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variable names weren't verbose enough
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@ -11,7 +11,7 @@
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* None
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* None
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*
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*
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* Example:
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* Example:
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* [_proj] call ace_frag_fnc_initRound;
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* [_projectile] call ace_frag_fnc_initRound;
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*
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*
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* Public: No
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* Public: No
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*/
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*/
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@ -30,9 +30,9 @@ if (GVAR(enabled) && {_ammo call FUNC(shouldFrag)}) then {
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_projectile addEventHandler [
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_projectile addEventHandler [
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"Explode",
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"Explode",
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{
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{
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params ["_proj", "_posASL", "_velocity"];
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params ["_projectile", "_posASL", "_velocity"];
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private _shotParents = getShotParents _proj;
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private _shotParents = getShotParents _projectile;
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private _ammo = typeOf _proj;
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private _ammo = typeOf _projectile;
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// wait for frag damage to kill units before spawning fragments
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// wait for frag damage to kill units before spawning fragments
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[
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[
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FUNC(doFrag),
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FUNC(doFrag),
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@ -49,20 +49,20 @@ if (GVAR(spallEnabled) && {_ammo call FUNC(shouldSpall)}) then {
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_projectile addEventHandler [
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_projectile addEventHandler [
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"HitPart",
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"HitPart",
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{
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{
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params ["_proj", "_hitObj", "",
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params ["_projectile", "_hitObject", "",
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"_posASL", "_vel", "_sNorm", "",
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"_posASL", "_velocity", "_surfNorm", "",
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"", "_surfType"
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"", "_surfType"
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];
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];
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private _shotPrnt = getShotParents _proj;
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private _shotParent = getShotParents _projectile;
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private _ammo = typeOf _proj;
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private _ammo = typeOf _projectile;
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private _vUp = vectorUp _proj;
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private _vectorUp = vectorUp _projectile;
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/*
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/*
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* Wait a round to see what happens to the round, may result in
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* Wait a round to see what happens to the round, may result in
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* multiple hits / slowdowns getting shunted to the first hit
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* multiple hits / slowdowns getting shunted to the first hit
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*/
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*/
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[
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[
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FUNC(doSpall),
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FUNC(doSpall),
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[_proj, _hitObj, _posASL, _vel, _sNorm, _surfType, _ammo, _shotPrnt, _vUp]
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[_projectile, _hitObject, _posASL, _velocity, _surfNorm, _surfType, _ammo, _shotParent, _vectorUp]
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] call CBA_fnc_execNextFrame;
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] call CBA_fnc_execNextFrame;
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}
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}
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];
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];
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