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Update fnc_handleFired.sqf
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@ -26,28 +26,24 @@ if (_ammo != QGVAR(ammo_gl)) exitWith {};
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//If null (deleted or hit water) exit:
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if (isNull _projectile) exitWith {};
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// Save grenade state
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private _posASL = getPosASL _projectile;
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private _vel = velocity _projectile;
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systemChat format ["gl %1 %2",_vel, round vectorMagnitude _vel];
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TRACE_2("",_posASL,_vel);
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// Swap fired GL to a missile type
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deleteVehicle _projectile;
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private _rocket = QGVAR(ammo_rocket) createVehicle (getPosATL _projectile);
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_rocket setPosASL _posASL;
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[QEGVAR(common,setShotParents), [_rocket, _unit, _unit]] call CBA_fnc_serverEvent;
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// Set correct velocity and direction (must set velocity before changeMissileDirection)
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// Set correct position, velocity and direction (must set velocity before changeMissileDirection)
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_rocket setPosASL _posASL;
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_rocket setVelocity _vel;
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[_rocket, vectorNormalized _vel] call EFUNC(missileguidance,changeMissileDirection);
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private _vel = velocity _rocket;
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systemChat format ["rocket %1 %2",_vel, round vectorMagnitude _vel];
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// Start missile guidance
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[_unit, _weapon, _muzzle, _mode, QGVAR(ammo_rocket), _magazine, _rocket] call EFUNC(missileguidance,onFired);
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#ifdef DEBUG_MODE_FULL
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[{
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params ["_args", "_pfID"];
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@ -57,5 +53,5 @@ if (_ammo != QGVAR(ammo_gl)) exitWith {};
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hintSilent format ["vel %1\n%2 mps\n%3dist %3\ntof %4",velocity _rocket, round vectorMagnitude velocity _rocket, _rocket distance player, time - _startTime];
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}, 0.0, [_rocket, time]] call CBA_fnc_addPerFrameHandler;
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#endif
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}, _this, 0.1] call CBA_fnc_waitAndExecute;
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