/* * Author: KoffeinFlummi * * Adjusts the direction of a shell. * * Arguments: * -> arguments of the FiredBIS EH * * Return Value: * None */ #include "script_component.hpp" private ["_vehicle", "_weapon", "_ammo", "_magazine", "_projectile","_velocityCorrection"]; _vehicle = _this select 0; _weapon = _this select 1; _ammo = _this select 4; _magazine = _this select 5; _projectile = _this select 6; private ["_gunner", "_turret"]; _gunner = [_vehicle, _weapon] call EFUNC(common,getGunner); _turret = [_gunner] call EFUNC(common,getTurretIndex); // Exit if the unit isn't a player if !([_gunner] call EFUNC(common,isPlayer)) exitWith {}; private ["_FCSMagazines", "_FCSElevation", "_offset"]; _FCSMagazines = _vehicle getVariable [(format ["%1_%2", QGVAR(Magazines), _turret]), []]; _FCSElevation = _vehicle getVariable format ["%1_%2", QGVAR(Elevation), _turret]; if !(_magazine in _FCSMagazines) exitWith {}; // GET ELEVATION OFFSET OF CURRENT MAGAZINE _offset = 0; { if (_x == _magazine) exitWith { _offset = _FCSElevation select _forEachIndex; }; } forEach _FCSMagazines; // Correct velocity for weapons that have initVelocity // @todo: Take into account negative initVelocities _velocityCorrection = (vectorMagnitude velocity _projectile) - getNumber (configFile >> "CfgMagazines" >> _magazine >> "initSpeed"); [_projectile, (_vehicle getVariable format ["%1_%2", QGVAR(Azimuth), _turret]), _offset, -_velocityCorrection] call EFUNC(common,changeProjectileDirection); // Remove the platform velocity if( (vectorMagnitude velocity _vehicle) > 2) then { _sumVelocity = (velocity _projectile) vectorDiff (velocity _vehicle); _projectile setVelocity _sumVelocity; }; // Air burst missile // handle locally only if (!local _gunner) exitWith {}; if (getNumber (configFile >> "CfgAmmo" >> _ammo >> QGVAR(Airburst)) == 1) then { private "_zeroing"; _zeroing = _vehicle getVariable [format ["%1_%2", QGVAR(Distance), _turret], currentZeroing _vehicle]; if (_zeroing < 50) exitWith {}; if (_zeroing > 1500) exitWith {}; [FUNC(handleAirBurstAmmunitionPFH), 0, [_vehicle, _projectile, _zeroing]] call CBA_fnc_addPerFrameHandler; };