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Comment & documentation spelling and grammar improved
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a0812371c9
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@ -29,7 +29,7 @@ if (_isSidePlayer) then {
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} else {
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} else {
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GVAR(dev_trackLines) set [getObjectID _projectile, [[getposATL _projectile], [1, 0, 0, 1]]];
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GVAR(dev_trackLines) set [getObjectID _projectile, [[getposATL _projectile], [1, 0, 0, 1]]];
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};
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};
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// eventhandler to track round and cleanup when round is "dead"
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// event handler to track round and cleanup when round is "dead"
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[
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[
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{
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{
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if (isGamePaused) exitWith {};
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if (isGamePaused) exitWith {};
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@ -48,7 +48,7 @@ if (_isSidePlayer) then {
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if (!_addProjectileEventHandlers) exitWith {};
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if (!_addProjectileEventHandlers) exitWith {};
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// Add hitpart eventHandler
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// Add hitPart eventHandler
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_projectile addEventHandler [
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_projectile addEventHandler [
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"HitPart",
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"HitPart",
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{
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{
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@ -61,7 +61,7 @@ _projectile addEventHandler [
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}
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}
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];
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];
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// Add explode eventHandler
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// Add explode event handler
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_projectile addEventHandler [
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_projectile addEventHandler [
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"Explode",
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"Explode",
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{
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{
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@ -1,7 +1,7 @@
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#include "..\script_component.hpp"
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#include "..\script_component.hpp"
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/*
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/*
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* Author: Lambda.Tiger
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* Author: Lambda.Tiger
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* Cleares all dev spheres and traces
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* Clears all dev spheres and traces
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*
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*
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* Arguments:
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* Arguments:
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* None
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* None
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@ -3,7 +3,7 @@
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* Author: Lambda.Tiger, based on fnc_dev_debugAmmo by "ACE-Team"
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* Author: Lambda.Tiger, based on fnc_dev_debugAmmo by "ACE-Team"
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* Dumps all ammo types to see if there's any reason to spawn fragments
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* Dumps all ammo types to see if there's any reason to spawn fragments
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* given hit power and distance. Good for grasping the values used in
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* given hit power and distance. Good for grasping the values used in
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* shouldFrag to cull non-fragementing rounds
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* shouldFrag to cull non-fragmenting rounds
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*
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*
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* Arguments:
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* Arguments:
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* 0: Display rounds that will never frag (power < 5).
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* 0: Display rounds that will never frag (power < 5).
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@ -1,10 +1,10 @@
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#include "..\script_component.hpp"
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#include "..\script_component.hpp"
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/*
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/*
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* Author: Lambda.Tiger
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* Author: Lambda.Tiger
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* Add a hitbox outline to an object
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* Add a hit box outline to an object
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*
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*
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* Arguments:
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* Arguments:
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* 0 Object to draw hitbox <OBJECT>:
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* 0: Object to draw the hit box of <OBJECT>:
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* 1: Add sphere at object origin <BOOL>
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* 1: Add sphere at object origin <BOOL>
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*
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*
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* Return Value:
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* Return Value:
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@ -4,9 +4,9 @@
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* This function adds an object to have it's course tracked (every frame).
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* This function adds an object to have it's course tracked (every frame).
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*
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*
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* Arguments:
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* Arguments:
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* 0: Object to draw hitbox <OBJECT>
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* 0: Object to draw track OBJECT>
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* 1: Color of trace <STRING>
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* 1: Color of trace <STRING>
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* 2: Whether the object is a projectile <BOOL>
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* 2: Whether the object is a projectile or whether to add projectile EHs <BOOL>
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*
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*
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* Return Value:
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* Return Value:
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* None
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* None
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@ -37,7 +37,7 @@ private _colorArray = switch (toLowerANSI _color) do {
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};
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};
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GVAR(dev_trackLines) set [getObjectID _object, [1, [getposATL _object], _colorArray]];
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GVAR(dev_trackLines) set [getObjectID _object, [1, [getposATL _object], _colorArray]];
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// eventhandler to track round and cleanup when round is "dead"
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// event handler to track round and cleanup when round is "dead"
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[
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[
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{
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{
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if (isGamePaused) exitWith {};
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if (isGamePaused) exitWith {};
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@ -58,7 +58,7 @@ GVAR(dev_trackLines) set [getObjectID _object, [1, [getposATL _object], _colorAr
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[_object]
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[_object]
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] call CBA_fnc_addPerFrameHandler;
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] call CBA_fnc_addPerFrameHandler;
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// Projectile eventhandlers that add spheres and points for more accurate round tracking
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// Projectile event handlers that add spheres and points for more accurate round tracking
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if (!_isProj) exitWith {};
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if (!_isProj) exitWith {};
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_object addEventHandler [
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_object addEventHandler [
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@ -28,7 +28,7 @@ params [
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["_shotParents", [objNull, objNull], [[]]]
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["_shotParents", [objNull, objNull], [[]]]
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];
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];
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// Check for vehicle holdoff timeout
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// Check for vehicle hold-off timeout
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private _shotParentVic = _shotParents#0;
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private _shotParentVic = _shotParents#0;
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if (_shotParentVic getVariable [QGVAR(nextFragTime), -1] > CBA_missionTime) exitWith {
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if (_shotParentVic getVariable [QGVAR(nextFragTime), -1] > CBA_missionTime) exitWith {
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TRACE_1("vehicleTimeExit",_shotParentVic);
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TRACE_1("vehicleTimeExit",_shotParentVic);
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@ -10,7 +10,7 @@
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* 2: Maximum range of fragments to calculate <SCALAR>
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* 2: Maximum range of fragments to calculate <SCALAR>
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* 3: Maximum number of fragments to produce <SCALAR>
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* 3: Maximum number of fragments to produce <SCALAR>
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* 4: Types of fragments <ARRAY>
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* 4: Types of fragments <ARRAY>
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* 5: A modified parameter used to calulate whether a framgent hits <SCALAR>
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* 5: A modified parameter used to calculate whether a fragment hits <SCALAR>
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* 6: Shot parent <ARRAY>
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* 6: Shot parent <ARRAY>
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*
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*
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* Return Value:
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* Return Value:
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@ -42,12 +42,12 @@ if (isArray (configFile >> "cfgAmmo" >> _ammo >> QGVAR(CLASSES))) then {
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* GURNEY_C = sqrt(2E)
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* GURNEY_C = sqrt(2E)
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*
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*
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* _chargeMass = 185; - grams of comp-b
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* _chargeMass = 185; - grams of comp-b
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* _metalMass = 210; - grams of fragmentating metal
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* _metalMass = 210; - grams of metal are accelerated by explosion
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* _geometryCoefficient = 3/5; - spherical K factor
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* _geometryCoefficient = 3/5; - spherical K factor
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* _gurneyConstant = 2843; - Gurney constant of comp-b in /ms
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* _gurneyConstant = 2843; - Gurney constant of comp-b in /ms
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*
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*
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* _chargeMass = 429; - grams of tritonal
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* _chargeMass = 429; - grams of tritonal
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* _metalMass = 496; - grams of fragmentating metal
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* _metalMass = 496; - grams of metal are accelerated by explosion
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* _geometryCoefficient = 1/2; - cylindrical K factor
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* _geometryCoefficient = 1/2; - cylindrical K factor
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* _gurneyConstant = 2320; - Gurney constant of tritonal in m/s
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* _gurneyConstant = 2320; - Gurney constant of tritonal in m/s
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* Equation - 0.8 for empirical 80% speed
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* Equation - 0.8 for empirical 80% speed
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