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37 lines
1.3 KiB
Plaintext
37 lines
1.3 KiB
Plaintext
/*
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* Author: Glowbal, Ruthberg
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* Handles wind deflection for projectiles.
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*
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* Arguments:
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* 0: unit - 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_advanced_ballistics_fnc_handleFired
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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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params ["_unit", "", "", "", "_ammo", "", "_bullet"];
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if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false] && (_bullet isKindOf "BulletBase") && (_unit isKindOf "Man")) exitWith {false};
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if (!hasInterface) exitWith {false};
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if (!(GVAR(enabled))) exitWith {false};
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if (!(GVAR(vehicleEnabled)) && !(_unit isKindOf "Man")) exitWith {false};
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if (!((_bullet isKindOf "BulletBase") || (_bullet isKindOf "GrenadeBase"))) exitWith {false};
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if (_unit distance ACE_player > GVAR(simulationRadius)) exitWith {false};
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if (!([_unit] call EFUNC(common,isPlayer))) exitWith {false};
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GVAR(trackedBullets) pushBack [_bullet, getNumber(configFile >> "cfgAmmo" >> _ammo >> "airFriction")];
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true; |