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Improved the wind speed calculation if AB is not enabled
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3c25fd4008
commit
2040f4dcc3
@ -3,6 +3,7 @@
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ADDON = false;
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PREP(buttonPressed);
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PREP(calculateWindSpeed);
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PREP(canShow);
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PREP(collectData);
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PREP(createKestrelDialog);
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68
addons/kestrel4500/functions/fnc_calculateWindSpeed.sqf
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68
addons/kestrel4500/functions/fnc_calculateWindSpeed.sqf
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@ -0,0 +1,68 @@
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/*
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* Author: Ruthberg
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*
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* Calculates the wind speed at a given world position
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*
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* Arguments:
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* 0: _this - world position <posASL>
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*
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* Return Value:
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* 0: wind speed - m/s <NUMBER>
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_windSpeed", "_windDir", "_newWindSpeed", "_windSource"];
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fnc_polar2vect = {
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private ["_mag2D"];
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_mag2D = (_this select 0) * cos((_this select 2));
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[_mag2D * sin((_this select 1)), _mag2D * cos((_this select 1)), (_this select 0) * sin((_this select 2))];
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};
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_windSpeed = vectorMagnitude ACE_wind;
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_windDir = (ACE_wind select 0) atan2 (ACE_wind select 1);
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// Terrain effect on wind
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if (_windSpeed > 0.05) then {
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_newWindSpeed = 0;
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{
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_windSource = [100, _windDir + 180, _x] call fnc_polar2vect;
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if (!(terrainIntersectASL [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 9) * _windSpeed;
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};
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_windSource = [100, _windDir + 180 + _x, 0] call fnc_polar2vect;
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if (!(terrainIntersectASL [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 9) * _windSpeed;
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};
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_windSource = [100, _windDir + 180 - _x, 0] call fnc_polar2vect;
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if (!(terrainIntersectASL [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 9) * _windSpeed;
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};
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} forEach [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
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_windSpeed = _newWindSpeed;
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};
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// Obstacle effect on wind
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if (_windSpeed > 0.05) then {
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_newWindSpeed = 0;
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{
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_windSource = [20, _windDir + 180, _x] call fnc_polar2vect;
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if (!(lineIntersects [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 2) * _windSpeed;
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};
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_windSource = [20, _windDir + 180 + _x, 0] call fnc_polar2vect;
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if (!(lineIntersects [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 2) * _windSpeed;
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};
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_windSource = [20, _windDir + 180 - _x, 0] call fnc_polar2vect;
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if (!(lineIntersects [_this, _this vectorAdd _windSource])) exitWith {
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_newWindSpeed = cos(_x * 2) * _windSpeed;
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};
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} forEach [0, 5, 10, 15, 20, 25, 30, 35, 40, 45];
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_windSpeed = _newWindSpeed;
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};
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_windSpeed = 0 max _windSpeed;
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_windSpeed
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@ -48,6 +48,8 @@ if (GVAR(MinAvgMaxMode) == 1) then {
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if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
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_windSpeed = (eyePos ACE_player) call EFUNC(advanced_ballistics,calculateWindSpeed);
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_windSpeed = abs(cos(_playerDir - _windDir)) * _windSpeed;
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} else {
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_windSpeed = (eyePos ACE_player) call FUNC(calculateWindSpeed);
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};
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GVAR(MIN) set [1, (GVAR(MIN) select 1) min abs(_windSpeed)];
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@ -45,6 +45,8 @@ _playerDir = getDir ACE_player;
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if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
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_windSpeed = (eyePos ACE_player) call EFUNC(advanced_ballistics,calculateWindSpeed);
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_windSpeed = abs(cos(_playerDir - _windDir)) * _windSpeed;
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} else {
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_windSpeed = (eyePos ACE_player) call FUNC(calculateWindSpeed);
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};
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if (_windSpeed > 0.3) then {
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