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Fix typos in status effect functions
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DartRuffian committed Nov 15, 2024
1 parent 5879d21 commit 3a4ff93
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Showing 6 changed files with 6 additions and 6 deletions.
2 changes: 1 addition & 1 deletion addons/common/functions/fnc_statusEffect_addType.sqf
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* Arguments:
* 0: Status Effect Name, this should match a corresponding event name <STRING>
* 1: Send event globally <BOOL>
* 2: Common Effect Reaons to pre-seed durring init <ARRAY>
* 2: Common Effect Reasons to pre-seed during init <ARRAY>
* 3: Send event to JIP (requires sending event globally) <BOOL>
*
* Return Value:
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2 changes: 1 addition & 1 deletion addons/common/functions/fnc_statusEffect_get.sqf
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* Retrives list of current status effects
*
* Arguments:
* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
* 0: Vehicle that it will be attached to (player or vehicle) <OBJECT>
* 1: Effect Name <STRING>
*
* Return Value:
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2 changes: 1 addition & 1 deletion addons/common/functions/fnc_statusEffect_localEH.sqf
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* Handles locality switch, runs a respawn check and then reapplies all effect events.
*
* Arguments:
* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
* 0: Vehicle that it will be attached to (player or vehicle) <OBJECT>
* 1: isLocal <BOOL>
*
* Return Value:
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* Resets all effect numbers to 0 when an object respawns (but does not apply the effect event).
*
* Arguments:
* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
* 0: Vehicle that it will be attached to (player or vehicle) <OBJECT>
*
* Return Value:
* None
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2 changes: 1 addition & 1 deletion addons/common/functions/fnc_statusEffect_respawnEH.sqf
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* Handles the Respawn Event Handler to reset effects.
*
* Arguments:
* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
* 0: Vehicle that it will be attached to (player or vehicle) <OBJECT>
*
* Return Value:
* None
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2 changes: 1 addition & 1 deletion addons/common/functions/fnc_statusEffect_set.sqf
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* Adds or removes an id to a status effect and will send an event to apply.
*
* Arguments:
* 0: vehicle that it will be attached to (player or vehicle) <OBJECT>
* 0: Vehicle that it will be attached to (player or vehicle) <OBJECT>
* 1: Effect Name <STRING>
* 2: Unique Reason ID <STRING>
* 3: Is Set (true adds/false removes) <BOOL>
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