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https://github.com/acemod/ACE3.git
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3c1e912787
- 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
31 lines
832 B
Plaintext
31 lines
832 B
Plaintext
#include "script_component.hpp"
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/*
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* Author: Lambda.Tiger
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* This function checks whether an ammunition type should cause spalling
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*
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*
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* Arguments:
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* 0: _ammo <STRING> - cfgAmmo type of ammo to check
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*
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* Return Value:
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* Whether the round type would spall when hitting an object <BOOL>
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*
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* Example:
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* ["B_556x45_Ball"] call ace_frag_fnc_shouldSpall;
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*
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* Public: No
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*/
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params ["_ammo"];
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private _shouldSpall = GVAR(spallCahche) get _ammo;
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if !(isNil "_shouldSpall") exitWith {_shouldSpall};
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private _caliber = getNumber (configFile >> "CfgAmmo" >> _ammo >> "caliber");
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private _explosive = getNumber (configFile >> "CfgAmmo" >> _ammo >> "explosive");
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private _idH = getNumber (configFile >> "CfgAmmo" >> _ammo >> "indirectHitRange");
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_shouldSpall = (_caliber >= 2.5 || _explosive > 0 && _idh >= 1);
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_shouldSpall |