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clarified parts of the spall event chain
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@ -120,6 +120,6 @@ for "_i" from 1 to _spallCount do {
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_fragment setShotParents _shotParents;
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#ifdef DEBUG_MODE_DRAW
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[_fragment, "orange", true] call FUNC(dev_trackObj);
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[_fragment, "purple", true] call FUNC(dev_trackObj);
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#endif
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};
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@ -27,14 +27,13 @@ if (GVAR(spallEnabled) && {_ammo call FUNC(shouldSpall)}) then {
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private _hitPartEventHandler = _projectile addEventHandler [
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"HitPart",
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{
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params ["_projectile", "_hitObject", "", "_posASL", "_velocity", "_surfNorm", "", "", "_surfType"];
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params ["_projectile", "_hitObject", "", "_posASL", "_velocity"];
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// starting v2.18 it may be faster to use the instigator parameter, the same as the second entry shotParents, to recreate _shotParent
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// starting v2.18 it may be faster to use the instigator EH parameter, the same as the second entry shotParents, to recreate _shotParent
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// The "explode" EH does not get the same parameter
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private _shotParents = getShotParents _projectile;
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private _ammo = typeOf _projectile;
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/*
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* Wait a frame to see what happens to the round, may result in
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* multiple hits / slowdowns getting shunted to the first hit
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