fixed more spacing issues

This commit is contained in:
lambdatiger 2024-01-15 16:13:48 -06:00
parent 96dc215f09
commit 054b9cda23
3 changed files with 12 additions and 12 deletions

View File

@ -164,10 +164,10 @@ class GrenadeHand: Grenade {
*/
GVAR(classes)[] = {QGVAR(tiny)};
GVAR(fragCount) = 1000;
GVAR(metal) = 210; // metal in grams
GVAR(charge) = 185; // explosive in grams
GVAR(gurney_c) = 2843; // Gurney velocity constant for explosive type. See: http://en.wikipedia.org/wiki/Gurney_equations
GVAR(gurney_k) = "3/5"; // Gurney shape factor, in this case a sphere. See: http://en.wikipedia.org/wiki/Gurney_equations
GVAR(metal) = 210; // metal in grams
GVAR(charge) = 185; // explosive in grams
GVAR(gurney_c) = 2843; // Gurney velocity constant for explosive type. See: http://en.wikipedia.org/wiki/Gurney_equations
GVAR(gurney_k) = "3/5"; // Gurney shape factor, in this case a sphere. See: http://en.wikipedia.org/wiki/Gurney_equations
};
class GrenadeHand_stone: GrenadeHand {
ACE_FRAG_RM_EH;

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@ -26,14 +26,14 @@ TRACE_3("devDraw",_object,_color,_isProj);
// pick color and add it to the array
private _colorArray = switch (toLowerANSI _color) do {
case "purple": {[0.8, 0, 0.8, 1]};
case "blue": {[0, 0, 0.8, 1]};
case "green": {[0, 0.8, 0, 1]};
case "blue": {[0, 0, 0.8, 1]};
case "green": {[0, 0.8, 0, 1]};
case "orange": {[0.8, 0.518, 0, 1]};
case "yellow": {[0.8, 0.8, 0, 1] };
case "red": {[0.8, 0, 0, 1]};
case "black": {[1, 1, 1, 1]};
case "white": {[0, 0, 0, 1]};
default {[0, 0.8, 0.8, 1]};
case "yellow": {[0.8, 0.8, 0, 1]};
case "red": {[0.8, 0, 0, 1]};
case "black": {[1, 1, 1, 1]};
case "white": {[0, 0, 0, 1]};
default {[0, 0.8, 0.8, 1]};
};
GVAR(dev_trackLines) set [getObjectID _object, [1, [getposATL _object], _colorArray]];

View File

@ -128,7 +128,7 @@ private _totalFragCount = 0;
// target pos for fragment to hit
private _targetPos = (velocity _target vectorMultiply _timeOfFlight) vectorAdd [0, 0, ACE_FRAG_HALF_GRAVITY_APPROX * _timeOfFlight ^ 2];
if _isPerson then {
private _hitPoint = selectRandom ACE_FRAG_HITPOINTS;
private _hitPoint = selectRandom ACE_FRAG_HITPOINTS;
private _hitPointPos = _target selectionPosition [_hitPoint, "HitPoints", "AveragePoint"];
_targetPos = _target modelToWorldWorld _hitPointPos vectorAdd _targetPos;
} else {