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ACE.MakePrebuiltExplosive
ACE
Generic spawn used by every prebuilt variant. The variant's class supplies the model + filler fraction through its ENT table (read off the created entity), and we read the model's REAL physics volume at its natural size - no model scaling on these props.
function ACE.MakePrebuiltExplosive(Owner, class, Pos, Angle)ACE.Points_GuidanceMul
ACE
Guidance multiplier for a round (1.0 for everything but guided missile ammo). Public so displays can show the "x 1.5 guidance" factor instead of hiding it inside baseRoundCost.
function ACE.Points_GuidanceMul(round)SF.acfReloadProgress
Starfall
Returns number between 0 and 1 which represents reloading progress of an ACF weapon. Useful for progress bars
Entity:acfReloadProgress()ACE_IsValidSound
ACE
Returns whether or not a sound actually exists, fixes client timeout issues
function ACE_IsValidSound( path )ACE.SRicochet
ACE
Handles ricochet sounds
function ACE.SRicochet( HitPos, Caliber, Velocity, HitWorld, Material )SF.acfShiftTime
Starfall
Returns the time in ms an ACF gearbox takes to change gears
Entity:acfShiftTime()SF.acfSteerRate
Starfall
Sets the steer ratio for an ACF gearbox
Entity:acfSteerRate(rate)SF.acfShiftDown
Starfall
Cause an ACF gearbox to shift down
Entity:acfShiftDown()SF.acfFuelLevel
Starfall
Returns the amount of fuel in an ACF fuel tank or linked to engine as a percentage of capacity
Entity:acfFuelLevel()SF.acfIsReloading
Starfall
Returns true if an ACF gun is reloading
Entity:acfIsReloading()SF.acfHoldGear
Starfall
Applies gear hold for an automatic ACF gearbox
Entity:acfHoldGear(hold)SF.acfIsElectric
Starfall
Returns true if an ACF engine is electric
Entity:acfIsElectric()SF.acfGetLinkedWheels
Starfall
Returns any wheels linked to this engine/gearbox or child gearboxes
Entity:acfGetLinkedWheels()SF.acfClutchLeft
Starfall
Sets the left clutch for an ACF gearbox
Entity:acfClutchLeft(clutch)ACE.SInDistance
ACE
Used for those extremely quiet sounds, which should be heard close to the player
function ACE.SInDistance( Pos, Distance )ACE.Points.MaterialEff
ACE.Points
Returns nil for unknown materials so display code can fall back to live material data.
function ACE.Points.MaterialEff(mat)ACE_GetExplosiveMasses
ACE
Filler / casing masses from a charge volume (cu in). Filler uses the same HE density as shells (scaled by ExplosiveHEMul so a hand charge carries a few kg, not tens). Returns: fillerMass (HE), fragMass (casing, for blast frag), physMass (what the prop actually weighs - much lighter than solid steel, since a charge is mostly filler + thin casing, not a billet).
function ACE_GetExplosiveMasses(volCuIn, fillerFraction)ACE_GetAllGuidanceNamesExcept
ACE
No description available.
function ACE_GetAllGuidanceNamesExcept(list)ACE.Points.ChargeEntCost
ACE.Points
Mounted charge (scalable explosives / bombs family) -> scaled points. Prices the charge's REAL filler mass -- self.FillerMass, kg of HE, set once at spawn from the scaled charge volume -- as mounted ordnance via ACE.Points.ChargeCost. 0 for a filler-less/invalid entity.
function ACE.Points.ChargeEntCost(ent)ACE_GetGunFirepowerPointsFor
ACE
No description available.
function ACE_GetGunFirepowerPointsFor(ent, _)ACE_PenRanging
ACE
Formula from https://mathscinotes.wordpress.com/2013/10/03/parameter-determination-for-pejsa-velocity-model/ --not terribly accurate for acf, particularly small caliber (7.62mm off by 120 m/s at 800m), but is good enough for quick indicator --range in m, vel is m/s
function ACE_PenRanging(MuzzleVel, DragCoef, ProjMass, PenArea, LimitVel, Range)ACF_Spall
ACF
Handles normal spalling
function ACF_Spall( HitPos , HitVec , Filter , KE , Caliber , _ , Inflictor , Material)SF.acfFuelUse
Starfall
Returns the current fuel consumption in liters or kilowatts per minute of an engine
Entity:acfFuelUse()ACF_defineGun
ACF
Gun definition
function ACF_defineGun( id, data )