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added debug information and folded if statements
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parent
f1483c59c3
commit
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@ -21,11 +21,12 @@ if (!isServer) exitWith {};
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params ["_projectile"];
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params ["_projectile"];
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private _ammo = typeOf _projectile;
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private _ammo = typeOf _projectile;
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if (_ammo isEqualTo "" || {isNull _projectile}) exitWith {
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if (_ammo isEqualTo "" || {isNull _projectile} ||
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TRACE_2("bad ammo or projectile",_ammo,_projectile);
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{_projectile getVariable [QGVAR(blacklisted), false]}) exitWith {
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TRACE_2("bad ammo or projectile, or blackList",_ammo,_projectile);
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};
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};
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if (_projectile getVariable [QGVAR(blacklisted), false]) exitWith {};
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if () exitWith {};
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if (GVAR(enabled) && {_ammo call FUNC(shouldFrag)}) then {
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if (GVAR(enabled) && {_ammo call FUNC(shouldFrag)}) then {
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_projectile addEventHandler [
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_projectile addEventHandler [
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@ -33,7 +34,9 @@ if (GVAR(enabled) && {_ammo call FUNC(shouldFrag)}) then {
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{
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{
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params ["_projectile", "_posASL", "_velocity"];
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params ["_projectile", "_posASL", "_velocity"];
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if (_projectile getVariable [QGVAR(blacklisted), false]) exitWith {};
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if (_projectile getVariable [QGVAR(blacklisted), false]) exitWith {
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TRACE_2("projectile blackisted",typeOf _projectile,_projectile);
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};
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private _shotParents = _projectile getVariable [QGVAR(shotParent), getShotParents _projectile];
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private _shotParents = _projectile getVariable [QGVAR(shotParent), getShotParents _projectile];
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private _ammo = typeOf _projectile;
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private _ammo = typeOf _projectile;
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@ -55,7 +58,9 @@ if (GVAR(spallEnabled) && {_ammo call FUNC(shouldSpall)}) then {
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{
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{
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params ["_projectile", "_hitObject", "", "_posASL", "_velocity", "_surfNorm", "", "", "_surfType"];
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params ["_projectile", "_hitObject", "", "_posASL", "_velocity", "_surfNorm", "", "", "_surfType"];
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if (_projectile getVariable [QGVAR(blacklisted), false]) exitWith {};
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if (_projectile getVariable [QGVAR(blacklisted), false]) exitWith {
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TRACE_2("projectile blackisted",typeOf _projectile,_projectile);
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};
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// starting v2.18 it may be faster to use the instigator parameter, the same as the second entry shotParents, to recreate _shotParent
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// starting v2.18 it may be faster to use the instigator parameter, the same as the second entry shotParents, to recreate _shotParent
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// The "explode" EH does not get the same parameter
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// The "explode" EH does not get the same parameter
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