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AB Performance Optimization (Part 7)
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@ -19,17 +19,22 @@
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*/
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#include "script_component.hpp"
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// Early Quiting
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if (!hasInterface) exitWith {};
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if (!GVAR(enabled)) exitWith {};
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// parameterization
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private ["_abort", "_AmmoCacheEntry", "_WeaponCacheEntry", "_opticsName", "_opticType", "_bulletTraceVisible", "_temperature", "_barometricPressure", "_bulletMass", "_bulletLength", "_muzzleVelocity", "_muzzleVelocityShift", "_bulletVelocity", "_bulletSpeed", "_bulletLength", "_barrelTwist", "_stabilityFactor"];
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params ["_unit", "_weapon", "", "_mode", "_ammo", "_magazine", "_bullet"];
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_abort = false;
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if (!hasInterface) exitWith {};
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if (!alive _bullet) exitWith {};
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if (!GVAR(enabled)) exitWith {};
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if (!([_unit] call EFUNC(common,isPlayer))) exitWith {};
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if (underwater _unit) exitWith {};
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if (!(_ammo isKindOf "BulletBase")) exitWith {};
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if (!alive _bullet) exitWith {};
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if (!([_unit] call EFUNC(common,isPlayer))) exitWith {};
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if (_unit distance ACE_player > GVAR(simulationRadius)) exitWith {};
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if (underwater _unit) exitWith {};
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if (!GVAR(simulateForEveryone) && !(local _unit)) then {
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// The shooter is non local
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_abort = true;
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@ -51,18 +56,20 @@ if (_abort || !(GVAR(extensionAvailable))) exitWith {
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[_bullet, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")] call EFUNC(winddeflection,updateTrajectoryPFH);
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};
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// Get Weapon and Ammo Configurations
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_AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
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if (isNil {_AmmoCacheEntry}) then {
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if (isNil "_AmmoCacheEntry") then {
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_AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
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};
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_WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon];
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if (isNil {_WeaponCacheEntry}) then {
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if (isNil "_WeaponCacheEntry") then {
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_WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig);
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};
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_AmmoCacheEntry params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable"];
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_WeaponCacheEntry params ["_barrelTwist", "_twistDirection", "_barrelLength"];
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_bulletVelocity = velocity _bullet;
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_muzzleVelocity = vectorMagnitude _bulletVelocity;
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@ -72,24 +79,25 @@ if (GVAR(barrelLengthInfluenceEnabled)) then {
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_muzzleVelocityShift = [_barrelLength, _muzzleVelocityTable, _barrelLengthTable, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift);
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uiNamespace setVariable [format [QGVAR(%1_muzzleVelocityShift),_weapon],_muzzleVelocityShift];
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};
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if (_muzzleVelocityShift != 0) then { // @ combine with same functions
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_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
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_bullet setVelocity _bulletVelocity;
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if (_muzzleVelocityShift != 0) then {
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_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
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};
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};
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if (GVAR(ammoTemperatureEnabled)) then {
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_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight); // @todo make it not Shoot dependent
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_muzzleVelocityShift = [_ammoTempMuzzleVelocityShifts, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift); //@todo make it not Shoot dependent
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if (_muzzleVelocityShift != 0) then { // @ combine with same functions
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_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
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_bullet setVelocity _bulletVelocity;
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_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
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_muzzleVelocityShift = [_ammoTempMuzzleVelocityShifts, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift);
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if (_muzzleVelocityShift != 0) then {
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_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
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};
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};
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if (GVAR(ammoTemperatureEnabled) || GVAR(barrelLengthInfluenceEnabled)) then {
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if (_muzzleVelocityShift != 0) then {
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_bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift));
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_bullet setVelocity _bulletVelocity;
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};
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};
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_bulletTraceVisible = false;
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if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then {
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if (currentWeapon ACE_player in ["ACE_Vector", "Binocular", "Rangefinder", "Laserdesignator"]) then {
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@ -105,7 +113,9 @@ if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then {
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_stabilityFactor = 1.5;
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if (_caliber > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) then {
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_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight); // @todo double call not neede and make it not shoot dependet
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if (isNil "_temperature") then {
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_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
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};
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_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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};
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@ -121,7 +131,6 @@ _aceTimeSecond = floor ACE_time;
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_args params["_bullet","_caliber","_bulletTraceVisible","_index"];
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_bulletVelocity = velocity _bullet;
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_bulletPosition = getPosASL _bullet;
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_bulletSpeed = vectorMagnitude _bulletVelocity;
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@ -129,6 +138,8 @@ _aceTimeSecond = floor ACE_time;
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[_idPFH] call cba_fnc_removePerFrameHandler;
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};
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_bulletPosition = getPosASL _bullet;
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if (_bulletTraceVisible && _bulletSpeed > 500) then {
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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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};
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