Filter parachute/ejection seat kill events and fix dead parachute tracking#49
Filter parachute/ejection seat kill events and fix dead parachute tracking#49
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Summary of ChangesHello @fank, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed! This pull request refines the recording system by eliminating unnecessary "kill" events generated by parachutes and ejection seats, and by improving the tracking of parachutes to ensure dead ones are no longer displayed. These changes enhance the clarity and accuracy of recorded gameplay data by reducing noise and correctly reflecting the state of game entities. Highlights
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Code Review
This pull request aims to filter out kill events from parachutes/ejection seats and improve tracking of dead parachutes. The change in fnc_eh_killed.sqf correctly filters the kill events. However, the logic for tracking dead parachutes in fnc_captureLoop.sqf contains a syntax error that will prevent it from working as intended. I've provided a suggestion to fix this critical issue.
…cking Parachutes and ejection seats generated noisy kill events like "Ejection Seat destroyed by Ejection Seat". Skip these in the EntityKilled handler by checking vehicleClass. Also expand parachute exclusion in capture loop to cover dead parachutes (alive=0) that still have crew, not just empty ones.
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Summary
alive=0) regardless of crew state — previously only empty parachutes were excluded, leaving dead-but-occupied parachutes as persistent gray iconsTest plan