AdvancedBallistics - Abort after adjusting the muzzle velocity (#4700)

* Always adjust the muzzle velocity when advanced ballistics is enabled
This commit is contained in:
ulteq 2016-11-24 00:11:25 +01:00 committed by GitHub
parent a3c50a6c76
commit 87b9671757

View File

@ -42,12 +42,6 @@ if (!GVAR(simulateForEveryone) && !(local _unit)) then {
//if (!GVAR(vehicleGunnerEnabled) && !(_unit isKindOf "Man")) then { _abort = true; }; // We currently do not have firedEHs on vehicles
if (GVAR(disabledInFullAutoMode) && getNumber(configFile >> "CfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) then { _abort = true; };
if (_abort || !(GVAR(extensionAvailable))) exitWith {
if (missionNamespace getVariable [QEGVAR(windDeflection,enabled), false]) then {
EGVAR(windDeflection,trackedBullets) pushBack [_projectile, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")];
};
};
// Get Weapon and Ammo Configurations
_AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
if (isNil "_AmmoCacheEntry") then {
@ -86,6 +80,12 @@ if (GVAR(ammoTemperatureEnabled) || GVAR(barrelLengthInfluenceEnabled)) then {
};
};
if (_abort || !(GVAR(extensionAvailable))) exitWith {
if (missionNamespace getVariable [QEGVAR(windDeflection,enabled), false]) then {
EGVAR(windDeflection,trackedBullets) pushBack [_projectile, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")];
};
};
_bulletTraceVisible = false;
if (GVAR(bulletTraceEnabled) && cameraView == "GUNNER") then {
if (currentWeapon ACE_player == binocular ACE_player) then {