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58a55313cd
Changed: Spalling calculations now throttled across frames and limited; accurate but performant Changed: All lookups are now index-based on a global projectiles array. This reduced runtime dramatically for all fragmentation.
52 lines
922 B
Plaintext
52 lines
922 B
Plaintext
#include "script_component.hpp"
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ADDON = false;
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PREP(doSpall);
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PREP(fired);
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PREP(frago);
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PREP(spallTrack);
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GVAR(blackList) = [];
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GVAR(traceFrags) = false;
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GVAR(TOTALFRAGS) = 0;
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GVAR(spallHPData) = [];
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GVAR(spallIsTrackingCount) = 0;
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GVAR(autoTrace) = false;
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GVAR(traceID) = -1;
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GVAR(traces) = [];
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GVAR(tracesStarted) = false;
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// * Other Shit */
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PREP(addBlackList);
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PREP(addTrack);
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PREP(drawTraces);
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PREP(removeTrack);
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PREP(spallHP);
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PREP(startTracing);
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PREP(stopTracing);
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PREP(trackTrace);
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// New tracking mechanisms
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PREP(masterPFH);
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PREP(pfhRound);
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PREP(addPfhRound);
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PREP(removePfhRound); // THIS SHOULD ABE USED SPARINGLY
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// Explosive Reflection
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GVAR(replacedBisArtyWrapper) = true;
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PREP(findReflections);
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PREP(doExplosions);
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PREP(doReflections);
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GVAR(lastIterationIndex) = 0;
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GVAR(objects) = [];
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GVAR(objectTypes) = [];
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GVAR(arguments) = [];
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ADDON = true;
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