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reformatted comments and some v2.18 remakrs comments
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@ -22,9 +22,9 @@ TRACE_1("begin doFrag",_this);
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params ["_posASL", "_velocity", "_ammo", "_shotParents"];
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// Don't let a single object cause all fragmentation events
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_shotParents params ["_shotParentVehicles"];
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if (_shotParentVehicles getVariable [QGVAR(obj_nextFragTime), -1] > CBA_missionTime) exitWith {
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TRACE_1("vehicleTimeExit",_shotParentVehicles);
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_shotParents params ["_shotParentVehicle"];
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if (_shotParentVehicle getVariable [QGVAR(obj_nextFragTime), -1] > CBA_missionTime) exitWith {
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TRACE_1("vehicleTimeExit",_shotParentVehicle);
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};
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// Check normal round timeout and adjust _max frags
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@ -33,7 +33,7 @@ if (_timeSinceLastFrag < ACE_FRAG_HOLDOFF || {_posASL isEqualTo [0, 0, 0]} || {_
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TRACE_3("timeExit",_timeSinceLastFrag,CBA_missionTime,GVAR(lastFragTime));
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};
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TRACE_3("willFrag",_timeSinceLastFrag,CBA_missionTime,_maxFragCount);
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_shotParentVehicles setVariable [QGVAR(obj_nextFragTime), CBA_missionTime + ACE_FRAG_HOLDOFF_VEHICLE];
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_shotParentVehicle setVariable [QGVAR(obj_nextFragTime), CBA_missionTime + ACE_FRAG_HOLDOFF_VEHICLE];
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private _maxFragCount = round linearConversion [ACE_FRAG_COUNT_MIN_TIME, ACE_FRAG_COUNT_MAX_TIME, _timeSinceLastFrag, ACE_FRAG_COUNT_MIN, ACE_FRAG_COUNT_MAX, true];
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[_ammo] call FUNC(getFragInfo) params ["_fragRange", "_fragVel", "_fragTypes", "_modFragCount"];
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@ -171,7 +171,7 @@ private _totalFragCount = 0;
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} forEach _targets;
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#ifdef DEBUG_MODE_FULL
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systemChat ("targeted frag count: " + str _totalFragCount);
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systemChat ("targeted frag count: " + str _totalFragCount);
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TRACE_1("targeted frag count",_totalFragCount);
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#endif
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_totalFragCount
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@ -49,6 +49,8 @@ if (GVAR(spallEnabled) && {_ammo call FUNC(shouldSpall)}) then {
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"HitPart",
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{
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params ["_projectile", "_hitObject", "", "_posASL", "_velocity", "_surfNorm", "", "", "_surfType"];
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// starting v2.18 it may be faster to use the instigator parameter, the same as the second entry shotParents, to recreate _shotParent
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// The "explode" EH does not get the same parameter
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private _shotParent = getShotParents _projectile;
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private _ammo = typeOf _projectile;
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private _vectorUp = vectorUp _projectile;
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