/* * Author: PabstMirror * Called when the mortar is fired. * * Arguments: * 0: mortar - Object the event handler is assigned to * 1: weapon - Fired weapon * 2: muzzle - Muzzle that was used * 3: mode - Current mode of the fired weapon * 4: ammo - Ammo used * 5: magazine - magazine name which was used * 6: projectile - Object of the projectile that was shot * * Return Value: * Nothing * * Example: * [clientFiredBIS-XEH] call ace_mk6mortar_fnc_handleFired * * Public: No */ #include "script_component.hpp" private ["_shooterMan", "_bisAirFriction", "_temperature", "_newMuzzleVelocityCoefficent", "_bulletVelocity", "_bulletSpeed"]; disableSerialization; PARAMS_7(_vehicle,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile); if (!GVAR(airResistanceEnabled)) exitWith {}; // Large enough distance to not simulate any wind deflection if (_vehicle distance ACE_player > 8000) exitWith {false}; //AI will have no clue how to use: _shooterMan = gunner _vehicle; if (!([_shooterMan] call EFUNC(common,isPlayer))) exitWith {false}; //Should be zero, just make sure: _bisAirFriction = getNumber (configFile >> "CfgAmmo" >> _ammo >> "airFriction"); if (_bisAirFriction != 0) exitWith {ERROR("Non zero base airFriction");}; //Calculate air density: _altitude = (getPosASL _vehicle) select 2; _temperature = _altitude call EFUNC(weather,calculateTemperatureAtHeight); _pressure = _altitude call EFUNC(weather,calculateBarometricPressure); _relativeHumidity = EGVAR(weather,currentHumidity); _airDensity = [_temperature, _pressure, _relativeHumidity] call EFUNC(weather,calculateAirDensity); _relativeDensity = _airDensity / 1.225; TRACE_5("FiredWeather",_temperature,_pressure,_relativeHumidity,_airDensity,_relativeDensity); //powder effects: _newMuzzleVelocityCoefficent = (((_temperature + 273.13) / 288.13 - 1) / 40 + 1); if (_newMuzzleVelocityCoefficent != 1) then { _bulletVelocity = velocity _projectile; _bulletSpeed = vectorMagnitude _bulletVelocity; _bulletVelocity = (vectorNormalized _bulletVelocity) vectorMultiply (_bulletSpeed * _newMuzzleVelocityCoefficent); _projectile setVelocity _bulletVelocity; }; [{ private ["_deltaT", "_bulletVelocity", "_bulletSpeed", "_trueVelocity", "_trueSpeed", "_dragRef", "_accelRef", "_drag", "_accel"]; PARAMS_2(_args,_pfID); EXPLODE_4_PVT(_args,_shell,_airFriction,_time,_relativeDensity); if (isNull _shell || {!alive _shell}) exitwith { [_pfID] call cba_fnc_removePerFrameHandler; }; _deltaT = ACE_time - _time; _args set[2, ACE_time]; _bulletVelocity = velocity _shell; _bulletSpeed = vectorMagnitude _bulletVelocity; _trueVelocity = _bulletVelocity vectorDiff ACE_wind; _trueSpeed = vectorMagnitude _trueVelocity; _drag = _deltaT * _airFriction * _trueSpeed * _relativeDensity; _accel = _trueVelocity vectorMultiply (_drag); _bulletVelocity = _bulletVelocity vectorAdd _accel; _shell setVelocity _bulletVelocity; }, 0, [_projectile, MK6_82mm_AIR_FRICTION, ACE_time, _relativeDensity]] call CBA_fnc_addPerFrameHandler;