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Cleanup Frag Component #4581
Cleanup Frag Component #4581
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Looks good. |
private _data = [_origin, typeOf _origin, typeOf _obj, _objSpd, _positions, _color]; | ||
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GVAR(traces) set[_index, _data]; | ||
GVAR(traces) pushBack _data; |
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private _index = GVAR(traces) pushBack _data;
Saves using count
earlier in the function
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Smart catch, will do
…pdate # Conflicts: # addons/frag/functions/fnc_doSpall.sqf # addons/frag/functions/fnc_findReflections.sqf # addons/frag/functions/fnc_frago.sqf
Updated PR body to reflect current state. |
ADD(_index,2); | ||
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if (_index >= count _explosions) then { | ||
[_pfhID] call CBA_fnc_removePerFrameHandler; | ||
}; |
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Needs to be set in the array
This will fix #4590 (in old code _params
was undefined)
if (_index >= count _explosions) then {
[_pfhID] call CBA_fnc_removePerFrameHandler;
} else {
_args set[1, _index];
};
@@ -19,10 +19,9 @@ if(isServer) then { | |||
["ace_firedPlayerVehicle", DFUNC(fired)] call CBA_fnc_addEventHandler; | |||
["ace_firedNonPlayerVehicle", DFUNC(fired)] call CBA_fnc_addEventHandler; | |||
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[FUNC(masterPFH), 0, []] call CBA_fnc_addPerFrameHandler; | |||
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[FUNC(masterPFH)] call CBA_fnc_addPerFrameHandler; |
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Leave this as [FUNC(masterPFH), 0, []] call CBA_fnc_addPerFrameHandler;
ENABLE_PERFORMANCE_COUNTERS
has a macro that expects 3 args.
* Cleanup frag component * Optimize fnc_addTrack * Add additional cleanup * Please work? * Add more cleanup * Fix script errors * Fix/optimize spalling * Add missing changes
The cookoff problem is still ongoing. |
It will be fixed in next release (which should be 3.8.2) |
:picard: |
When merged this pull request will:
minorcleanup inace_frag
(not so minor anymore with all the commits).The PR looks bigger than it is because of simple whitespace changes.It is as big as it looks please review carefully, earlier on I broke spalling with one of my "optimizations".Not much has been tested since the first commit, not sure if this can make it to 3.8.1 without proper testing. Will try to test with people from my unit this monday.Update: Had a lot of fun with explosions, found & fixed some script errors,