/* * Author: PabstMirror * Called when the mortar is fired. * * Arguments: * 0: mortar - 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: * None * * Example: * [clientFiredBIS-XEH] call ace_mk6mortar_fnc_handleFired * * Public: No */ #include "script_component.hpp" params ["_vehicle", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"]; if (GVAR(useAmmoHandling) && {_vehicle getVariable [QGVAR(initialized),false] && !(_vehicle getVariable [QGVAR(exclude),false])}) then { // if !(_vehicle getVariable [QGVAR(exclude),false]) then { _vehicle removeMagazineGlobal (_vehicle magazinesTurret [0] select 0); TRACE_1("",_vehicle magazinesTurret [0]); // }; }; if (!GVAR(airResistanceEnabled)) exitWith {}; // Large enough distance to not simulate any wind deflection if (_vehicle distance ACE_player > 8000) exitWith {false}; //AI will have no clue how to use: _shooterMan = gunner _vehicle; if (!([_shooterMan] call EFUNC(common,isPlayer))) exitWith {false}; //Calculate air density: private _altitude = (getPosASL _vehicle) select 2; private _temperature = _altitude call EFUNC(weather,calculateTemperatureAtHeight); private _pressure = _altitude call EFUNC(weather,calculateBarometricPressure); private _relativeHumidity = EGVAR(weather,currentHumidity); private _airDensity = [_temperature, _pressure, _relativeHumidity] call EFUNC(weather,calculateAirDensity); private _relativeDensity = _airDensity / 1.225; TRACE_5("FiredWeather",_temperature,_pressure,_relativeHumidity,_airDensity,_relativeDensity); //powder effects: private _newMuzzleVelocityCoefficent = (((_temperature + 273.13) / 288.13 - 1) / 40 + 1); if (_newMuzzleVelocityCoefficent != 1) then { _bulletVelocity = velocity _projectile; _bulletSpeed = vectorMagnitude _bulletVelocity; _bulletVelocity = (vectorNormalized _bulletVelocity) vectorMultiply (_bulletSpeed * _newMuzzleVelocityCoefficent); _projectile setVelocity _bulletVelocity; }; [{ params ["_args", "_pfID"]; _args params ["_shell", "_airFriction", "_time", "_relativeDensity"]; if (isNull _shell || {!alive _shell}) exitWith { [_pfID] call CBA_fnc_removePerFrameHandler; }; private _deltaT = CBA_missionTime - _time; _args set[2, CBA_missionTime]; private _bulletVelocity = velocity _shell; private _bulletSpeed = vectorMagnitude _bulletVelocity; private _trueVelocity = _bulletVelocity vectorDiff wind; private _trueSpeed = vectorMagnitude _trueVelocity; private _drag = _deltaT * _airFriction * _trueSpeed * _relativeDensity; private _accel = _trueVelocity vectorMultiply (_drag); private _bulletVelocity = _bulletVelocity vectorAdd _accel; _shell setVelocity _bulletVelocity; }, 0, [_projectile, MK6_82mm_AIR_FRICTION, CBA_missionTime, _relativeDensity]] call CBA_fnc_addPerFrameHandler;