#include "script_component.hpp" params ["_round", "_lastPos", "_lastVel", "_type", "_firedFrame", "_gun", "_doSpall", "_spallTrack", "_foundObjectHPIds", "_skip", "_explosive", "_indirectRange", "_force", "_fragPower"]; if (_round in GVAR(blackList)) exitWith { false }; if (!alive _round) exitWith { if ((diag_frameno - _firedFrame) > 1) then { //skip if deleted within a single frame if (_skip == 0) then { if ((_explosive > 0.5 && {_indirectRange >= 4.5} && {_fragPower >= 35}) || {_force == 1}) then { // shotbullet, shotShell don't seem to explode when touching water, so don't create frags if (((_lastPos select 2) < 0) && {(toLower getText (configFile >> "CfgAmmo" >> _type >> "simulation")) in ["shotbullet", "shotshell"]}) exitWith {}; [QGVAR(frag_eh), _this] call CBA_fnc_serverEvent; }; }; }; if (_doSpall) then { DEC(GVAR(spallIsTrackingCount)); // diag_log text format ["F: %1", _foundObjectHPIds]; { if (!isNil "_x") then { _x removeEventHandler ["hitPart", _foundObjectHPIds select _forEachIndex]; }; } forEach _spallTrack; }; false }; _this set [1, getPosASL _round]; _this set [2, velocity _round]; if (_doSpall) then { private _scale = ((count GVAR(objects)) / GVAR(maxTrackPerFrame)) max 0.1; [_round, _scale, _spallTrack, _foundObjectHPIds] call FUNC(spallTrack); }; true