//#define DEBUG_MODE_FULL #include "script_component.hpp" private ["_enabled","_doFragTrack", "_doSpall", "_spallTrack", "_spallTrackID"]; PARAMS_3(_gun,_type,_round); if (!GVAR(enabled)) exitWith {}; //_enabled = getNumber (configFile >> "CfgAmmo" >> _type >> QGVAR(enabled)); //if(_enabled < 1) exitWith {}; if(_round in GVAR(blackList)) exitWith { GVAR(blackList) = GVAR(blackList) - [_round]; }; // Exit on max track if( (count GVAR(objects)) > GVAR(MaxTrack)) exitWith { }; _doFragTrack = false; if(_gun == ACE_player) then { _doFragTrack = true; } else { if((gunner _gun) == ACE_player) then { _doFragTrack = true; } else { if(local _gun && {!(isPlayer (gunner _gun))} && {!(isPlayer _gun)}) then { _doFragTrack = true; }; }; }; if(GVAR(SpallEnabled)) then { if(GVAR(spallIsTrackingCount) <= 0) then { GVAR(spallHPData) = []; }; if(GVAR(spallIsTrackingCount) > 5) then { // ACE_player sideChat "LIMT!"; _doSpall = false; } else { GVAR(spallIsTrackingCount) = GVAR(spallIsTrackingCount) + 1; }; }; // ACE_player sideChat format["c: %1", GVAR(spallIsTrackingCount)]; if(GVAR(autoTrace)) then { [ACE_player, _round, [1,0,0,1]] call FUNC(addTrack); }; // We only do the single track object check here. // We should do an {!(_round in GVAR(objects))} // But we leave that out here for optimization. So this cannot be a framework function // Otherwise, it should only be added once and from the FiredEH if(_doFragTrack && alive _round) then { _spallTrack = []; _spallTrackID = []; private["_args"]; _args = [_round, (getPosASL _round), (velocity _round), _type, diag_frameno, _gun, _doSpall, _spallTrack, _spallTrackID, (getNumber (configFile >> "CfgAmmo" >> _type >> QGVAR(skip))), (getNumber (configFile >> "CfgAmmo" >> _type >> "explosive")), (getNumber (configFile >> "CfgAmmo" >> _type >> "indirectHitRange")), (getNumber (configFile >> "CfgAmmo" >> _type >> QGVAR(force))), (getNumber(configFile >> "CfgAmmo" >> _type >> "indirecthit")*(sqrt((getNumber (configFile >> "CfgAmmo" >> _type >> "indirectHitRange"))))) ]; TRACE_1("Initializing track", _round); GVAR(objects) pushBack _round; GVAR(arguments) pushBack _args; if(_doSpall) then { [_round, 1, _spallTrack, _spallTrackID] call FUNC(spallTrack); }; // ACE_player sideChat "WTF2"; };