/* * Author: Glowbal, Ruthberg * Handles wind deflection for projectiles. * * Arguments: * 0: unit - 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_advanced_ballistics_fnc_handleFired * * Public: No */ #include "script_component.hpp" params ["_unit", "", "", "", "_ammo", "", "_bullet"]; if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false] && (_bullet isKindOf "BulletBase") && (_unit isKindOf "Man")) exitWith {false}; if (!hasInterface) exitWith {false}; if (!(GVAR(enabled))) exitWith {false}; if (!(GVAR(vehicleEnabled)) && !(_unit isKindOf "Man")) exitWith {false}; if (!((_bullet isKindOf "BulletBase") || (_bullet isKindOf "GrenadeBase"))) exitWith {false}; if (_unit distance ACE_player > GVAR(simulationRadius)) exitWith {false}; if (!([_unit] call EFUNC(common,isPlayer))) exitWith {false}; GVAR(trackedBullets) pushBack [_bullet, getNumber(configFile >> "cfgAmmo" >> _ammo >> "airFriction")]; true;