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optimization, see https://github.com/acemod/ACE3/pull/9728#discussion_r1458112339
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@ -50,24 +50,20 @@ if (_objects isEqualTo []) exitWith {
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};
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// grab crews and add them in so that targets stay approx. sorted by distance
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private _targets = [];
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{
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private _crew = crew _x;
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if (_crew isNotEqualTo []) then {
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private _arr = [_x];
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{
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_arr pushBackUnique _x;
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} forEach _crew;
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private _crew = crew _x;
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_crew pushBackUnique _x;
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_targets append _crew;
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_objects set [_forEachIndex, _arr];
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};
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} forEach _objects;
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_objects = flatten _objects;
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TRACE_3("Targets found",_posASL,_fragRange,count _objects);
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TRACE_3("Targets found",_posASL,_fragRange,count _targets);
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// limit number of fragments per direction (2D) to 10 using _fragArcs
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private _fragArcs = createHashMap;
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private _totalFragCount = 0;
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{ // Begin of forEach iterating on _objects
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{ // Begin of forEach iterating on _targets
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if (!alive _x) then {
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continue;
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};
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@ -168,7 +164,7 @@ private _totalFragCount = 0;
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TRACE_2("maxFrags", _totalFragCount, _maxFrags);
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break;
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};
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} forEach _objects;
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} forEach _targets;
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#ifdef DEBUG_MODE_FULL
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systemChat ("fragCount cnt: " + str _totalFragCount);
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