ACE3/addons/frag/functions/fnc_shouldFrag.sqf
2024-01-13 00:35:22 -06:00

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#include "..\script_component.hpp"
/*
* Author: Lambda.Tiger
* This function checks whether an ammunition type should cause fragmentation
* and whether any submunitions exist
*
* Arguments:
* 0: _ammo <STRING> - cfgAmmo type of ammo to check
*
* Return Value:
* _shouldFrag Should the specific round fragment <BOOL>
*
* Example:
* ["B_556x45_Ball"] call ace_frag_fnc_shouldFrag;
*
* Public: No
*/
params ["_ammo"];
private _shouldFrag = GVAR(shouldFragCache) get _ammo;
if (!isNil "_shouldFrag") exitWith {_shouldFrag};
_shouldFrag = true;
private _skip = getNumber (configFile >> "cfgAmmo" >> _ammo >> QGVAR(skip));
private _force = getNumber (configFile >> "cfgAmmo" >> _ammo >> QGVAR(force));
private _explosive = getNumber (configFile >> "cfgAmmo" >> _ammo >> "explosive");
private _indirectHit = getNumber (configFile >> "cfgAmmo" >> _ammo >> "indirectHit");
private _indirectRange = getNumber (configFile >> "cfgAmmo" >> _ammo >> "indirectHitRange");
if (_skip == 1 || (_force == 0 && {_explosive < 0.5 || {_indirectHit < 3
|| {_indirectRange < 5 && _indirectHit < _indirectRange}}})) then {
TRACE_5("No frag",_ammo,_skip, _explosive, _indirectRange, _indirectHit);
_shouldFrag = false;
};
GVAR(shouldFragCache) set [_ammo, _shouldFrag];
_shouldFrag