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Added AdvancedBallistics module options
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@ -7,5 +7,31 @@ class CfgVehicles {
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scope = 2;
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isGlobal = 1;
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icon = QUOTE(PATHTOF(UI\Icon_Module_Wind_ca.paa));
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class Arguments {
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class enabled {
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displayName = "Advanced Ballistics";
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description = "Enable Advanced Ballistics?";
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typeName = "BOOL";
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defaultValue = 0;
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};
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class enableAmmoTemperatureSimulation {
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displayName = "Enable Ammo Temperature";
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description = "Muzzle velocity varies with ammo temperature";
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typeName = "BOOL";
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defaultValue = 1;
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};
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class enableBarrelLengthSimulation {
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displayName = "Enable Barrel Length";
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description = "Muzzle velocity varies with barrel length";
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typeName = "BOOL";
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defaultValue = 1;
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};
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class enableBulletTraceEffect {
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displayName = "Enable Bullet Trace";
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description = "Enables the bullet trace effect";
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typeName = "BOOL";
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defaultValue = 1;
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};
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};
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};
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};
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@ -5,6 +5,11 @@
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// AB is disabled by default
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GVAR(enabled) = false;
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//GVAR(VehicleGunnerEnabled) = true; // TODO: We currently do not have firedEHs on vehicles
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GVAR(AmmoTemperatureEnabled) = true;
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GVAR(BarrelLengthInfluenceEnabled) = true;
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GVAR(BulletTraceEnabled) = true;
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GVAR(bulletDatabase) = [];
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GVAR(bulletDatabaseStartTime) = [];
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GVAR(bulletDatabaseSpeed) = [];
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@ -21,19 +26,15 @@ GVAR(WindInfoStart) = time;
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GVAR(Protractor) = false;
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GVAR(ProtractorStart) = time;
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GVAR(SimulationPrecision) = 1;
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// Those are only used in the pure sqf version (extension free PFH)
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GVAR(SimulationPrecision) = 2;
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GVAR(WindEnabled) = true;
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GVAR(SpinDriftEnabled) = true;
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GVAR(CoriolisEnabled) = true;
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GVAR(EoetvoesEnabled) = true;
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GVAR(AdvancedAirDragEnabled) = true;
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GVAR(TransonicRegionEnabled) = true;
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GVAR(AmmoTemperatureEnabled) = true;
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GVAR(BulletTraceEnabled) = true;
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GVAR(AtmosphericDensitySimulationEnabled) = true;
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GVAR(BarrelLengthInfluenceEnabled) = true;
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GVAR(VehicleGunnerEnabled) = true;
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GVAR(currentGrid) = 0;
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GVAR(INIT_MESSAGE_ENABLED) = false;
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@ -36,7 +36,7 @@ if (underwater _unit) exitWith {};
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if (!(_ammo isKindOf "BulletBase")) exitWith {};
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if (_unit distanceSqr ACE_player > 9000000) exitWith {};
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if (GVAR(ONLY_ACTIVE_FOR_LOCAL_PLAYER) && _unit != ACE_player) exitWith {};
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if (!GVAR(VehicleGunnerEnabled) && !(_unit isKindOf "Man")) exitWith {};
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//if (!GVAR(VehicleGunnerEnabled) && !(_unit isKindOf "Man")) exitWith {};
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if (GVAR(DISABLED_IN_FULL_AUTO_MODE) && getNumber(configFile >> "cfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) exitWith {};
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// Decide whether normal winddeflection is good enough
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