mirror of
https://github.com/acemod/ACE3.git
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89 lines
2.9 KiB
Plaintext
89 lines
2.9 KiB
Plaintext
/*
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* Author: PabstMirror
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*
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* Arguments:
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* 0: mortar - Object the event handler is assigned to <OBJECT>
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* 1: weapon - Fired weapon <STRING>
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* 2: muzzle - Muzzle that was used <STRING>
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* 3: mode - Current mode of the fired weapon <STRING>
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* 4: ammo - Ammo used <STRING>
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* 5: magazine - magazine name which was used <STRING>
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* 6: projectile - Object of the projectile that was shot <OBJECT>
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*
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* Return Value:
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* Nothing
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*
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* Example:
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* [clientFiredBIS-XEH] call ace_
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*
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* Public: No
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*/
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#include "script_component.hpp"
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disableSerialization;
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PARAMS_7(_vehicle,_weapon,_muzzle,_mode,_ammo,_magazine,_projectile);
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if (!GVAR(airResistanceEnabled)) exitWith {};
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if (_unit distance ACE_player > 3000) exitWith {false}; // Large enough distance to not simulate any wind deflection.
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if (!GVAR(EnableForAI) && !([_unit] call EFUNC(common,isPlayer))) exitWith {false};
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//Hack Until these are intergrated:
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if (isNil QEGVAR(weather,currentRelativeDensity)) then {
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EGVAR(weather,currentRelativeDensity) = 1;
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};
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if (isNil QEGVAR(weather,currentTemperature)) then {
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EGVAR(weather,currentTemperature) = 20;
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};
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//powder effects:
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_temperature = EGVAR(weather,currentTemperature);
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_newMuzzleVelocityCoefficent = (((_temperature + 273.13) / 288.13 - 1) / 40 + 1);
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systemChat str _newMuzzleVelocityCoefficent;
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if (_newMuzzleVelocityCoefficent != 1) then {
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_bulletVelocity = velocity _projectile;
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_bulletSpeed = vectorMagnitude _bulletVelocity;
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_bulletVelocity = (vectorNormalized _bulletVelocity) vectorMultiply (_bulletSpeed * _newMuzzleVelocityCoefficent);
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_projectile setVelocity _bulletVelocity;
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_muzzleVelocity = _muzzleVelocity + _muzzleVelocityShift;
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};
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// if (_bullet isKindOf "BulletBase") then {
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[{
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private ["_deltaT", "_bulletVelocity", "_bulletSpeed", "_trueVelocity", "_trueSpeed", "_dragRef", "_accelRef", "_drag", "_accel"];
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PARAMS_2(_args,_pfID);
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EXPLODE_3_PVT(_args,_shell,_airFriction,_time);
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if (isNull _shell || {!alive _shell}) exitwith {
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[_pfID] call cba_fnc_removePerFrameHandler;
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};
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_deltaT = time - _time;
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_args set[2, time];
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_bulletVelocity = velocity _shell;
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_bulletSpeed = vectorMagnitude _bulletVelocity;
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if (vectorMagnitude ACE_wind > 0) then {
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_trueVelocity = _bulletVelocity vectorDiff ACE_wind;
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_trueSpeed = vectorMagnitude _trueVelocity;
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// _dragRef = _deltaT * _airFriction * _bulletSpeed * _bulletSpeed;
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// _accelRef = (vectorNormalized _bulletVelocity) vectorMultiply (_dragRef);
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// _bulletVelocity = _bulletVelocity vectorDiff _accelRef;
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_drag = _deltaT * _airFriction * _trueSpeed * EGVAR(weather,currentRelativeDensity);
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_accel = _trueVelocity vectorMultiply (_drag);
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_bulletVelocity = _bulletVelocity vectorAdd _accel;
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};
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_shell setVelocity _bulletVelocity;
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// TODO expand with advanced ballistics functionality.
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}, 0, [_projectile, MK6_82mm_AIR_FRICTION, time]] call CBA_fnc_addPerFrameHandler;
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// };
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