/* * Author: Glowbal, Ruthberg, joko // Jonas * Handle the PFH for Bullets * * Arguments: * None * * Return Value: * None * * Example: * [] call ace_advanced_ballistics_fnc_handleFirePFH * * Public: No */ #include "script_component.hpp" { _x params ["_bullet","_caliber","_bulletTraceVisible","_index"]; if (!alive _bullet) then { GVAR(allBullets) deleteAt (GVAR(allBullets) find _x); } else { private _bulletVelocity = velocity _bullet; private _bulletPosition = getPosASL _bullet; if (_bulletTraceVisible && {vectorMagnitude _bulletVelocity > BULLET_TRACE_MIN_VELOCITY}) then { 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,"","",""]; }; _bullet setVelocity (_bulletVelocity vectorAdd (parseSimpleArray ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6", _index, _bulletVelocity, _bulletPosition, wind, ASLToATL(_bulletPosition) select 2, CBA_missionTime toFixed 6]))); }; nil } count +GVAR(allBullets); if (GVAR(allBullets) isEqualTo []) then { [_this select 1] call CBA_fnc_removePerFrameHandler; GVAR(BulletPFH) = nil; };