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The winddeflection firedEH will now exit automatically, when the advanced_ballistics module is present.
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@ -2,6 +2,8 @@
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#include "initKeybinds.sqf"
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GVAR(AdvancedBallistics) = true;
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GVAR(bulletDatabase) = [];
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GVAR(bulletDatabaseStartTime) = [];
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GVAR(bulletDatabaseSpeed) = [];
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@ -24,8 +24,7 @@
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private ["_unit", "_weapon", "_ammo", "_bullet", "_airFriction", "_index"];
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_unit = _this select 0;
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// TODO: Add some way to decide whether to use basic wind deflection or advanced ballistics
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if (true) exitWith {false};
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if (EGVAR(advanced_ballistics,AdvancedBallistics)) exitWith {false};
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if (_unit distance ACE_player > 3000) exitWith {false}; // Large enough distance to not simulate any wind deflection.
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if (!GVAR(EnableForAI) && !([_unit] call EFUNC(common,isPlayer))) exitWith {false};
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