#include "..\script_component.hpp" /* * Author: Glowbal, Ruthberg, joko // Jonas * Handle the PFH for Bullets * * Arguments: * None * * Return Value: * None * * Example: * [] call ace_advanced_ballistics_fnc_handleFirePFH * * Public: No */ private _deleted = false; { _x params ["_bullet","_caliber","_bulletTraceVisible","_index"]; if (alive _bullet) then { 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]))); } else { GVAR(allBullets) set [_forEachIndex, objNull]; _deleted = true; }; } forEach GVAR(allBullets); if (_deleted) then { GVAR(allBullets) = GVAR(allBullets) - [objNull]; };