ACE3/addons/winddeflection/functions/fnc_handleFired.sqf
2016-07-23 23:08:40 -05:00

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/*
* Author: Glowbal, Ruthberg
* Handles wind deflection for projectiles. Called from the unified fired EH only for players on foot and their vehicles if required by settings.
*
* Arguments:
* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return Value:
* Nothing
*
* Example:
* [clientFiredBIS-XEH] call ace_advanced_ballistics_fnc_handleFired
*
* Public: No
*/
#include "script_component.hpp"
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false] && {_projectile isKindOf "BulletBase"} && {_unit isKindOf "Man"}) exitWith {false};
if (!((_projectile isKindOf "BulletBase") || {_projectile isKindOf "GrenadeBase"})) exitWith {false};
if (_unit distance ACE_player > GVAR(simulationRadius)) exitWith {false};
GVAR(trackedBullets) pushBack [_projectile, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")];