/* * Author: nou, jaynus, PabstMirror * Called from the unified fired EH for all. * If spall is not enabled (default), then cache and only track those that will actually trigger fragmentation. * * Arguments: * None. Parameters inherited from EFUNC(common,firedEH) * * Return Value: * None * * Example: * [clientFiredBIS-XEH] call ace_frag_fnc_fired * * Public: No */ // #define DEBUG_ENABLED_FRAG #include "script_component.hpp" //IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"]; TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret); private _shouldAdd = GVAR(cacheRoundsTypesToTrack) getVariable _ammo; if (isNil "_shouldAdd") then { TRACE_1("no cache for round",_ammo); if (!EGVAR(common,settingsInitFinished)) exitWith { //Just incase fired event happens before settings init, don't want to set cache wrong if spall setting changes TRACE_1("Settings not init yet - exit without setting cache",_ammo); _shouldAdd = false; }; if (GVAR(spallEnabled)) exitWith { //Always want to run whenever spall is enabled? _shouldAdd = true; TRACE_2("SettingCache[spallEnabled]",_ammo,_shouldAdd); GVAR(cacheRoundsTypesToTrack) setVariable [_ammo, _shouldAdd]; }; //Read configs and test if it would actually cause a frag, using same logic as FUNC(pfhRound) private _skip = getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(skip)); private _explosive = getNumber (configFile >> "CfgAmmo" >> _ammo >> "explosive"); private _indirectRange = getNumber (configFile >> "CfgAmmo" >> _ammo >> "indirectHitRange"); private _force = getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(force)); private _fragPower = getNumber (configFile >> "CfgAmmo" >> _ammo >> "indirecthit") * (sqrt (getNumber (configFile >> "CfgAmmo" >> _ammo >> "indirectHitRange"))); _shouldAdd = (_skip == 0) && {(_force == 1) || {_explosive > 0.5 && {_indirectRange >= 4.5} && {_fragPower >= 35}}}; TRACE_6("SettingCache[willFrag?]",_skip,_explosive,_indirectRange,_force,_fragPower,_shouldAdd); GVAR(cacheRoundsTypesToTrack) setVariable [_ammo, _shouldAdd]; }; if (_shouldAdd) then { // firedMan will have nil "_gunner", so just check _unit; for firedVehicle we want to check _gunner private _localShooter = if (isNil "_gunner") then {local _unit} else {local _gunner}; TRACE_4("",_localShooter,_unit,_ammo,_projectile); if (!_localShooter) exitWith {}; if (_weapon == "Put") exitWith {}; // Ignore explosives placed without ace_explosives // Skip if less than 0.5 second from last shot if ((CBA_missionTime - (_unit getVariable [QGVAR(lastTrack), -1])) < 0.5) exitWith {}; _unit setVariable [QGVAR(lastTrack), CBA_missionTime]; [_unit, _ammo, _projectile] call FUNC(addPfhRound); };