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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
36 lines
1.6 KiB
Plaintext
36 lines
1.6 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Glowbal, Ruthberg
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* Handles wind deflection for projectiles. Called from the unified fired EH only for players on foot and their vehicles if required by settings.
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*
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* Arguments:
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* None. Parameters inherited from EFUNC(common,firedEH)
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*
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* Return Value:
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* None
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*
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* Example:
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* [clientFiredBIS-XEH] call ace_advanced_ballistics_fnc_handleFired
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*
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* Public: No
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*/
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//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
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TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
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if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false] && {_projectile isKindOf "BulletBase" && {_unit isKindOf "Man"}}) exitWith {false};
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if (!((_projectile isKindOf "BulletBase") || {_projectile isKindOf "GrenadeBase"})) exitWith {false};
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if (_unit distance ACE_player > 2000) exitWith {false};
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private _abort = false;
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if (!local _unit && {_projectile isKindOf "BulletBase"}) then {
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private _ammoCount = (_unit ammo _muzzle) + 1;
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private _tracersEvery = getNumber(configFile >> "CfgMagazines" >> _magazine >> "tracersEvery");
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private _lastRoundsTracer = getNumber(configFile >> "CfgMagazines" >> _magazine >> "lastRoundsTracer");
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_abort = _ammoCount > _lastRoundsTracer && {_tracersEvery == 0 || {(_ammoCount - _lastRoundsTracer) % _tracersEvery != 0}};
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};
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if (_abort) exitWith {false};
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GVAR(trackedBullets) pushBack [_projectile, getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction")];
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