ACE3/addons/scopes/functions/fnc_firedEH.sqf

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/*
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* Author: KoffeinFlummi, esteldunedain
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* Adjusts the flight path of the bullet according to the zeroing. Called from the unified fired EH only for local and non-local players on foot.
*
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* Arguments:
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* None. Parameters inherited from EFUNC(common,firedEH)
*
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* Return Value:
* None
*
* 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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private _adjustment = _unit getVariable [QGVAR(Adjustment), []];
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if (_adjustment isEqualTo []) exitWith {};
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private _weaponIndex = [_unit, currentWeapon _unit] call EFUNC(common,getWeaponIndex);
if (_weaponIndex < 0) exitWith {};
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private _zeroing = +(_adjustment select _weaponIndex);
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TRACE_1("Adjusting With",_zeroing);
// Convert zeroing from mils to degrees
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_zeroing = _zeroing vectorMultiply 0.05625;
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if (_ammo isKindOf "BulletBase") then {
private _railHeightAboveBore = 0;
private _scopeHeightAboveRail = 0;
// Determine rail height above bore
private _weaponConfig = configFile >> "CfgWeapons" >> _weapon;
if (isNumber (_weaponConfig >> "ACE_RailHeightAboveBore")) then {
_railHeightAboveBore = getNumber(_weaponConfig >> "ACE_RailHeightAboveBore");
} else {
switch (_weaponIndex) do {
case 0: { _railHeightAboveBore = 2.0; }; // Rifle
case 2: { _railHeightAboveBore = 0.7; }; // Pistol
};
};
// Determine scope height above rail
private _optic = GVAR(Optics) select _weaponIndex;
private _opticConfig = configFile >> "CfgWeapons" >> _optic;
if (isNumber (_opticConfig >> "ACE_ScopeHeightAboveRail")) then {
_scopeHeightAboveRail = getNumber(_opticConfig >> "ACE_ScopeHeightAboveRail");
} else {
switch (getNumber(_opticConfig >> "ItemInfo" >> "opticType")) do {
case 1: { _scopeHeightAboveRail = 3.0; }; // RCO or similar
case 2: { _scopeHeightAboveRail = 4.0; }; // High power scope
default {
switch (_weaponIndex) do {
case 0: { _scopeHeightAboveRail = 0.5; }; // Rifle iron sights
case 2: { _scopeHeightAboveRail = 0.3; }; // Pistol iron sights
};
};
};
};
private _advancedBallistics = missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false];
private _boreHeight = _railHeightAboveBore + _scopeHeightAboveRail;
private _oldZeroRange = currentZeroing _unit;
private _newZeroRange = _oldZeroRange; // Change this if you want to overwrite the discreteDistance[] setting
private _zeroCorrection = missionNamespace getVariable format[QGVAR(%1_%2_%3_%4_%5_%6_%7), _oldZeroRange, _newZeroRange, _boreHeight, _weapon, _ammo, _magazine, _advancedBallistics];
if (isNil "_zeroCorrection") then {
_zeroCorrection = [_oldZeroRange, _newZeroRange, _boreHeight, _weapon, _ammo, _magazine, _advancedBallistics] call FUNC(calculateZeroAngleCorrection);
};
_zeroing = _zeroing vectorAdd [0, 0, _zeroCorrection];
};
if (_zeroing isEqualTo [0, 0, 0]) exitWith {};
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_zeroing params ["_elevation", "_windage", "_zero"];
[_projectile, _windage, _elevation + _zero, 0] call EFUNC(common,changeProjectileDirection);