Don't frag for some shells that end in water (#4136)

shotbullet, shotShell don't seem to explode when touching water, so
don't create frags
Fix #4134
This commit is contained in:
PabstMirror 2016-07-21 20:08:11 -05:00 committed by GitHub
parent 7239f3e88c
commit 399404024c

View File

@ -1,18 +1,6 @@
#include "script_component.hpp"
private ["_round", "_lastPos", "_lastVel", "_type", "_firedFrame", "_doSpall", "_spallTrack", "_foundObjectHPIds", "_skip", "_explosive", "_indirectRange", "_force", "_fragPower"];
_round = _this select 0;
_lastPos = _this select 1;
_lastVel = _this select 2;
_type = _this select 3;
_firedFrame = _this select 4;
_doSpall = _this select 6;
_spallTrack = _this select 7;
_foundObjectHPIds = _this select 8;
_skip = _this select 9;
_explosive = _this select 10;
_indirectRange = _this select 11;
_force = _this select 12;
_fragPower = _this select 13;
params ["_round", "_lastPos", "_lastVel", "_type", "_firedFrame", "", "_doSpall", "_spallTrack", "_foundObjectHPIds", "_skip", "_explosive", "_indirectRange", "_force", "_fragPower"];
if(_round in GVAR(blackList)) exitWith {
false
@ -22,6 +10,8 @@ if (!alive _round) exitWith {
if((diag_frameno - _firedFrame) > 1) then { //skip if deleted within a single frame
if(_skip == 0) then {
if((_explosive > 0.5 && {_indirectRange >= 4.5} && {_fragPower >= 35}) || {_force == 1} ) then {
// shotbullet, shotShell don't seem to explode when touching water, so don't create frags
if (((_lastPos select 2) < 0) && {(toLower getText (configFile >> "CfgAmmo" >> _type >> "simulation")) in ["shotbullet", "shotshell"]}) exitWith {};
[QGVAR(frag_eh), _this] call CBA_fnc_serverEvent;
};
};