Function header changes

Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
This commit is contained in:
lambdatiger 2024-01-17 18:20:47 -06:00 committed by GitHub
parent 0958d6a33b
commit 16128721e0
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
11 changed files with 24 additions and 26 deletions

View File

@ -3,11 +3,10 @@
* Author: Lambda.Tiger, based on fnc_dev_debugAmmo by "ACE-Team" * 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 * 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 * 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: * Arguments:
* 0: Display rounds that will never frag (power < 5). * 0: Display rounds that will never frag (power < 5) <BOOL> (default: false)
* Default value false <BOOL>
* *
* Return Value: * Return Value:
* None * None

View File

@ -1,7 +1,7 @@
#include "..\script_component.hpp" #include "..\script_component.hpp"
/* /*
* Author: Lambda.Tiger * Author: Lambda.Tiger
* Add a colored sphere at a specified point * Add a colored sphere at a specified point.
* *
* Arguments: * Arguments:
* 0: ASL position to add sphere <ARRAY> * 0: ASL position to add sphere <ARRAY>

View File

@ -2,10 +2,10 @@
/* /*
* Author: Lambda.Tiger * Author: Lambda.Tiger
* Add a hit box outline to an object, outdated for unit hits as they * Add a hit box outline to an object, outdated for unit hits as they
* use hit-point locations * use hit-point locations.
* *
* Arguments: * 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> * 1: Add sphere at object origin <BOOL>
* *
* Return Value: * Return Value:

View File

@ -5,10 +5,10 @@
* as handling some of the performance optimizations. * as handling some of the performance optimizations.
* *
* Arguments: * Arguments:
* 0: projectile that's fragmenting <OBJECT> * 0: Projectile that's fragmenting <OBJECT>
* 1: ASL position of projectile <ARRAY> * 1: ASL position of projectile <ARRAY>
* 2: velocity of projectile <ARRAY> * 2: Velocity of projectile <ARRAY>
* 3: projectile cfgAmmo classname <STRING> * 3: Projectile cfgAmmo classname <STRING>
* 4: getShotParents of projectile at EH <ARRAY> * 4: getShotParents of projectile at EH <ARRAY>
* *
* Return Value: * Return Value:

View File

@ -2,7 +2,7 @@
/* /*
* Author: Jaynus, NouberNou, Lambda.Tiger * Author: Jaynus, NouberNou, Lambda.Tiger
* This function creates fragments randomly spreading out from an explosion to * This function creates fragments randomly spreading out from an explosion to
* a maximum of 15 * a maximum of 15.
* *
* Arguments: * Arguments:
* 0: Position of fragmenting projectile ASL <ARRAY> * 0: Position of fragmenting projectile ASL <ARRAY>

View File

@ -2,19 +2,19 @@
/* /*
* Author: Jaynus, NouberNou, Lambda.Tiger * Author: Jaynus, NouberNou, Lambda.Tiger
* This function creates fragments targeted at specific entities, up to * This function creates fragments targeted at specific entities, up to
* a configured maximum * a configured maximum.
* *
* Arguments: * Arguments:
* 0: Position of fragmenting projectile ASL <ARRAY> * 0: Position of fragmenting projectile ASL <ARRAY>
* 1: Velocity of the fragmenting projectile <ARRAY> * 1: Velocity of the fragmenting projectile <ARRAY>
* 2: Maximum range of fragments to calculate <SCALAR> * 2: Maximum range of fragments to calculate <NUMBER>
* 3: Maximum number of fragments to produce <SCALAR> * 3: Maximum number of fragments to produce <NUMBER>
* 4: Types of fragments <ARRAY> * 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> * 6: Shot parent <ARRAY>
* *
* Return Value: * Return Value:
* Number of fragments created <SCALAR> * Number of fragments created <NUMBER>
* *
* Example: * Example:
* [getPosASL _proj, velocity _proj, 50, 50, [], 1, [player, player]] call ace_frag_fnc_doFragTargeted; * [getPosASL _proj, velocity _proj, 50, 50, [], 1, [player, player]] call ace_frag_fnc_doFragTargeted;

View File

@ -1,7 +1,7 @@
#include "..\script_component.hpp" #include "..\script_component.hpp"
/* /*
* Author: Lambda.Tiger * Author: Lambda.Tiger
* Adds setting defined blacklisted rounds to blacklist * Adds setting defined blacklisted rounds to blacklist.
* *
* Arguments: * Arguments:
* None * None

View File

@ -2,13 +2,13 @@
/* /*
* Author: Lambda.Tiger * Author: Lambda.Tiger
* For performance, we load a bunch of vanilla materials preemptively into * For performance, we load a bunch of vanilla materials preemptively into
* the spall material cache * the spall material cache.
* *
* Arguments: * Arguments:
* none * None
* *
* Return Value: * Return Value:
* none * None
* *
* Example: * Example:
* call initMaterialCache; * call initMaterialCache;

View File

@ -1,10 +1,10 @@
#include "..\script_component.hpp" #include "..\script_component.hpp"
/* /*
* Author: Lambda.Tiger * Author: Lambda.Tiger
* This function adds rounds using their config init EH * This function adds rounds using their config init EH.
* Arguments: * Arguments:
* 0: _projectile <OBJECT> - The object created * 0: Projectile <OBJECT> - The object created
* *
* Return Value: * Return Value:
* None * None

View File

@ -2,13 +2,13 @@
/* /*
* Author: Lambda.Tiger * Author: Lambda.Tiger
* This function checks whether an ammunition type should cause fragmentation * This function checks whether an ammunition type should cause fragmentation
* and whether any submunitions exist * and whether any submunitions exist.
* *
* Arguments: * Arguments:
* 0: _ammo <STRING> - cfgAmmo type of ammo to check * 0: Type of ammo to check <STRING>
* *
* Return Value: * Return Value:
* _shouldFrag Should the specific round fragment <BOOL> * Should the specific round fragment <BOOL>
* *
* Example: * Example:
* ["B_556x45_Ball"] call ace_frag_fnc_shouldFrag; * ["B_556x45_Ball"] call ace_frag_fnc_shouldFrag;

View File

@ -1,8 +1,7 @@
#include "..\script_component.hpp" #include "..\script_component.hpp"
/* /*
* Author: Lambda.Tiger * Author: Lambda.Tiger
* This function checks whether an ammunition type should cause spalling * This function checks whether an ammunition type should cause spalling.
*
* *
* Arguments: * Arguments:
* 0: _ammo <STRING> - cfgAmmo type of ammo to check * 0: _ammo <STRING> - cfgAmmo type of ammo to check