/* * Author: Glowbal, Ruthberg, joko // Jonas * Handle the PFH for Bullets * * Arguments: * None * * Return Value: * None * * Public: No */ #include "script_component.hpp" private _aceTimeSecond = floor CBA_missionTime; { _x params ["_bullet","_caliber","_bulletTraceVisible","_index"]; private _bulletVelocity = velocity _bullet; private _bulletSpeed = vectorMagnitude _bulletVelocity; if (!alive _bullet || _bulletSpeed < 100) then { GVAR(allBullets) deleteAt (GVAR(allBullets) find _x); } else { private _bulletPosition = getPosASL _bullet; if (_bulletTraceVisible && _bulletSpeed > 500) 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,"","",""]; }; call compile ("ace_advanced_ballistics" callExtension format["simulate:%1:%2:%3:%4:%5:%6:%7", _index, _bulletVelocity, _bulletPosition, ACE_wind, ASLToATL(_bulletPosition) select 2, _aceTimeSecond, CBA_missionTime - _aceTimeSecond]); }; nil } count +GVAR(allBullets); if (GVAR(allBullets) isEqualTo []) then { [_this select 1] call CBA_fnc_removePerFrameHandler; GVAR(BulletPFH) = nil; };