ACE3/addons/advanced_ballistics/functions/fnc_handleFirePFH.sqf

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/*
* Author: Glowbal, Ruthberg, joko // Jonas
* Handle the PFH for Bullets
*
* Arguments:
* None
*
* Return Value:
* None
*
* Public: No
*/
#include "script_component.hpp"
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private _aceTimeSecond = floor CBA_missionTime;
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{
_x params ["_bullet","_caliber","_bulletTraceVisible","_index"];
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private _bulletVelocity = velocity _bullet;
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private _bulletSpeed = vectorMagnitude _bulletVelocity;
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if (!alive _bullet || _bulletSpeed < 100) then {
GVAR(allBullets) deleteAt (GVAR(allBullets) find _x);
} else {
private _bulletPosition = getPosASL _bullet;
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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, _aceTimeSecond, CBA_missionTime - _aceTimeSecond]);
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};
nil
} count +GVAR(allBullets);
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if (GVAR(allBullets) isEqualTo []) then {
[_this select 1] call CBA_fnc_removePerFrameHandler;
GVAR(BulletPFH) = nil;
};