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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 )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)ACF_defineGun
ACF
Gun definition
function ACF_defineGun( id, data )E2.aceSetArmorProperties
E2
Sets the ACF armor, ductility, and material of an entity
entity:aceSetArmorProperties(number thickness, number ductility, string material)ACE.Points.SustainedRps
ACE.Points
Static sustained cadence. Magazine-aware (burst then mag reload) and loader-aware for non-auto classes. baseRps already folds in the gun's current wire ROFLimit (the adapter below applies it via ACE_GetGunConfiguredRps before calling here), so a low limit lengthens the effective cycle through this same math rather than being ignored.
function ACE.Points.SustainedRps(baseRps, magSize, magReload, gunClass, loaders)ACF_RoundImpact
ACF
Handles the impact of a round on a target
function ACF_RoundImpact( Bullet, Speed, Energy, Target, HitPos, HitNormal , Bone )E2.acfPower
E2
Returns the power output of an ACF engine, in kW
entity:acfPower()E2.acfTotalRatio
E2
Returns the total gear ratio (current * final) of an ACF gearbox
entity:acfTotalRatio()E2.acfActive
E2
Returns 1 if an ACF engine, ammo crate, fuel tank, radar, or sensor is on
entity:acfActive()E2.acfShiftDown
E2
Causes an ACF gearbox to shift down
entity:acfShiftDown()ACE.Points.RoundFromBullet
ACE.Points
Build the plain pricing round from a gun/crate/rack BulletData table. nil if not a table.
function ACE.Points.RoundFromBullet(bdata)ACF_defineGunClass
ACF
some factory functions for defining ents Be patient. There are alot of functions here Gun class definition
function ACF_defineGunClass( id, data )E2.acfIsEngine
E2
Returns 1 if the entity is an ACF engine
entity:acfIsEngine()ACF_PenRanging
ACF
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 ACF_PenRanging(MuzzleVel, DragCoef, ProjMass, PenArea, LimitVel, Range)ACE_Missile_ApplyCountermeasure
ACE
No description available.
function ACE_Missile_ApplyCountermeasure(missile, guidance, measure)ACE_UpdateCrewseatAnglePenalty
ACE
No description available.
function ACE_UpdateCrewseatAnglePenalty(ent)