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Fixed names and updated formatting
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9e67e31118
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@ -1,4 +1,4 @@
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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["CBA_settingsInitialized", {
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if (isServer) then {
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@ -1,4 +1,4 @@
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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ADDON = false;
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@ -7,7 +7,7 @@ PREP_RECOMPILE_START;
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PREP_RECOMPILE_END;
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GVAR(materialSpallCache) = createHashMap;
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GVAR(spallMaterialCache) = createHashMap;
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GVAR(spallRoundCache) = createHashMap;
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GVAR(lastSpallTime) = -2;
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@ -1,3 +1,3 @@
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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#include "XEH_PREP.hpp"
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@ -1,4 +1,4 @@
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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class CfgPatches {
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class ADDON {
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@ -1,4 +1,4 @@
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: Jaynus, NouberNou, Lambda.Tiger
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* Adds a round to the blacklist (will be ignored).
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@ -1,4 +1,4 @@
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#include "script_component.hpp"
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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 adds a round to be traced
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@ -1,4 +1,4 @@
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* Cleares all dev spheres and traces
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@ -1,4 +1,4 @@
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* Per frame function to draw all dev traces
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@ -1,4 +1,4 @@
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* Add fired rounds to dev track.
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@ -1,4 +1,4 @@
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger, based on fnc_dev_debugAmmo by "ACE-Team"
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* Dumps all ammo types to see if there's any reason to spawn fragments
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@ -1,4 +1,4 @@
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* Add a colored sphere at a specified point
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@ -1,4 +1,4 @@
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* Handle for debug actions when switching units
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@ -1,4 +1,4 @@
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* Add a hitbox outline to an object
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@ -1,4 +1,4 @@
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#include "script_component.hpp"
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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 adds an object to have it's course tracked (every frame).
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@ -1,4 +1,4 @@
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: Jaynus, NouberNou, Lambda.Tiger
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* This function handles creating both random and targeted fragments as well
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@ -1,4 +1,4 @@
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: Jaynus, NouberNou, Lambda.Tiger
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* This function creates fragments randomly spreading out from an explosion to
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: Jaynus, NouberNou, Lambda.Tiger
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* This function creates fragments targeted at specific entities, up to
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: ACE-Team
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* Dev things
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: Jaynus, NouberNou, Lambda.Tiger,
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* This function creates spalling if the hit slowed the speed down enough.
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: Jaynus, NouberNou, Lambda.Tiger
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* This function returns fragmentation parameters for a specific
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#include "script_component.hpp"
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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 returns a classification of material type based
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@ -18,7 +18,7 @@
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params ["_surfType"];
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private _material = GVAR(materialSpallCache) get _surfType;
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private _material = GVAR(spallMaterialCache) get _surfType;
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TRACE_2("materialCache",_surfType,_material);
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if !(isNil "_material") exitWith {
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@ -52,7 +52,7 @@ _material = switch (true) do {
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default { "ground" };
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};
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GVAR(materialSpallCache) set [_surfType, _material];
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GVAR(spallMaterialCache) set [_surfType, _material];
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TRACE_2("materialCacheSet",_surfType,_material);
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_material
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* Adds setting defined blacklisted rounds to blacklist
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#include "script_component.hpp"
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* For performance, we load a bunch of vanilla materials preemptively
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@ -15,7 +15,7 @@
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* Public: No
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*/
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GVAR(materialSpallCache) = createHashMapFromArray [
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GVAR(spallMaterialCache) = createHashMapFromArray [
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["a3\data_f\penetration\armour.bisurf","metal"],
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["a3\data_f\penetration\armour_plate.bisurf","metal"],
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["a3\data_f\penetration\armour_plate_100mm.bisurf","metal"],
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#include "script_component.hpp"
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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 adds rounds using their config init EH
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#include "script_component.hpp"
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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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#include "script_component.hpp"
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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 spalling
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@ -1 +0,0 @@
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#include "\z\ace\addons\frag\script_component.hpp"
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