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Alternative way to address shot parent self-harm issue
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@ -45,7 +45,7 @@ if (GVAR(spallEnabled) && {_ammo call FUNC(shouldSpall)}) then {
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if (CBA_missionTime < _shotParents#1 getVariable [QGVAR(nextSpallEvent), -1]) exitWith {};
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_this call FUNC(doSpall);
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},
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[_hitObject, _ammo, _projectile, _posASL, _velocity, _shotParents]
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[_hitObject, _ammo, _projectile, _posASL, _velocity, [objNull, _shotParents#1]]
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] call CBA_fnc_execNextFrame;
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}
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];
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@ -73,7 +73,7 @@ if (GVAR(reflectionsEnabled) || GVAR(enabled) && _ammo call FUNC(shouldFrag)) th
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// Wait a frame to make sure it doesn't target the dead
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[
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{ [QGVAR(frag_eh), _this] call CBA_fnc_serverEvent; },
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[_posASL, _ammo, _shotParents]
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[_posASL, _ammo, [objNull _instigator]]
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] call CBA_fnc_execNextFrame;
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}
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];
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@ -113,11 +113,7 @@ 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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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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_fragObj setShotParents _shotParents;
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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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