reformatted comments and some v2.18 remakrs comments

This commit is contained in:
lambdatiger 2024-03-02 23:55:32 -06:00
parent ff98917639
commit 4583a0dc9c
3 changed files with 7 additions and 5 deletions

View File

@ -22,9 +22,9 @@ TRACE_1("begin doFrag",_this);
params ["_posASL", "_velocity", "_ammo", "_shotParents"];
// Don't let a single object cause all fragmentation events
_shotParents params ["_shotParentVehicles"];
if (_shotParentVehicles getVariable [QGVAR(obj_nextFragTime), -1] > CBA_missionTime) exitWith {
TRACE_1("vehicleTimeExit",_shotParentVehicles);
_shotParents params ["_shotParentVehicle"];
if (_shotParentVehicle getVariable [QGVAR(obj_nextFragTime), -1] > CBA_missionTime) exitWith {
TRACE_1("vehicleTimeExit",_shotParentVehicle);
};
// Check normal round timeout and adjust _max frags
@ -33,7 +33,7 @@ if (_timeSinceLastFrag < ACE_FRAG_HOLDOFF || {_posASL isEqualTo [0, 0, 0]} || {_
TRACE_3("timeExit",_timeSinceLastFrag,CBA_missionTime,GVAR(lastFragTime));
};
TRACE_3("willFrag",_timeSinceLastFrag,CBA_missionTime,_maxFragCount);
_shotParentVehicles setVariable [QGVAR(obj_nextFragTime), CBA_missionTime + ACE_FRAG_HOLDOFF_VEHICLE];
_shotParentVehicle setVariable [QGVAR(obj_nextFragTime), CBA_missionTime + ACE_FRAG_HOLDOFF_VEHICLE];
private _maxFragCount = round linearConversion [ACE_FRAG_COUNT_MIN_TIME, ACE_FRAG_COUNT_MAX_TIME, _timeSinceLastFrag, ACE_FRAG_COUNT_MIN, ACE_FRAG_COUNT_MAX, true];
[_ammo] call FUNC(getFragInfo) params ["_fragRange", "_fragVel", "_fragTypes", "_modFragCount"];

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@ -171,7 +171,7 @@ private _totalFragCount = 0;
} forEach _targets;
#ifdef DEBUG_MODE_FULL
systemChat ("targeted frag count: " + str _totalFragCount);
systemChat ("targeted frag count: " + str _totalFragCount);
TRACE_1("targeted frag count",_totalFragCount);
#endif
_totalFragCount

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@ -49,6 +49,8 @@ if (GVAR(spallEnabled) && {_ammo call FUNC(shouldSpall)}) then {
"HitPart",
{
params ["_projectile", "_hitObject", "", "_posASL", "_velocity", "_surfNorm", "", "", "_surfType"];
// starting v2.18 it may be faster to use the instigator parameter, the same as the second entry shotParents, to recreate _shotParent
// The "explode" EH does not get the same parameter
private _shotParent = getShotParents _projectile;
private _ammo = typeOf _projectile;
private _vectorUp = vectorUp _projectile;