ACE3/addons/winddeflection/functions/fnc_handleFired.sqf

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/*
* Author: Glowbal, Ruthberg
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* Handles wind deflection for projectiles. Called from the unified fired EH only for players on foot and their vehicles if required by settings.
*
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* Arguments:
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* None. Parameters inherited from EFUNC(common,firedEH)
*
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* Return Value:
* Nothing
*
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* Example:
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* [clientFiredBIS-XEH] call ace_advanced_ballistics_fnc_handleFired
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*
* Public: No
*/
#include "script_component.hpp"
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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
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if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false] && (_projectile isKindOf "BulletBase") && (_unit isKindOf "Man")) exitWith {false};
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if (!((_projectile isKindOf "BulletBase") || (_projectile isKindOf "GrenadeBase"))) exitWith {false};
if (_unit distance ACE_player > GVAR(simulationRadius)) exitWith {false};
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GVAR(trackedBullets) pushBack [_projectile, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")];