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Jank fix so that the unit firing can get hit with it's own fragments
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@ -113,7 +113,11 @@ if (_targets isNotEqualTo []) then {
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private _fragObj = createVehicleLocal [selectRandom _fragTypes, _fragPosAGL, [], 0, "CAN_COLLIDE"];
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_fragObj setVectorDir _vectorDir;
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_fragObj setVelocity _fragObjVelocity;
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_fragObj setShotParents _shotParents;
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if (_shotParents#0 isEqualTo _target) then {
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_fragObj setShotParents [objNull, _fragObj#1];
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} else {
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_fragObj setShotParents _shotParents;
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};
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#ifdef DEBUG_MODE_DRAW
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[_fragObj, "green", true] call FUNC(dev_trackObj);
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[_targetPos, "(0.88,0.36,0.92,0.8)"] call FUNC(dev_sphereDraw);
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