ACE3/addons/frag/functions/fnc_dev_switchUnitHandle.sqf
lambdatiger 3c1e912787 Initial commit:
- Added new ammo cfg types
 - Added new caching functions
 - Added dev functions
 - Transfered core system to vanilla projectile EHs
 - Added stringtable sub categories
 - Reworked fragmenting and spalling to us submunitions
   - Frag
     - Implemented system around chance to hit
     - Switched from hitbox estimation to hitting specific HPs
     - Updated chance to miss method based on solid angle hit chance
     - Split random & targeted frag to their own subfunctions
   - Spall
     - Uses a system of estimated momentum changes to generate spall
2024-01-08 15:22:52 -06:00

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#include "script_component.hpp"
/*
* Author: Lambda.Tiger
* Handle for debug actions when switching units
*
* Arguments:
* 0: Last unit <OBJECT>
* 1: Current unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [unit0, player] call ace_frag_fnc_dev_switchUnitHandle;
*
* Public: No
*/
params ["_lVic", "_cVic"];
if (_cVic isEqualTo objNull || {!local _cVic || _lVic isEqualTo _cVic}) exitWith {};
private _aID = missionNamespace getVariable [QGVAR(dev_clearTraceAction), -1];
if (_aID > -1 && {_lVic isNotEqualTo objNull}) then
{
_lVic removeAction _aID;
};
_aID = _cVic addAction
[
"Reset Lines",
FUNC(dev_clearTraces),
nil, // arguments
1.5, // priority
true, // showWindow
false, // hideOnUse
"", // shortcut
"true", // condition
8
];
missionNamespace getVariable [QGVAR(dev_clearTraceAction), _aID];