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Updated function documentation
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#include "..\script_component.hpp"
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/*
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* Author: Jaynus, NouberNou
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* Adds a round to the blacklist (will be ignored).
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* Adds a round to the blacklist (will be ignored) and removes any ace_frag event handlers added to it.
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*
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* Arguments:
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* 0: Projectile <OBJECT>
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* Add eventhandlers to rounds as needed
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* Add "Exploded" eventhandler to a projectile if it will produce fragments
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* and a "HitPart" eventhandler if it will produce spall.
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*
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* Arguments:
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* Parameters inherited from EFUNC(common,firedEH)
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#include "..\script_component.hpp"
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/*
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* Author: Jaynus, NouberNou
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* Author: Jaynus, NouberNou, Lambda.Tiger
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* Server func to create the fragmentation for a round.
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*
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* Arguments:
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* 0: Last Position (ASL) <ARRAY>
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* 1: Ammo Classname <STRING>
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* 2: Shot parents <ARRAY>
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* 0: ASL position projetile is fragmenting at <ARRAY>
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* 1: Projectile ammo classname <STRING>
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* 2: Projectile shot parents <ARRAY>
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*
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* Return Value:
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* The number of fragments created <NUMBER>
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*
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* Return Value:
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* _ammoInfo <ARRAY>
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* 0: Caliber <NUMBER>
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* 0: Caliber config value <NUMBER>
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* 1: What part of the hit damage is from ballistic vs explosive energy (1 for all explosive) <NUMBER>
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* 2: Indirect hit damage <NUMBER>
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*
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* 0: Ammo classname <STRING>
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*
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* Return Value:
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* An array containing <ARRAY>
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* 0: Should the ammo class generate fragments <BOOL>
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* 1: Should the ammo class create submunitions that may fragment <BOOL>
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* Could the ammo class generate fragments <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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* 0: Ammo classname <STRING>
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*
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* Return Value:
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* Whether the round type would spall when hitting an object <BOOL>
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* Whether the round type could spall when hitting an object <BOOL>
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*
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* Example:
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* "B_556x45_Ball" call ace_frag_fnc_shouldSpall
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