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Added init event handlers instead of fired
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@ -17,16 +17,11 @@
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// Debug info
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#ifdef DEBUG_MODE_FULL
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if (hasInterface && GVAR(debugOptions)) then
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{
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private _h = [LINKFUNC(dev_drawTrace), 0] call CBA_fnc_addPerFrameHandler;
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missionNamespace setVariable [QGVAR(dev_drawPFEH), _h];
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["unit", LINKFUNC(dev_switchUnitHandle), true] call CBA_fnc_addPlayerEventHandler;
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[objNull, ace_player] call FUNC(dev_switchUnitHandle);
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["ace_firedPlayer", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
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["ace_firedNonPlayer", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
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["ace_firedPlayerVehicle", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
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["ace_firedNonPlayerVehicle", LINKFUNC(fired)] call CBA_fnc_addEventHandler;
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if (hasInterface && GVAR(debugOptions)) then {
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private _h = [LINKFUNC(dev_drawTrace), 0] call CBA_fnc_addPerFrameHandler;
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missionNamespace setVariable [QGVAR(dev_drawPFEH), _h];
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["unit", LINKFUNC(dev_switchUnitHandle), true] call CBA_fnc_addPlayerEventHandler;
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[objNull, ace_player] call FUNC(dev_switchUnitHandle);
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};
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#endif
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}] call CBA_fnc_addEventHandler;
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@ -1,6 +1,6 @@
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#define ACE_FRAG_ADD_EH class EventHandlers {\
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class ADDON {\
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init = QUOTE(_this call FUNC(initRound));\
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init = QUOTE(_this call FUNC(initRound););\
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};\
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}
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@ -9,7 +9,8 @@ class Bo_Mk82: BombCore {
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ACE_FRAG_ADD_EH;
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};
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class BulletCore;
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// We need this since autocannons generally inherit from BulletBase
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class BulletCore;
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class BulletBase: BulletCore {
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ACE_FRAG_ADD_EH;
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};
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@ -1,37 +1,32 @@
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#include "script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* This function checks whether an ammunition type should cause fragmentation
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* and whether any submunitions exist
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*
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* This function adds rounds using their config init EH
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* Arguments:
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* 0: _ammo <STRING> - cfgAmmo type of ammo to check
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* 0: _projectile <OBJECT> - The object created
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*
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* Return Value:
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* _shouldFrag <ARRAY>
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* 0 - Should the specific round fragment
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* 1 - Does the munition have a child submunition
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* None
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*
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* Example:
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* ["B_556x45_Ball"] call ace_frag_fnc_shouldFrag;
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* [_proj] call ace_frag_fnc_initRound;
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*
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* Public: No
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*/
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params ["_projectile"];
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private _ammo = typeOf _proj;
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systemChat (str _ammo + " " + str _projectile);
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if (isNil "_ammo" ||
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params ["_projectile"];
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private _ammo = typeOf _projectile;
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if (isNil "_ammo" ||
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{_ammo isEqualTo "" ||
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{isNil "_projectile" ||
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{isNull _projectile}}}) exitWith {
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WARNING("bad ammo or projectile");
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TRACE_2("bad ammo or projectile",_ammo,_projectile);
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};
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/******* _shouldFrag format *****/
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// 0: doFragmnent - will the piece fragment
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// 1: hasSubmuntion - will the round create submunitions
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private _shouldFrag = _ammo call FUNC(shouldFrag);
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_shouldFrag params ["_doFrag", "_doSubmunit"];
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_shouldFrag params ["_doFrag"];
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if (_doFrag) then {
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// wait for frag damage to kill units before spawning fragments
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@ -45,18 +40,19 @@ if (_doFrag) then {
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];
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};
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if (_doSubmunit && {GVAR(enSubMunit)> 0}) then {
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_projectile addEventHandler ["SubmunitionCreated", {_this call FUNC(submunition)}];
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};
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private _shouldSpall = _ammo call FUNC(shouldSpall);
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if (GVAR(spallEnabled) && {_shouldSpall}) then
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{_projectile addEventHandler [
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{
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_projectile addEventHandler [
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"HitPart",
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{
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[LINKFUNC(doSpallMomentum), _this] call CBA_fnc_execNextFrame;
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[QGVAR(spall_eh), [_this]] call CBA_fnc_serverEvent;
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if (isServer) then {
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[LINKFUNC(doSpallMomentum), _this] call CBA_fnc_execNextFrame;
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} else {
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[QGVAR(spall_eh), [_this]] call CBA_fnc_serverEvent;
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};
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}
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];
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};
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