#include "..\script_component.hpp" /* * Author: Jaynus, NouberNou, Lambda.Tiger * This function handles creating both random and targeted fragments as well as handling some of the performance optimizations. * * Arguments: * 0: Position (posASL) of projectile * 1: Velocity of projectile * 2: Projectile CfgAmmo classname * 3: getShotParents of projectile at EH * * Return Value: * None * * Example: * [getPosASL _projectile, velocity _projectile, typeOf _projectile, getShotParents _projectile] call ace_frag_fnc_doFrag * * Public: No */ #define ACE_FRAG_MIN_FRAG_BUDGET_FOR_RANDOM 3 params ["_posASL", "_velocity", "_ammo", "_shotParents"]; TRACE_4("doFrag",_posASL,_velocity,_ammo,_shotParents); // Don't let a single object cause all fragmentation events _shotParents params ["_shotParentVehicle"]; if (_shotParentVehicle getVariable [QGVAR(obj_nextFragTime), -1] > CBA_missionTime) exitWith { TRACE_1("vehicleTimeExit",_shotParentVehicle); }; // Check normal round timeout and adjust _max frags private _timeSinceLastFrag = CBA_missionTime - GVAR(lastFragTime); if (_timeSinceLastFrag < ACE_FRAG_HOLDOFF || {_posASL isEqualTo [0, 0, 0]} || {_ammo isEqualTo ""}) exitWith { TRACE_3("timeExit",_timeSinceLastFrag,CBA_missionTime,GVAR(lastFragTime)); }; TRACE_3("willFrag",_timeSinceLastFrag,CBA_missionTime,_maxFragCount); _shotParentVehicle setVariable [QGVAR(obj_nextFragTime), CBA_missionTime + ACE_FRAG_HOLDOFF_VEHICLE]; private _maxFragCount = round linearConversion [ACE_FRAG_COUNT_MIN_TIME, ACE_FRAG_COUNT_MAX_TIME, _timeSinceLastFrag, ACE_FRAG_COUNT_MIN, ACE_FRAG_COUNT_MAX, true]; _ammo call FUNC(getFragInfo) params ["_fragRange", "_fragVelocity", "_fragTypes", "_modFragCount"]; // For low frag rounds limit the # of frags created if (_modFragCount < ACE_FRAG_LOW_FRAG_MOD_COUNT) then { _maxFragCount = _modFragCount * ACE_FRAG_LOW_FRAG_COEFF; GVAR(lastFragTime) = CBA_missionTime - ACE_FRAG_LOW_FRAG_HOLDOFF_REDUCTION; } else { GVAR(lastFragTime) = CBA_missionTime; }; TRACE_3("doFrag choices",_maxFragCount,_fragRange,GVAR(fragSimComplexity)); if (GVAR(fragSimComplexity) != 1 && _fragRange > 3) then { _maxFragCount = _maxFragCount - ([_posASL, _fragVelocity, _fragRange, _maxFragCount, _fragTypes, _modFragCount, _shotParents] call FUNC(doFragTargeted)); }; if (GVAR(fragSimComplexity) > 0 && _maxFragCount >= ACE_FRAG_MIN_FRAG_BUDGET_FOR_RANDOM) then { [_posASL, _velocity, _fragTypes, _maxFragCount, _shotParents] call FUNC(doFragRandom); };