Repair - Make Full Repair Time dependent on vehicle damage
When merged this pull request will:
- Title.
- Add getHitPointsToIgnore function and move functionality from fnc_addRepairActions.
- Modify addRepairActions to use getHitPointsToIgnore.
- Add CBA Settings for configurable time for Misc and Wheel repairs.
- Refactor fnc_isInRepairFacility and fnc_isNearRepairVehicle to use cached call like medical system checks.
- Change function calls in ACE_Repair.hpp to use functions directly instead of statement that needs to be recompiled.
Full Repair is now incremental and time is based on amount of time needed to do individual repairs + another repair for inacessible hitpoints.
Supersedes #8347 (included in this), requires #8351.
TODO:
- [x] Add setting for speedup if in a repair facility or next to a repair vehicle?
I think it would make sense to have the vehicle repaired incrementally if we're doing long repair times, it would be really frustrating to cancel the repair after 60s+ and have nothing repaired.
Works for me. Something like surgicalKitProgress logic, then?
Works for me. Something like surgicalKitProgress logic, then?
Yeah, I guess so.
I'd appreciate some help or pointers on incorporating looping animations or something of the sort into this.
Pushing this to next release as it seems it needs some help with animation stuff and hasn't been reviewed properly yet.
Still needs animation/sound work, but functionality is done.
Animations loop (though I'm not a fan). Ready for review.