Function header changes

Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
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lambdatiger 2024-01-17 18:20:47 -06:00 committed by GitHub
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11 changed files with 24 additions and 26 deletions

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* Author: Lambda.Tiger, based on fnc_dev_debugAmmo by "ACE-Team"
* Dumps all ammo types to see if there's any reason to spawn fragments
* given hit power and distance. Good for grasping the values used in
* shouldFrag to cull non-fragmenting rounds
* shouldFrag to cull non-fragmenting rounds.
*
* Arguments:
* 0: Display rounds that will never frag (power < 5).
* Default value false <BOOL>
* 0: Display rounds that will never frag (power < 5) <BOOL> (default: false)
*
* Return Value:
* None

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#include "..\script_component.hpp"
/*
* Author: Lambda.Tiger
* Add a colored sphere at a specified point
* Add a colored sphere at a specified point.
*
* Arguments:
* 0: ASL position to add sphere <ARRAY>

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/*
* Author: Lambda.Tiger
* Add a hit box outline to an object, outdated for unit hits as they
* use hit-point locations
* use hit-point locations.
*
* Arguments:
* 0: Object to draw the hit box of <OBJECT>:
* 0: Object to draw the hit box of <OBJECT>
* 1: Add sphere at object origin <BOOL>
*
* Return Value:

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* as handling some of the performance optimizations.
*
* Arguments:
* 0: projectile that's fragmenting <OBJECT>
* 0: Projectile that's fragmenting <OBJECT>
* 1: ASL position of projectile <ARRAY>
* 2: velocity of projectile <ARRAY>
* 3: projectile cfgAmmo classname <STRING>
* 2: Velocity of projectile <ARRAY>
* 3: Projectile cfgAmmo classname <STRING>
* 4: getShotParents of projectile at EH <ARRAY>
*
* Return Value:

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/*
* Author: Jaynus, NouberNou, Lambda.Tiger
* This function creates fragments randomly spreading out from an explosion to
* a maximum of 15
* a maximum of 15.
*
* Arguments:
* 0: Position of fragmenting projectile ASL <ARRAY>

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/*
* Author: Jaynus, NouberNou, Lambda.Tiger
* This function creates fragments targeted at specific entities, up to
* a configured maximum
* a configured maximum.
*
* Arguments:
* 0: Position of fragmenting projectile ASL <ARRAY>
* 1: Velocity of the fragmenting projectile <ARRAY>
* 2: Maximum range of fragments to calculate <SCALAR>
* 3: Maximum number of fragments to produce <SCALAR>
* 2: Maximum range of fragments to calculate <NUMBER>
* 3: Maximum number of fragments to produce <NUMBER>
* 4: Types of fragments <ARRAY>
* 5: A modified parameter used to calculate whether a fragment hits <SCALAR>
* 5: A modified parameter used to calculate whether a fragment hits <NUMBER>
* 6: Shot parent <ARRAY>
*
* Return Value:
* Number of fragments created <SCALAR>
* Number of fragments created <NUMBER>
*
* Example:
* [getPosASL _proj, velocity _proj, 50, 50, [], 1, [player, player]] call ace_frag_fnc_doFragTargeted;

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#include "..\script_component.hpp"
/*
* Author: Lambda.Tiger
* Adds setting defined blacklisted rounds to blacklist
* Adds setting defined blacklisted rounds to blacklist.
*
* Arguments:
* None

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/*
* Author: Lambda.Tiger
* For performance, we load a bunch of vanilla materials preemptively into
* the spall material cache
* the spall material cache.
*
* Arguments:
* none
* None
*
* Return Value:
* none
* None
*
* Example:
* call initMaterialCache;

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#include "..\script_component.hpp"
/*
* Author: Lambda.Tiger
* This function adds rounds using their config init EH
* This function adds rounds using their config init EH.
* Arguments:
* 0: _projectile <OBJECT> - The object created
* 0: Projectile <OBJECT> - The object created
*
* Return Value:
* None

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/*
* Author: Lambda.Tiger
* This function checks whether an ammunition type should cause fragmentation
* and whether any submunitions exist
* and whether any submunitions exist.
*
* Arguments:
* 0: _ammo <STRING> - cfgAmmo type of ammo to check
* 0: Type of ammo to check <STRING>
*
* Return Value:
* _shouldFrag Should the specific round fragment <BOOL>
* Should the specific round fragment <BOOL>
*
* Example:
* ["B_556x45_Ball"] call ace_frag_fnc_shouldFrag;

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#include "..\script_component.hpp"
/*
* Author: Lambda.Tiger
* This function checks whether an ammunition type should cause spalling
*
* This function checks whether an ammunition type should cause spalling.
*
* Arguments:
* 0: _ammo <STRING> - cfgAmmo type of ammo to check