/* * 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 ["_unit", "_shooterMan", "_bisAirFriction", "_temperature", "_newMuzzleVelocityCoefficent", "_bulletVelocity", "_bulletSpeed", "_muzzleVelocity", "_muzzleVelocityShift"]; 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");}; //Hack Until these are intergrated: if (isNil QEGVAR(weather,currentRelativeDensity)) then { EGVAR(weather,currentRelativeDensity) = 1; }; if (isNil QEGVAR(weather,currentTemperature)) then { EGVAR(weather,currentTemperature) = 15; }; //powder effects: _temperature = EGVAR(weather,currentTemperature); _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; _muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift; }; [{ private ["_deltaT", "_bulletVelocity", "_bulletSpeed", "_trueVelocity", "_trueSpeed", "_dragRef", "_accelRef", "_drag", "_accel"]; PARAMS_2(_args,_pfID); EXPLODE_3_PVT(_args,_shell,_airFriction,_time); if (isNull _shell || {!alive _shell}) exitwith { [_pfID] call cba_fnc_removePerFrameHandler; }; _deltaT = time - _time; _args set[2, time]; _bulletVelocity = velocity _shell; _bulletSpeed = vectorMagnitude _bulletVelocity; _trueVelocity = _bulletVelocity vectorDiff ACE_wind; _trueSpeed = vectorMagnitude _trueVelocity; _drag = _deltaT * _airFriction * _trueSpeed * EGVAR(weather,currentRelativeDensity); _accel = _trueVelocity vectorMultiply (_drag); _bulletVelocity = _bulletVelocity vectorAdd _accel; _shell setVelocity _bulletVelocity; }, 0, [_projectile, MK6_82mm_AIR_FRICTION, time]] call CBA_fnc_addPerFrameHandler;