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Updated function headers
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@ -1,7 +1,7 @@
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* Clears all dev spheres and traces
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* Clears all dev spheres and traces.
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*
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* Arguments:
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* None
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@ -5,8 +5,8 @@
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* use hit-point locations.
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*
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* Arguments:
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* 0: Object to draw the hit box of <OBJECT>
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* 1: Add sphere at object origin <BOOL>
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* 0: Object that should have it's hit box drawn. <OBJECT>
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* 1: Add sphere at object origin. <BOOL> (Default: true)
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*
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* Return Value:
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* None
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@ -16,6 +16,7 @@
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*
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* Public: No
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*/
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params [
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["_object", objNull, [objNull]],
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["_addSphere", true, [true]]
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@ -5,15 +5,14 @@
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* ammo type.
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*
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* Arguments:
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* 0: _ammo <STRING> - cfgAmmo type of ammo to check
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* 0: _ammo <STRING> - CfgAmmo type of ammo to check.
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*
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* Return Value:
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* _ammoInfo <ARRAY>
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* 0: _fragRange - search range for fragments <SCALAR>
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* 1: _fragVel - gurney equation calculated velocity <SCALAR>
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* 2: _fragTypes - array of fragment types <ARRAY>
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* 3: _fragCount - modified frag count used under assumptions
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* of spherical fragmentation <SCALAR>
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* 0: _fragRange - search range for fragments. <NUMBER>
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* 1: _fragVel - gurney equation calculated velocity. <NUMBER>
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* 2: _fragTypes - array of fragment types. <ARRAY>
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* 3: _fragCount - modified frag count used under assumptions of spherical fragmentation. <NUMBER>
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*
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* Example:
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* ["B_556x45_Ball"] call ace_frag_fnc_getFragInfo;
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@ -5,13 +5,13 @@
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* ammo type.
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*
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* Arguments:
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* 0: _ammo <STRING> - cfgAmmo type of ammo to check
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* 0: _ammo <STRING> - CfgAmmo type of ammo to check
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*
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* Return Value:
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* _ammoInfo <ARRAY>
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* 0: _caliber - search range for fragments <SCALAR>
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* 1: _explosive - whether the round is explosive or not <SCALAR>
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* 2: _indirectHitRange - Indirect hit damage <SCALAR>
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* 0: _caliber - search range for fragments <NUMBER>
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* 1: _explosive - whether the round is explosive or not <NUMBER>
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* 2: _indirectHitRange - Indirect hit damage <NUMBER>
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*
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* Example:
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* ["B_556x45_Ball"] call ace_frag_fnc_getSpallInfo;
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