ACE3/addons/advanced_ballistics/functions/fnc_handleFired.sqf

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/*
* Author: Glowbal, Ruthberg
*
* Handles advanced ballistics for (BulletBase) projectiles
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*
* Arguments:
* 0: unit - Object the event handler is assigned to <OBJECT>
* 1: weapon - Fired weapon <STRING>
* 2: muzzle - Muzzle that was used <STRING>
* 3: mode - Current mode of the fired weapon <STRING>
* 4: ammo - Ammo used <STRING>
* 5: magazine - magazine name which was used <STRING>
* 6: projectile - Object of the projectile that was shot <OBJECT>
*
* Return Value:
* Nothing
*
* Public: No
*/
#include "script_component.hpp"
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private ["_unit", "_weapon", "_mode", "_ammo", "_magazine", "_caliber", "_bullet", "_abort", "_AmmoCacheEntry", "_WeaponCacheEntry", "_opticsName", "_opticType", "_bulletTraceVisible", "_temperature", "_barometricPressure", "_bulletMass", "_bulletLength", "_muzzleVelocity", "_muzzleVelocityShift", "_bulletVelocity", "_bulletSpeed", "_bulletLength", "_barrelTwist", "_stabilityFactor"];
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_unit = _this select 0;
_weapon = _this select 1;
_mode = _this select 3;
_ammo = _this select 4;
_magazine = _this select 5;
_bullet = _this select 6;
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_abort = false;
if (!hasInterface) exitWith {};
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if (!alive _bullet) exitWith {};
if (!GVAR(enabled)) exitWith {};
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if (!([_unit] call EFUNC(common,isPlayer))) exitWith {};
if (underwater _unit) exitWith {};
if (!(_ammo isKindOf "BulletBase")) exitWith {};
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if (_unit distance ACE_player > GVAR(simulationRadius)) exitWith {};
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if (!GVAR(simulateForEveryone) && !(local _unit)) then {
// The shooter is non local
_abort = true;
if (GVAR(simulateForSnipers)) then {
if (currentWeapon _unit == primaryWeapon _unit && count primaryWeaponItems _unit > 2) then {
_opticsName = (primaryWeaponItems _unit) select 2;
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_opticType = getNumber(configFile >> "CfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
_abort = _opticType != 2; // We only abort if the non local shooter is not a sniper
};
};
if (GVAR(simulateForGroupMembers) && _abort) then {
_abort = (group ACE_player) != (group _unit);
};
};
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//if (!GVAR(vehicleGunnerEnabled) && !(_unit isKindOf "Man")) then { _abort = true; }; // We currently do not have firedEHs on vehicles
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if (GVAR(disabledInFullAutoMode) && getNumber(configFile >> "CfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) then { _abort = true; };
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if (_abort || !(GVAR(extensionAvailable))) exitWith {
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[_bullet, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")] call EFUNC(winddeflection,updateTrajectoryPFH);
};
_AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
if (isNil {_AmmoCacheEntry}) then {
_AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
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};
_WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon];
if (isNil {_WeaponCacheEntry}) then {
_WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig);
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};
_bulletVelocity = velocity _bullet;
_muzzleVelocity = vectorMagnitude _bulletVelocity;
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if (GVAR(barrelLengthInfluenceEnabled)) then {
_muzzleVelocityShift = [_WeaponCacheEntry select 2, _AmmoCacheEntry select 10, _AmmoCacheEntry select 11, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift);
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if (_muzzleVelocityShift != 0) then {
_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
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_bullet setVelocity _bulletVelocity;
_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
};
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};
if (GVAR(ammoTemperatureEnabled)) then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
_muzzleVelocityShift = [_AmmoCacheEntry select 9, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift);
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if (_muzzleVelocityShift != 0) then {
_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
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_bullet setVelocity _bulletVelocity;
_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
};
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};
_bulletTraceVisible = false;
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if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then {
if (currentWeapon ACE_player in ["ACE_Vector", "Binocular", "Rangefinder", "Laserdesignator"]) then {
_bulletTraceVisible = true;
} else {
if (currentWeapon ACE_player == primaryWeapon ACE_player && count primaryWeaponItems ACE_player > 2) then {
_opticsName = (primaryWeaponItems ACE_player) select 2;
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_opticType = getNumber(configFile >> "CfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
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_bulletTraceVisible = _opticType == 2;
};
};
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};
_caliber = _AmmoCacheEntry select 1;
_bulletLength = _AmmoCacheEntry select 2;
_bulletMass = _AmmoCacheEntry select 3;
_barrelTwist = _WeaponCacheEntry select 0;
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_stabilityFactor = 1.5;
if (_caliber > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
_barometricPressure = ((getPosASL _bullet) select 2) call EFUNC(weather,calculateBarometricPressure);
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_stabilityFactor = [_caliber, _bulletLength, _bulletMass, _barrelTwist, _muzzleVelocity, _temperature, _barometricPressure] call FUNC(calculateStabilityFactor);
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};
GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000;
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _AmmoCacheEntry select 0, _AmmoCacheEntry select 6, _AmmoCacheEntry select 7, _AmmoCacheEntry select 8, _AmmoCacheEntry select 5, _stabilityFactor, _WeaponCacheEntry select 1, _muzzleVelocity, _AmmoCacheEntry select 4, getPosASL _bullet, EGVAR(weather,Latitude), EGVAR(weather,currentTemperature), EGVAR(weather,Altitude), EGVAR(weather,currentHumidity), overcast, floor(ACE_time), ACE_time - floor(ACE_time)];
[{
private ["_args", "_index", "_bullet", "_caliber", "_bulletTraceVisible", "_bulletVelocity", "_bulletPosition"];
_args = _this select 0;
_bullet = _args select 0;
_caliber = _args select 1;
_bulletTraceVisible = _args select 2;
_index = _args select 3;
_bulletVelocity = velocity _bullet;
_bulletPosition = getPosASL _bullet;
_bulletSpeed = vectorMagnitude _bulletVelocity;
if (!alive _bullet || _bulletSpeed < 100) exitWith {
[_this select 1] call cba_fnc_removePerFrameHandler;
};
if (_bulletTraceVisible && _bulletSpeed > 500) then {
drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.02*_caliber,0.01*_caliber],[[0,0,0,0.65],[0,0,0,0.2]],[1,0],0,0,"","",""];
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};
call compile ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6:%7", _index, _bulletVelocity, _bulletPosition, ACE_wind, ASLToATL(_bulletPosition) select 2, floor(ACE_time), ACE_time - floor(ACE_time)]);
}, GVAR(simulationInterval), [_bullet, _caliber, _bulletTraceVisible, GVAR(currentbulletID)]] call CBA_fnc_addPerFrameHandler;