2023-09-12 18:58:10 +00:00
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#include "..\script_component.hpp"
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2019-12-17 16:14:45 +00:00
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/*
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* Author: PabstMirror
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* Called when the mortar is fired.
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*
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* Arguments:
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* 0: mortar - Object the event handler is assigned to <OBJECT>
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* 1: weapon - Fired weapon <STRING>
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* 2: muzzle - Muzzle that was used <STRING>
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* 3: mode - Current mode of the fired weapon <STRING>
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* 4: ammo - Ammo used <STRING>
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* 5: magazine - magazine name which was used <STRING>
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* 6: projectile - Object of the projectile that was shot <OBJECT>
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* 7: gunner - Gunner <OBJECT>
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*
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* Return Value:
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* None
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*
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* Example:
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* [bisFiredEH] call ace_artillerytables_fnc_firedEH
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*
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* Public: No
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*/
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params ["_vehicle", "", "", "", "", "_magazine", "_projectile", "_gunner"];
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TRACE_4("firedEH",_vehicle,_magazine,_projectile,_gunner);
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if (!([_gunner] call EFUNC(common,isPlayer))) exitWith {}; // AI don't know how to use (this does give them more range than a player)
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if ((gunner _vehicle) != _gunner) exitWith {}; // check if primaryGunner
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// Get airFriction
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private _airFriction = DEFAULT_AIR_FRICTION;
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if (isNumber (configFile >> "CfgMagazines" >> _magazine >> QGVAR(airFriction))) then {
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_airFriction = getNumber (configFile >> "CfgMagazines" >> _magazine >> QGVAR(airFriction));
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};
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TRACE_1("",_airFriction);
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if (_airFriction >= 0) exitWith {}; // 0 disables everything, >0 makes no sense
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BEGIN_COUNTER(adjustmentsCalc);
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// Calculate air density
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private _altitude = (getPosASL _vehicle) select 2;
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private _temperature = _altitude call EFUNC(weather,calculateTemperatureAtHeight);
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private _pressure = _altitude call EFUNC(weather,calculateBarometricPressure);
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private _relativeHumidity = EGVAR(weather,currentHumidity);
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private _airDensity = [_temperature, _pressure, _relativeHumidity] call EFUNC(weather,calculateAirDensity);
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private _relativeDensity = _airDensity / 1.225;
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TRACE_5("Weather",_temperature,_pressure,_relativeHumidity,_airDensity,_relativeDensity);
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private _kFactor = _airFriction * _relativeDensity;
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private _newMuzzleVelocityCoefficent = (((_temperature + 273.13) / 288.13 - 1) / 40 + 1);
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TRACE_2("",_kFactor,_newMuzzleVelocityCoefficent);
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// Apply powder effects
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if (_newMuzzleVelocityCoefficent != 1) then {
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private _bulletVelocity = velocity _projectile;
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private _bulletSpeed = vectorMagnitude _bulletVelocity;
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_bulletVelocity = (vectorNormalized _bulletVelocity) vectorMultiply (_bulletSpeed * _newMuzzleVelocityCoefficent);
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_projectile setVelocity _bulletVelocity;
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};
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[{
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params ["_projectile", "_kFactor", "_time"];
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if (isNull _projectile) exitWith {true};
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private _deltaT = CBA_missionTime - _time;
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_this set[2, CBA_missionTime];
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private _bulletVelocity = velocity _projectile;
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private _trueVelocity = _bulletVelocity vectorDiff wind;
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private _trueSpeed = vectorMagnitude _trueVelocity;
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private _drag = _deltaT * _kFactor * _trueSpeed;
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private _accel = _trueVelocity vectorMultiply _drag;
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// TRACE_3("",_bulletVelocity,_trueSpeed,_accel);
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_bulletVelocity = _bulletVelocity vectorAdd _accel;
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_projectile setVelocity _bulletVelocity;
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false
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}, {
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// TRACE_1("done",_this);
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}, [_projectile, _kFactor, CBA_missionTime]] call CBA_fnc_waitUntilAndExecute;
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END_COUNTER(adjustmentsCalc);
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