ACE3/addons/mk6mortar/functions/fnc_handleFired.sqf
2015-04-05 17:37:11 -05:00

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/*
* Author: PabstMirror
*
* Arguments:
* 0: mortar - Object the event handler is assigned to <OBJECT>
* 1: weapon - Fired weapon <STRING>
* 2: muzzle - Muzzle that was used <STRING>
* 3: mode - Current mode of the fired weapon <STRING>
* 4: ammo - Ammo used <STRING>
* 5: magazine - magazine name which was used <STRING>
* 6: projectile - Object of the projectile that was shot <OBJECT>
*
* Return Value:
* Nothing
*
* Example:
* [clientFiredBIS-XEH] call ace_
*
* Public: No
*/
#include "script_component.hpp"
disableSerialization;
PARAMS_7(_vehicle,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
if (!GVAR(airResistanceEnabled)) exitWith {};
if (_unit distance ACE_player > 3000) exitWith {false}; // Large enough distance to not simulate any wind deflection.
if (!GVAR(EnableForAI) && !([_unit] call EFUNC(common,isPlayer))) exitWith {false};
//Hack Until these are intergrated:
if (isNil QEGVAR(weather,currentRelativeDensity)) then {
EGVAR(weather,currentRelativeDensity) = 1;
};
if (isNil QEGVAR(weather,currentTemperature)) then {
EGVAR(weather,currentTemperature) = 20;
};
//powder effects:
_temperature = EGVAR(weather,currentTemperature);
_newMuzzleVelocityCoefficent = (((_temperature + 273.13) / 288.13 - 1) / 40 + 1);
systemChat str _newMuzzleVelocityCoefficent;
if (_newMuzzleVelocityCoefficent != 1) then {
_bulletVelocity = velocity _projectile;
_bulletSpeed = vectorMagnitude _bulletVelocity;
_bulletVelocity = (vectorNormalized _bulletVelocity) vectorMultiply (_bulletSpeed * _newMuzzleVelocityCoefficent);
_projectile setVelocity _bulletVelocity;
_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
};
// if (_bullet isKindOf "BulletBase") then {
[{
private ["_deltaT", "_bulletVelocity", "_bulletSpeed", "_trueVelocity", "_trueSpeed", "_dragRef", "_accelRef", "_drag", "_accel"];
PARAMS_2(_args,_pfID);
EXPLODE_3_PVT(_args,_shell,_airFriction,_time);
if (isNull _shell || {!alive _shell}) exitwith {
[_pfID] call cba_fnc_removePerFrameHandler;
};
_deltaT = time - _time;
_args set[2, time];
_bulletVelocity = velocity _shell;
_bulletSpeed = vectorMagnitude _bulletVelocity;
if (vectorMagnitude ACE_wind > 0) then {
_trueVelocity = _bulletVelocity vectorDiff ACE_wind;
_trueSpeed = vectorMagnitude _trueVelocity;
// _dragRef = _deltaT * _airFriction * _bulletSpeed * _bulletSpeed;
// _accelRef = (vectorNormalized _bulletVelocity) vectorMultiply (_dragRef);
// _bulletVelocity = _bulletVelocity vectorDiff _accelRef;
_drag = _deltaT * _airFriction * _trueSpeed * EGVAR(weather,currentRelativeDensity);
_accel = _trueVelocity vectorMultiply (_drag);
_bulletVelocity = _bulletVelocity vectorAdd _accel;
};
_shell setVelocity _bulletVelocity;
// TODO expand with advanced ballistics functionality.
}, 0, [_projectile, MK6_82mm_AIR_FRICTION, time]] call CBA_fnc_addPerFrameHandler;
// };