( flagname, timer )
============= =============
///ScriptDocBegin ///ScriptDocBegin
"Name: delayCall( <delay> , <function> , <arg1> , <arg2> , <arg3> )" "Name: delayCall( <delay> , <function> , <arg1> , <arg2> , <arg3> )"
"Summary: delayCall is cool! It saves you from having to write extra script for once off commands. Note you dont have to thread it off. delaycall is that smart!" "Summary: delayCall is cool! It saves you from having to write extra script for once off commands. Note you don<EFBFBD>t have to thread it off. delaycall is that smart!"
"Module: Utility" "Module: Utility"
"MandatoryArg: <delay> : The delay before the function occurs" "MandatoryArg: <delay> : The delay before the function occurs"
"MandatoryArg: <function> : The function to run." "MandatoryArg: <function> : The function to run."

View File

@ -185,21 +185,21 @@ init_sounds()
add_context_sensative_dialog( "ai", "in_sight", 7, "ac130_fco_gonnagethim" ); // You gonna get him? add_context_sensative_dialog( "ai", "in_sight", 7, "ac130_fco_gonnagethim" ); // You gonna get him?
add_context_sensative_dialog( "ai", "in_sight", 8, "ac130_fco_personnelthere" ); // Personnel right there. add_context_sensative_dialog( "ai", "in_sight", 8, "ac130_fco_personnelthere" ); // Personnel right there.
add_context_sensative_dialog( "ai", "in_sight", 9, "ac130_fco_nailthoseguys" ); // Nail those guys. add_context_sensative_dialog( "ai", "in_sight", 9, "ac130_fco_nailthoseguys" ); // Nail those guys.
add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_fco_lightemup" ); // Light em up. add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_fco_lightemup" ); // Light <EFBFBD>em up.
add_context_sensative_dialog( "ai", "in_sight", 12, "ac130_fco_takehimout" ); // Yeah take him out. add_context_sensative_dialog( "ai", "in_sight", 12, "ac130_fco_takehimout" ); // Yeah take him out.
add_context_sensative_dialog( "ai", "in_sight", 14, "ac130_plt_yeahcleared" ); // Yeah, cleared to engage. add_context_sensative_dialog( "ai", "in_sight", 14, "ac130_plt_yeahcleared" ); // Yeah, cleared to engage.
add_context_sensative_dialog( "ai", "in_sight", 15, "ac130_plt_copysmoke" ); // Copy, smoke em. add_context_sensative_dialog( "ai", "in_sight", 15, "ac130_plt_copysmoke" ); // Copy, smoke <EFBFBD>em.
add_context_sensative_dialog( "ai", "in_sight", 16, "ac130_fco_rightthere" ); // Right there...tracking. add_context_sensative_dialog( "ai", "in_sight", 16, "ac130_fco_rightthere" ); // Right there...tracking.
add_context_sensative_dialog( "ai", "in_sight", 17, "ac130_fco_tracking" ); // Tracking. add_context_sensative_dialog( "ai", "in_sight", 17, "ac130_fco_tracking" ); // Tracking.
add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok hes moving again. add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok he<EFBFBD>s moving again.
add_context_sensative_timeout( "ai", "wounded_crawl", undefined, 6 ); add_context_sensative_timeout( "ai", "wounded_crawl", undefined, 6 );
add_context_sensative_dialog( "ai", "wounded_pain", 0, "ac130_fco_doveonground" ); // Yeah, he just dove on the ground. add_context_sensative_dialog( "ai", "wounded_pain", 0, "ac130_fco_doveonground" ); // Yeah, he just dove on the ground.
add_context_sensative_dialog( "ai", "wounded_pain", 1, "ac130_fco_knockedwind" ); // Probably just knocked the wind out of him. add_context_sensative_dialog( "ai", "wounded_pain", 1, "ac130_fco_knockedwind" ); // Probably just knocked the wind out of him.
add_context_sensative_dialog( "ai", "wounded_pain", 2, "ac130_fco_downstillmoving" ); // That guy's down but still moving. add_context_sensative_dialog( "ai", "wounded_pain", 2, "ac130_fco_downstillmoving" ); // That guy's down but still moving.
add_context_sensative_dialog( "ai", "wounded_pain", 3, "ac130_fco_gettinbackup" ); // He's gettin' back up. add_context_sensative_dialog( "ai", "wounded_pain", 3, "ac130_fco_gettinbackup" ); // He's gettin' back up.
add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guys still moving. add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guy<EFBFBD>s still moving.
add_context_sensative_dialog( "ai", "wounded_pain", 5, "ac130_fco_stillmoving" ); // He's still moving. add_context_sensative_dialog( "ai", "wounded_pain", 5, "ac130_fco_stillmoving" ); // He's still moving.
add_context_sensative_timeout( "ai", "wounded_pain", undefined, 12 ); add_context_sensative_timeout( "ai", "wounded_pain", undefined, 12 );

View File

@ -179,7 +179,7 @@
{ {
play "mouse_click"; play "mouse_click";
escape "self"; escape "self";
uiScript "ApplyMap" uiScript "ApplyMap";
close "settings_map"; close "settings_map";
close "self"; close "self";
} }