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https://github.com/acemod/ACE3.git
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updated initialization and should frag to check for submunitions since we no longer rely on init EH
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@ -3,7 +3,6 @@ PREP(dev_addRound);
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PREP(dev_clearTraces);
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PREP(dev_debugAmmo);
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PREP(dev_drawTrace);
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PREP(dev_fired);
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PREP(dev_fragCalcDump);
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PREP(dev_trackHitBox);
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PREP(dev_trackObj);
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@ -13,12 +12,13 @@ PREP(doFrag);
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PREP(doFragRandom);
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PREP(doFragTargeted);
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PREP(doReflections);
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PREP(doSpall);
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PREP(doSpallLocal);
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PREP(doSpallServer);
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PREP(findReflections);
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PREP(fired);
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PREP(getMaterialInfo);
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PREP(getSpallInfo);
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PREP(getFragInfo);
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PREP(initMaterialCache);
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PREP(initRound);
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PREP(shouldFrag);
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PREP(shouldSpall);
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54
addons/frag/functions/fnc_roundInitFrag.sqf
Normal file
54
addons/frag/functions/fnc_roundInitFrag.sqf
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@ -0,0 +1,54 @@
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#include "..\script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* Adds fragmentation event handlers to projectiles as needed.
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*
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* Arguments:
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* 0: class name of projectile being initialized <STRING>
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* 1: Projectile being initialized <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [clientFiredBIS-XEH] call ace_frag_fnc_fired
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*
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* Public: No
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*/
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params ["_ammo", "_projectile"];
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_ammo call FUNC(shouldFrag) params ["_shouldFrag", "_submunitionShouldFrag"];
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if (_shouldFrag) then {
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_projectile addEventHandler [
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"Explode",
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{
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params ["_projectile", "_posASL", "_velocity"];
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if (GVAR(reflectionsEnabled)) then {
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[_posASL, _ammo] call FUNC(doReflections);
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};
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if (_projectile getVariable [QGVAR(blacklisted), false]) exitWith {
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TRACE_2("projectile blackisted",typeOf _projectile,_projectile);
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};
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private _shotParents = getShotParents _projectile;
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private _ammo = typeOf _projectile;
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// Call server event for fragment generation
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[
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QGVAR(explosionEvent),
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[_posASL, _velocity, _ammo, _shotParents]
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] call CBA_fnc_serverEvent;
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}
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];
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};
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if (_submunitionShouldFrag) then {
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_projectile addEventHandler [
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"SubmunitionCreated",
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{
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params ["", "_submunitionProjectile"];
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[typeOf _submunitionProjectile, _submunitionProjectile] call FUNC(roundInitFrag);
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}
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];
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};
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@ -7,7 +7,9 @@
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* 0: Ammo classname <STRING>
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*
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* Return Value:
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* Should the specific round fragment <BOOL>
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* An array containing <ARRAY>
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* 0: Should the ammo class generate fragments <BOOL>
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* 1: Should the ammo class create submunitions that may 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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@ -21,31 +23,49 @@ private _shouldFrag = GVAR(shouldFragCache) get _ammo;
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if (!isNil "_shouldFrag") exitWith {_shouldFrag};
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_shouldFrag = true;
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_shouldFrag = [true, false];
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private _ammoConfig = configFile >> "CfgAmmo" >> _ammo;
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private _skip = getNumber (_ammoConfig >> QGVAR(skip));
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if (_skip == 1) then {
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_shouldFrag = false;
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_shouldFrag set [0, false];
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TRACE_1("No frag: skip",_skip);
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};
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private _force = getNumber (_ammoConfig >> QGVAR(force));
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if (_shouldFrag && _force == 0) then {
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if (_shouldFrag#0 && _force == 0) then {
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private _explosive = getNumber (_ammoConfig >> "explosive");
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if (_explosive < 0.4) exitWith {
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_shouldFrag = false;
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_shouldFrag set [0, false];
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TRACE_3("No frag: _explosive",_skip,_force,_explosive);
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};
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private _indirectHit = getNumber (_ammoConfig >> "indirectHit");
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private _indirectRange = getNumber (_ammoConfig >> "indirectHitRange");
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if (_indirectHit < 3 ||
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{_indirectRange < 5 && _indirectHit < _indirectRange}) then {
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_shouldFrag = false;
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_shouldFrag set [0, false];
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TRACE_5("No frag",_ammo,_skip,_explosive,_indirectRange,_indirectHit);
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};
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};
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private _ammoSubmunitionConfigPath = _ammoConfig >> "submunitionAmmo ";
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if (isText _ammoSubmunitionConfigPath) then {
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private _submunitionAmmo = getText _ammoSubmunitionConfigPath;
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if (_submunitionAmmo isNotEqualTo "") then {
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private _shouldSubmunitionFrag = _submunitionAmmo call FUNC(shouldFrag);
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_shouldFrag set [1, _shouldSubmunitionFrag#0 || _shouldSubmunitionFrag#1];
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};
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} else {
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private _submunitionArray = getArray _ammoSubmunitionConfigPath;
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for "_i" from 0 to count _submunitionArray - 1 step 2 do {
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private _submunitionAmmo = _submunitionArray#_i;
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if (_submunitionAmmo isNotEqualTo "") then {
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private _shouldSubmunitionFrag = _submunitionAmmo call FUNC(shouldFrag);
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_shouldFrag set [1, _shouldSubmunitionFrag#0 || _shouldSubmunitionFrag#1];
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};
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};
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};
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GVAR(shouldFragCache) set [_ammo, _shouldFrag];
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_shouldFrag
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