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Minor optimizations
Renamed from basic ballistics to wind deflection
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@ -1,4 +1,6 @@
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class CfgVehicles {
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// TODO Stringtable usage
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class Logic;
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class Module_F: Logic {
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class ArgumentsBaseUnits {
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@ -6,7 +8,7 @@ class CfgVehicles {
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};
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class GVAR(Module): Module_F {
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scope = 2;
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displayName = "Basic Ballistics [ACE]";
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displayName = "Wind Deflection [ACE]";
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icon = QUOTE(PATHTOF(data\module_icon.paa));
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category = "ACE";
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function = FUNC(enableModule);
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@ -26,11 +26,6 @@ if (!GVAR(EnableForAI) && !([_unit] call EFUNC(common,isPlayer))) exitWith {fals
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_bullet = _this select 6;
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if (_bullet isKindOf "BulletBase") then {
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_weapon = _this select 1;
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_ammo = _this select 4;
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_airFriction = getNumber(configFile >> "cfgAmmo" >> _ammo >> "airFriction");
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[{
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private ["_bullet", "_airFriction", "_args", "_deltaT", "_bulletVelocity", "_bulletSpeed", "_trueVelocity", "_trueVelocity", "_dragRef", "_drag", "_accelRef", "_accel"];
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@ -57,13 +52,13 @@ if (_bullet isKindOf "BulletBase") then {
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_accelRef = (vectorNormalized _bulletVelocity) vectorMultiply (_dragRef);
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_bulletVelocity = _bulletVelocity vectorDiff _accelRef;
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_drag = _deltaT * _airFriction * _trueSpeed * _trueSpeed;
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_accel = (vectorNormalized _trueVelocity) vectorMultiply (_drag);
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_drag = _deltaT * _airFriction * _trueSpeed;
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_accel = _trueVelocity vectorMultiply (_drag);
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_bulletVelocity = _bulletVelocity vectorAdd _accel;
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};
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_bullet setVelocity _bulletVelocity;
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// TODO expand with advanced ballistics functionality.
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}, 0, [_bullet, _airFriction, time]] call CBA_fnc_addPerFrameHandler;
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}, 0, [_bullet, getNumber(configFile >> "cfgAmmo" >> (_this select 4) >> "airFriction"), time]] call CBA_fnc_addPerFrameHandler;
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};
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true;
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