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Function header changes
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
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@ -3,11 +3,10 @@
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* Author: Lambda.Tiger, based on fnc_dev_debugAmmo by "ACE-Team"
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* Dumps all ammo types to see if there's any reason to spawn fragments
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* given hit power and distance. Good for grasping the values used in
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* shouldFrag to cull non-fragmenting rounds
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* shouldFrag to cull non-fragmenting rounds.
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*
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* Arguments:
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* 0: Display rounds that will never frag (power < 5).
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* Default value false <BOOL>
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* 0: Display rounds that will never frag (power < 5) <BOOL> (default: false)
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*
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* Return Value:
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* None
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@ -1,7 +1,7 @@
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* Add a colored sphere at a specified point
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* Add a colored sphere at a specified point.
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*
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* Arguments:
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* 0: ASL position to add sphere <ARRAY>
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@ -2,10 +2,10 @@
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/*
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* Author: Lambda.Tiger
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* Add a hit box outline to an object, outdated for unit hits as they
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* use hit-point locations
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* use hit-point locations.
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*
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* Arguments:
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* 0: Object to draw the hit box of <OBJECT>:
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* 0: Object to draw the hit box of <OBJECT>
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* 1: Add sphere at object origin <BOOL>
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*
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* Return Value:
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@ -5,10 +5,10 @@
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* as handling some of the performance optimizations.
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*
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* Arguments:
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* 0: projectile that's fragmenting <OBJECT>
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* 0: Projectile that's fragmenting <OBJECT>
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* 1: ASL position of projectile <ARRAY>
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* 2: velocity of projectile <ARRAY>
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* 3: projectile cfgAmmo classname <STRING>
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* 2: Velocity of projectile <ARRAY>
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* 3: Projectile cfgAmmo classname <STRING>
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* 4: getShotParents of projectile at EH <ARRAY>
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*
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* Return Value:
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@ -2,7 +2,7 @@
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/*
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* Author: Jaynus, NouberNou, Lambda.Tiger
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* This function creates fragments randomly spreading out from an explosion to
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* a maximum of 15
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* a maximum of 15.
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*
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* Arguments:
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* 0: Position of fragmenting projectile ASL <ARRAY>
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@ -2,19 +2,19 @@
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/*
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* Author: Jaynus, NouberNou, Lambda.Tiger
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* This function creates fragments targeted at specific entities, up to
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* a configured maximum
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* a configured maximum.
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*
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* Arguments:
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* 0: Position of fragmenting projectile ASL <ARRAY>
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* 1: Velocity of the fragmenting projectile <ARRAY>
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* 2: Maximum range of fragments to calculate <SCALAR>
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* 3: Maximum number of fragments to produce <SCALAR>
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* 2: Maximum range of fragments to calculate <NUMBER>
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* 3: Maximum number of fragments to produce <NUMBER>
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* 4: Types of fragments <ARRAY>
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* 5: A modified parameter used to calculate whether a fragment hits <SCALAR>
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* 5: A modified parameter used to calculate whether a fragment hits <NUMBER>
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* 6: Shot parent <ARRAY>
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*
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* Return Value:
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* Number of fragments created <SCALAR>
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* Number of fragments created <NUMBER>
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*
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* Example:
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* [getPosASL _proj, velocity _proj, 50, 50, [], 1, [player, player]] call ace_frag_fnc_doFragTargeted;
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@ -1,7 +1,7 @@
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* Adds setting defined blacklisted rounds to blacklist
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* Adds setting defined blacklisted rounds to blacklist.
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*
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* Arguments:
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* None
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@ -2,13 +2,13 @@
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/*
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* Author: Lambda.Tiger
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* For performance, we load a bunch of vanilla materials preemptively into
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* the spall material cache
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* the spall material cache.
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*
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* Arguments:
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* none
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* None
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*
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* Return Value:
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* none
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* None
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*
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* Example:
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* call initMaterialCache;
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* This function adds rounds using their config init EH
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* This function adds rounds using their config init EH.
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* Arguments:
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* 0: _projectile <OBJECT> - The object created
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* 0: Projectile <OBJECT> - The object created
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*
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* Return Value:
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* None
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@ -2,13 +2,13 @@
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/*
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* Author: Lambda.Tiger
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* This function checks whether an ammunition type should cause fragmentation
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* and whether any submunitions exist
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* and whether any submunitions exist.
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*
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* Arguments:
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* 0: _ammo <STRING> - cfgAmmo type of ammo to check
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* 0: Type of ammo to check <STRING>
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*
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* Return Value:
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* _shouldFrag Should the specific round fragment <BOOL>
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* Should the specific round fragment <BOOL>
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*
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* Example:
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* ["B_556x45_Ball"] call ace_frag_fnc_shouldFrag;
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* This function checks whether an ammunition type should cause spalling
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*
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* This function checks whether an ammunition type should cause spalling.
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*
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* Arguments:
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* 0: _ammo <STRING> - cfgAmmo type of ammo to check
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