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fixed more spacing issues
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96dc215f09
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@ -164,10 +164,10 @@ class GrenadeHand: Grenade {
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*/
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GVAR(classes)[] = {QGVAR(tiny)};
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GVAR(fragCount) = 1000;
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GVAR(metal) = 210; // metal in grams
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GVAR(charge) = 185; // explosive in grams
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GVAR(gurney_c) = 2843; // Gurney velocity constant for explosive type. See: http://en.wikipedia.org/wiki/Gurney_equations
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GVAR(gurney_k) = "3/5"; // Gurney shape factor, in this case a sphere. See: http://en.wikipedia.org/wiki/Gurney_equations
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GVAR(metal) = 210; // metal in grams
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GVAR(charge) = 185; // explosive in grams
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GVAR(gurney_c) = 2843; // Gurney velocity constant for explosive type. See: http://en.wikipedia.org/wiki/Gurney_equations
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GVAR(gurney_k) = "3/5"; // Gurney shape factor, in this case a sphere. See: http://en.wikipedia.org/wiki/Gurney_equations
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};
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class GrenadeHand_stone: GrenadeHand {
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ACE_FRAG_RM_EH;
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@ -26,14 +26,14 @@ TRACE_3("devDraw",_object,_color,_isProj);
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// pick color and add it to the array
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private _colorArray = switch (toLowerANSI _color) do {
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case "purple": {[0.8, 0, 0.8, 1]};
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case "blue": {[0, 0, 0.8, 1]};
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case "green": {[0, 0.8, 0, 1]};
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case "blue": {[0, 0, 0.8, 1]};
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case "green": {[0, 0.8, 0, 1]};
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case "orange": {[0.8, 0.518, 0, 1]};
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case "yellow": {[0.8, 0.8, 0, 1] };
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case "red": {[0.8, 0, 0, 1]};
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case "black": {[1, 1, 1, 1]};
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case "white": {[0, 0, 0, 1]};
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default {[0, 0.8, 0.8, 1]};
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case "yellow": {[0.8, 0.8, 0, 1]};
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case "red": {[0.8, 0, 0, 1]};
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case "black": {[1, 1, 1, 1]};
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case "white": {[0, 0, 0, 1]};
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default {[0, 0.8, 0.8, 1]};
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};
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GVAR(dev_trackLines) set [getObjectID _object, [1, [getposATL _object], _colorArray]];
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@ -128,7 +128,7 @@ private _totalFragCount = 0;
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// target pos for fragment to hit
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private _targetPos = (velocity _target vectorMultiply _timeOfFlight) vectorAdd [0, 0, ACE_FRAG_HALF_GRAVITY_APPROX * _timeOfFlight ^ 2];
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if _isPerson then {
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private _hitPoint = selectRandom ACE_FRAG_HITPOINTS;
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private _hitPoint = selectRandom ACE_FRAG_HITPOINTS;
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private _hitPointPos = _target selectionPosition [_hitPoint, "HitPoints", "AveragePoint"];
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_targetPos = _target modelToWorldWorld _hitPointPos vectorAdd _targetPos;
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} else {
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