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Converetd all stray tabs to spaces
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@ -93,7 +93,7 @@ _obj addEventHandler [
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];
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];
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// Add deflected eventHandler
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// Add deflected eventHandler
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_proj addEventHandler [
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_obj addEventHandler [
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"Deflected",
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"Deflected",
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{
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{
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params ["_proj", "_posASL"];
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params ["_proj", "_posASL"];
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@ -52,7 +52,6 @@ if (_heightAGL < 0.25) then {
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_posASL = _posASL vectorAdd [0, 0, 0.25];
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_posASL = _posASL vectorAdd [0, 0, 0.25];
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};
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};
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// !*! make holdoff a gvar?
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TRACE_3("fnc_doFragTargeted IF", _fragRange, _timeSince, GVAR(fragSimComplexity));
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TRACE_3("fnc_doFragTargeted IF", _fragRange, _timeSince, GVAR(fragSimComplexity));
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if (_fragRange > 3 && _timeSince > ACE_FRAG_HOLDOFF*1.5 && GVAR(fragSimComplexity) != 1) then {
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if (_fragRange > 3 && _timeSince > ACE_FRAG_HOLDOFF*1.5 && GVAR(fragSimComplexity) != 1) then {
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_maxFrags = _maxFrags - ([_posASL, _fragVel, _fragRange, _maxFrags, _fragTypes, _modFragCount, _shotParents] call FUNC(doFragTargeted));
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_maxFrags = _maxFrags - ([_posASL, _fragVel, _fragRange, _maxFrags, _fragTypes, _modFragCount, _shotParents] call FUNC(doFragTargeted));
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@ -53,7 +53,7 @@ private _vel = if (alive _projectile) then {
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// Find spall speed / fragment
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// Find spall speed / fragment
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private _dV = vectorMagnitude _lVel - vectorMagnitude _vel;
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private _dV = vectorMagnitude _lVel - vectorMagnitude _vel;
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private _caliber = getNumber (configFile >> "cfgAmmo" >> _ammo >> "caliber"); // !*! optimize this later?
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private _caliber = getNumber (configFile >> "cfgAmmo" >> _ammo >> "caliber");
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// scaled momentum change made on caliber-mass assumption ~sqrt(2)/20 * caliber ~= mass
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// scaled momentum change made on caliber-mass assumption ~sqrt(2)/20 * caliber ~= mass
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private _deltaMomentum = 0.0707 * _caliber * sqrt( _dV ) * GVAR(SpallIntensity);
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private _deltaMomentum = 0.0707 * _caliber * sqrt( _dV ) * GVAR(SpallIntensity);
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TRACE_3("found speed",_dV,_caliber,_deltaMomentum);
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TRACE_3("found speed",_dV,_caliber,_deltaMomentum);
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@ -63,20 +63,19 @@ if (_deltaMomentum < 2) exitWith {
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};
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};
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//** start calculating where the spalling should come !*! could be better **//
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private _lVelUnit = vectorNormalized _lVel;
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private _lVelUnit = vectorNormalized _lVel;
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private _unitStep = _lVelUnit vectorMultiply 0.05;
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private _unitStep = _lVelUnit vectorMultiply 0.05;
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private _spallPos = +_lPosASL;
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private _spallPos = +_lPosASL;
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if (terrainIntersectASL [_lPosASL vectorAdd _unitStep, _lPosASL]) exitWith {
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TRACE_3("terrainIntersect",_lPosASL,_unitStep,_lPosASL);
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};
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if (120 > acos ((vectorNormalized _lVelUnit) vectorDotProduct _sNorm)) then {
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if (120 > acos ((vectorNormalized _lVelUnit) vectorDotProduct _sNorm)) then {
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_spallPos = _spallPos vectorAdd (_unitStep vectorMultiply 5);
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_spallPos = _spallPos vectorAdd (_unitStep vectorMultiply 5);
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};
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};
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if (terrainIntersectASL [_lPosASL vectorAdd _unitStep, _lPosASL]) exitWith {
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TRACE_3("terrainIntersect",_lPosASL,_unitStep,_lPosASL);
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};
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//***** Passed all exit withs *****//
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//***** Passed all exit withs *****//
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GVAR(lastSpallTime) = CBA_missionTime;
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GVAR(lastSpallTime) = CBA_missionTime;
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@ -33,7 +33,8 @@ _shouldFrag params ["_doFrag", "_doSubmunit"];
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if (_doFrag) then {
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if (_doFrag) then {
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// wait for frag damage to kill units before spawning fragments
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// wait for frag damage to kill units before spawning fragments
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_projectile addEventHandler ["Explode", {
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_projectile addEventHandler ["Explode",
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{
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if (isServer) then {
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if (isServer) then {
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[FUNC(doFrag), [_this]] call CBA_fnc_execNextFrame;
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[FUNC(doFrag), [_this]] call CBA_fnc_execNextFrame;
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} else {
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} else {
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@ -25,7 +25,6 @@ private _category = format ["ACE %1", localize LSTRING(Module_DisplayName)];
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1
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1
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] call CBA_fnc_addSetting;
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] call CBA_fnc_addSetting;
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/// !*! TODO: add stringtable entries
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[
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[
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QGVAR(fragSimComplexity), "LIST",
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QGVAR(fragSimComplexity), "LIST",
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[LSTRING(FragMode), LSTRING(FragMode_Desc)],
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[LSTRING(FragMode), LSTRING(FragMode_Desc)],
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