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cleaned up function examples
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@ -15,7 +15,7 @@
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* Nothing Useful
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*
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* Example:
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* [_projectile, false, false] call ace_frag_dev_addRound;
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* [_projectile, false, false] call ace_frag_dev_addRound
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*
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* Public: No
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*/
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@ -10,7 +10,7 @@
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* None
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*
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* Example:
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* call ace_frag_fnc_dev_clearTraces;
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* call ace_frag_fnc_dev_clearTraces
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*
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* Public: No
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*/
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@ -11,7 +11,7 @@
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* The created sphere object <OBJECT>
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*
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* Example:
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* [getPosASL player, "red"] call ace_frag_fnc_dev_sphereDraw;
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* [getPosASL player, "red"] call ace_frag_fnc_dev_sphereDraw
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*
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* Public: No
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*/
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@ -11,7 +11,7 @@
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* None
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*
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* Example:
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* [player] call ace_frag_fnc_dev_trackHitBox;
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* player call ace_frag_fnc_dev_trackHitBox
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*
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* Public: No
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*/
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@ -12,7 +12,7 @@
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* None
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*
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* Example:
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* [player] call ace_frag_fnc_dev_trackObj;
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* player call ace_frag_fnc_dev_trackObj
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*
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* Public: No
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*/
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@ -13,7 +13,7 @@
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* None
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*
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* Example:
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* [getPosASL _projectile, velocity _projectile, typeOf _projectile, getShotParents _projectile] call ace_frag_fnc_doFrag;
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* [getPosASL _projectile, velocity _projectile, typeOf _projectile, getShotParents _projectile] call ace_frag_fnc_doFrag
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*
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* Public: No
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*/
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@ -15,7 +15,7 @@
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* None
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*
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* Example:
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* [getPosASL _proj, 800, 50, 50, [], 1, [player, player]] call ace_frag_fnc_doFragRandom;
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* [getPosASL _projectile, 800, 50, 50, [], 1, [player, player]] call ace_frag_fnc_doFragRandom
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*
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* Public: No
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*/
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@ -16,7 +16,7 @@
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* Number of fragments created <NUMBER>
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*
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* Example:
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* [getPosASL _proj, velocity _proj, 50, 50, [], 1, [player, player]] call ace_frag_fnc_doFragTargeted;
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* [getPosASL _projectile, velocity _projectile, 50, 50, [], 1, [player, player]] call ace_frag_fnc_doFragTargeted
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*
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* Public: No
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*/
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@ -11,7 +11,7 @@
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* None
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*
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* Example:
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* [BIS_HITPART_EH_ARGS] call ace_frag_fnc_doSpall;
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* [BIS_HITPART_EH_ARGS] call ace_frag_fnc_doSpall
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*
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* Public: No
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*/
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@ -14,7 +14,7 @@
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* 3: Modified frag count 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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* "B_556x45_Ball" call ace_frag_fnc_getFragInfo
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*
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* Public: No
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*/
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@ -10,7 +10,7 @@
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* Material categories as expanded on in line 44 below <STRING>
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*
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* Example:
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* _surfaceType call ace_frag_fnc_getMaterialInfo
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* "a3\data_f\penetration\concrete.bisurf" call ace_frag_fnc_getMaterialInfo
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*
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* Public: No
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*/
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@ -13,7 +13,7 @@
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* 2: 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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* "B_556x45_Ball" call ace_frag_fnc_getSpallInfo
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*
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* Public: No
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*/
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@ -10,7 +10,7 @@
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* None
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*
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* Example:
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* call ace_frag_fnc_initMaterialCache;
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* call ace_frag_fnc_initMaterialCache
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*
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* Public: No
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*/
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* None
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*
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* Example:
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* [_projectile] call ace_frag_fnc_initRound;
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* _projectile call ace_frag_fnc_initRound
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*
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* Public: No
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*/
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* Should the specific round fragment <BOOL>
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*
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* Example:
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* ["B_556x45_Ball"] call ace_frag_fnc_shouldFrag;
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* "B_556x45_Ball" call ace_frag_fnc_shouldFrag
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*
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* Public: No
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*/
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* Whether the round type would spall when hitting an object <BOOL>
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*
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* Example:
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* ["B_556x45_Ball"] call ace_frag_fnc_shouldSpall;
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* "B_556x45_Ball" call ace_frag_fnc_shouldSpall
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*
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* Public: No
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*/
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