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updated search pattern to one discussed in PR #9728
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@ -40,14 +40,22 @@ if ((_atlPos select 2) < 0.5) then {
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_lastPos vectorAdd [0, 0, 0.5];
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};
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private _objects = _atlPos nearEntities [["Car", "Motorcycle", "Tank", "StaticWeapon", "CAManBase", "Air", "Ship"], _fragRange];
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// Add unique crews in faster way
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// Post 2.18 change - uncomment line 41, and remove lines 43, 50-55, 64-66
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// private _targets = [_posAGL, _fragRange, _fragRange, 0, false, _fragRange] nearEntities [["Car", "Motorcycle", "Tank", "StaticWeapon", "CAManBase", "Air", "Ship"], false, true, true];
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private _objects = _posAGL nearEntities [["Car", "Motorcycle", "Tank", "StaticWeapon", "CAManBase", "Air", "Ship"], _fragRange];
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if (_objects isEqualTo []) exitWith {
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TRACE_2("No nearby targets",_posAGL,_fragRange);
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0
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};
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// grab crews and add them in so that targets stay approx. sorted by distance
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private _targets = [];
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{
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{
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_objects pushBackUnique _x;
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} forEach (crew _x);
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private _crew = crew _x;
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_crew pushBackUnique _x;
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_targets append _crew;
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} forEach _objects;
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TRACE_2("",_fragRange,count _objects);
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TRACE_2("",_fragRange,count _targets);
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private _fragCount = 0;
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@ -55,7 +63,7 @@ private _fragArcs = [];
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_fragArcs set [360, 0];
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private _doRandom = true;
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if (_objects isNotEqualTo []) then {
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if (_targets isNotEqualTo []) then {
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if (GVAR(reflectionsEnabled)) then {
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[_lastPos, _shellType] call FUNC(doReflections);
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};
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@ -119,7 +127,7 @@ if (_objects isNotEqualTo []) then {
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};
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};
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if (_fragCount > _maxFrags) exitWith {};
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} forEach _objects;
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} forEach _targets;
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TRACE_1("targeted",_fragCount);
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if (_fragCount > _maxFrags) exitWith {};
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private _randomCount = ceil ((_maxFrags - _fragCount) * 0.35);
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