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Makes sure spall power square root is positive and also we don't produce fragments when for some reason the round accelerates.
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@ -52,7 +52,7 @@ private _vel = if (alive _projectile) then {
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[0, 0, 0];
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};
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private _velocityChange = vectorMagnitude _lastVelocity - vectorMagnitude _vel;
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private _velocityChange = 0 max (vectorMagnitude _lastVelocity - vectorMagnitude _vel);
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/*
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* This is all fudge factor since real spalling is too complex for calculation.
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* There are two terms. The first is from round impact, taking a quasi scale
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