/* * Author: Glowbal, Ruthberg * Handles wind deflection for projectiles using the advanced ballistics dll extension. * * 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" #include "defines.h" private ["_unit", "_weapon", "_mode", "_ammo", "_magazine", "_caliber", "_bullet", "_index", "_opticsName", "_opticType", "_bulletTraceVisible", "_temperature", "_barometricPressure", "_atmosphereModel", "_bulletMass", "_bulletLength", "_bulletTranslation", "_airFriction", "_dragModel", "_velocityBoundaryData", "_muzzleVelocity", "_muzzleVelocityCoef", "_muzzleVelocityShift", "_bulletVelocity", "_bulletSpeed", "_bulletLength", "_bulletWeight", "_barrelTwist", "_twistDirection", "_stabilityFactor", "_transonicStabilityCoef", "_ACE_Elevation", "_ACE_Windage", "_ID"]; _unit = _this select 0; _weapon = _this select 1; _mode = _this select 3; _ammo = _this select 4; _magazine = _this select 5; _bullet = _this select 6; if (isDedicated) exitWith {}; if (!alive _bullet) exitWith {}; if (!([_unit] call EFUNC(common,isPlayer))) exitWith {}; if (underwater _unit) exitWith {}; if (!(_ammo isKindOf "BulletBase")) exitWith {}; if (_unit distanceSqr ACE_player > 9000000) exitWith {}; if (GVAR(ONLY_ACTIVE_FOR_LOCAL_PLAYER) && _unit != ACE_player) exitWith {}; if (!GVAR(VehicleGunnerEnabled) && !(_unit isKindOf "Man")) exitWith {}; if (GVAR(DISABLED_IN_FULL_AUTO_MODE) && getNumber(configFile >> "cfgWeapons" >> _weapon >> _mode >> "autoFire") == 1) exitWith {}; _airFriction = getNumber(configFile >> "cfgAmmo" >> _ammo >> "airFriction"); _muzzleVelocity = getNumber(configFile >> "cfgMagazines" >> _magazine >> "initSpeed"); _muzzleVelocityCoef = getNumber(configFile >> "cfgWeapons" >> _weapon >> "initSpeed"); if (_muzzleVelocityCoef > 0) then { _muzzleVelocity = _muzzleVelocityCoef; }; if (_muzzleVelocityCoef < 0) then { _muzzleVelocity = _muzzleVelocity * (-1 * _muzzleVelocityCoef); }; switch (currentWeapon _unit) do { case primaryWeapon _unit: { _muzzleAccessory = (primaryWeaponItems _unit) select 0; }; case handgunWeapon _unit: { _muzzleAccessory = (handgunItems _unit) select 0; }; default { _muzzleAccessory = ""; }; }; if (_muzzleAccessory != "" && isNumber(configFile >> "cfgWeapons" >> _muzzleAccessory >> "ItemInfo" >> "MagazineCoef" >> "initSpeed")) then { _initSpeedCoef = getNumber(configFile >> "cfgWeapons" >> _muzzleAccessory >> "ItemInfo" >> "MagazineCoef" >> "initSpeed"); _muzzleVelocity = _muzzleVelocity * _initSpeedCoef; }; if (GVAR(BarrelLengthInfluenceEnabled)) then { _muzzleVelocityShift = [_ammo, _weapon, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift); if (_muzzleVelocityShift != 0) then { _bulletVelocity = velocity _bullet; _bulletSpeed = vectorMagnitude _bulletVelocity; _bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift * (_bulletSpeed / _muzzleVelocity))); _bullet setVelocity _bulletVelocity; _muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift; }; }; if (GVAR(AmmoTemperatureEnabled)) then { _temperature = GET_TEMPERATURE_AT_HEIGHT((getPosASL _unit) select 2); _muzzleVelocityShift = [_ammo, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift); if (_muzzleVelocityShift != 0) then { _bulletVelocity = velocity _bullet; _bulletSpeed = vectorMagnitude _bulletVelocity; _bulletVelocity = _bulletVelocity vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply (_muzzleVelocityShift * (_bulletSpeed / _muzzleVelocity))); _bullet setVelocity _bulletVelocity; _muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift; }; }; _bulletTraceVisible = false; if (GVAR(BulletTraceEnabled) && currentWeapon ACE_player == primaryWeapon ACE_player && count primaryWeaponItems ACE_player > 2) then { _opticsName = (primaryWeaponItems ACE_player) select 2; _opticType = getNumber(configFile >> "cfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType"); _bulletTraceVisible = (_opticType == 2 || currentWeapon ACE_player in ["ACE_Vector", "Binocular", "Rangefinder", "Laserdesignator"]) && cameraView == "GUNNER"; }; _caliber = getNumber(configFile >> "cfgAmmo" >> _ammo >> "ACE_caliber"); _bulletLength = getNumber(configFile >> "cfgAmmo" >> _ammo >> "ACE_bulletLength"); _bulletMass = getNumber(configFile >> "cfgAmmo" >> _ammo >> "ACE_bulletMass"); _barrelTwist = getNumber(configFile >> "cfgWeapons" >> _weapon >> "ACE_barrelTwist"); _stabilityFactor = 1.5; if (_caliber > 0 && _bulletLength > 0 && _bulletMass > 0 && _barrelTwist > 0) then { _temperature = GET_TEMPERATURE_AT_HEIGHT((getPosASL _unit) select 2); _barometricPressure = 1013.25 * exp(-(GVAR(Altitude) + ((getPosASL _bullet) select 2)) / 7990) - 10 * overcast; _stabilityFactor = [_caliber, _bulletLength, _bulletMass, _barrelTwist, _muzzleVelocity, _temperature, _barometricPressure] call FUNC(calculateStabilityFactor); }; _twistDirection = 1; if (isNumber(configFile >> "cfgWeapons" >> _weapon >> "ACE_twistDirection")) then { _twistDirection = getNumber(configFile >> "cfgWeapons" >> _weapon >> "ACE_twistDirection"); if (_twistDirection != -1 && _twistDirection != 0 && _twistDirection != 1) then { _twistDirection = 1; }; }; _transonicStabilityCoef = 0.5; if (isNumber(configFile >> "cfgAmmo" >> _ammo >> "ACE_transonicStabilityCoef")) then { _transonicStabilityCoef = getNumber(configFile >> "cfgAmmo" >> _ammo >> "ACE_transonicStabilityCoef"); }; _dragModel = 1; _ballisticCoefficients = []; _velocityBoundaries = []; _atmosphereModel = "ICAO"; if (GVAR(AdvancedAirDragEnabled)) then { if (isNumber(configFile >> "cfgAmmo" >> _ammo >> "ACE_dragModel")) then { _dragModel = getNumber(configFile >> "cfgAmmo" >> _ammo >> "ACE_dragModel"); if (!(_dragModel in [1, 2, 5, 6, 7, 8])) then { _dragModel = 1; }; }; if (isArray(configFile >> "cfgAmmo" >> _ammo >> "ACE_ballisticCoefficients")) then { _ballisticCoefficients = getArray(configFile >> "cfgAmmo" >> _ammo >> "ACE_ballisticCoefficients"); }; if (isArray(configFile >> "cfgAmmo" >> _ammo >> "ACE_velocityBoundaries")) then { _velocityBoundaries = getArray(configFile >> "cfgAmmo" >> _ammo >> "ACE_velocityBoundaries"); }; if (isText(configFile >> "cfgAmmo" >> _ammo >> "ACE_standardAtmosphere")) then { _atmosphereModel = getText(configFile >> "cfgAmmo" >> _ammo >> "ACE_standardAtmosphere"); }; }; _index = count GVAR(bulletDatabase); if (count GVAR(bulletDatabaseFreeIndices) > 0) then { _index = GVAR(bulletDatabaseFreeIndices) select 0; GVAR(bulletDatabaseFreeIndices) = GVAR(bulletDatabaseFreeIndices) - [_index]; }; "AdvancedBallistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", _index, _airFriction, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _dragModel, _stabilityFactor, _twistDirection, _muzzleVelocity, _transonicStabilityCoef, getPosASL _bullet, GVAR(Latitude), EGVAR(weather,currentTemperature), GVAR(Altitude), EGVAR(weather,currentHumidity), overcast, floor(time), time - floor(time)]; GVAR(bulletDatabase) set[_index, [_bullet, _caliber, _bulletTraceVisible, _index]]; if ((GVAR(bulletDatabaseOccupiedIndices) pushBack _index) == 0) then { [{ private ["_bulletDatabaseEntry", "_index", "_bullet", "_caliber", "_bulletTraceVisible", "_bulletVelocity", "_bulletPosition"]; { _bulletDatabaseEntry = (GVAR(bulletDatabase) select _x); _bullet = _bulletDatabaseEntry select 0; _index = _bulletDatabaseEntry select 3; if (!alive _bullet) then { GVAR(bulletDatabaseOccupiedIndices) = GVAR(bulletDatabaseOccupiedIndices) - [_index]; GVAR(bulletDatabaseFreeIndices) pushBack _index; }; true } count GVAR(bulletDatabaseOccupiedIndices); if (count GVAR(bulletDatabaseOccupiedIndices) == 0) exitWith { GVAR(bulletDatabase) = []; GVAR(bulletDatabaseOccupiedIndices) = []; GVAR(bulletDatabaseFreeIndices) = []; [_this select 1] call cba_fnc_removePerFrameHandler; }; { _bulletDatabaseEntry = (GVAR(bulletDatabase) select _x); _bullet = _bulletDatabaseEntry select 0; _caliber = _bulletDatabaseEntry select 1; _bulletTraceVisible = _bulletDatabaseEntry select 2; _index = _bulletDatabaseEntry select 3; _bulletVelocity = velocity _bullet; _bulletPosition = getPosASL _bullet; if (_bulletTraceVisible && vectorMagnitude _bulletVelocity > 600) then { drop ["\A3\data_f\ParticleEffects\Universal\Refract","","Billboard",1,0.1,getPos _bullet,[0,0,0],0,1.275,1,0,[0.4*_caliber,0.2*_caliber],[[0,0,0,0.6],[0,0,0,0.4]],[1,0],0,0,"","",""]; }; call compile ("AdvancedBallistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6:%7", _index, _bulletVelocity, _bulletPosition, ACE_wind, ASLToATL(_bulletPosition) select 2, floor(time), time - floor(time)]); true } count GVAR(bulletDatabaseOccupiedIndices); }, 0, []] call CBA_fnc_addPerFrameHandler; };