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slightly quicker
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3370d89fbe
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0293eaa423
@ -62,25 +62,14 @@ if (isNull _trackingTarget) then {
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} forEach _potentialTargets;
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} forEach _potentialTargets;
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};
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};
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if (true || {accTime > 0 && !isGamePaused}) then {
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if (accTime > 0 && !isGamePaused) then {
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// If there are flares nearby, check if they will confuse missile
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// If there are flares nearby, check if they will confuse missile
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private _nearby = _trackingTarget nearObjects _flareDistanceFilter;
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private _nearby = _trackingTarget nearObjects _flareDistanceFilter;
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_nearby = _nearby select {
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_nearby = _nearby select {
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// 2 = IR blocking
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// 2 = IR blocking
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private _blocking = configOf _x >> "weaponLockSystem";
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(([getNumber (configOf _x >> "weaponLockSystem"), 4] call EFUNC(common,binarizeNumber)) select 1) && // Check if chaff can break radar lock
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private _isFlare = false;
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{[_projectile, getPosASLVisual _x, _seekerAngle] call FUNC(checkSeekerAngle)} && // Check if within view
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if (isNumber _blocking) then {
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{[_projectile, _x, false] call FUNC(checkLos)} // Check if can be seen
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_isFlare = (2 == getNumber _blocking);
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};
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if (isText _blocking) then {
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_isFlare = ("2" in getText _blocking);
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};
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private _withinView = [_projectile, getPosASLVisual _x, _seekerAngle] call FUNC(checkSeekerAngle);
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private _canSee = [_projectile, _x, false] call FUNC(checkLos);
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(_x isEqualTo _target && _trackingTarget isNotEqualTo _target) || { (_withinView && _canSee && _isFlare) }
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};
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};
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private _frontAspectMultiplier = 1;
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private _frontAspectMultiplier = 1;
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