ACE3/addons/winddeflection/functions/fnc_updateTrajectoryPFH.sqf

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/*
* Author: Glowbal, Ruthberg
* Handles wind deflection for projectiles.
*
* Arguments:
* 0: bullet - Object the event handler is assigned to <OBJECT>
* 1: airFriction - air friction of the bullet <NUMBER>
*
* Return Value:
* Nothing
*
* Example:
*
* Public: No
*/
#include "script_component.hpp"
[{
private ["_args", "_bullet", "_airFriction", "_time", "_deltaT", "_bulletVelocity", "_bulletSpeed", "_trueVelocity", "_trueSpeed", "_dragRef", "_drag", "_accelRef", "_accel"];
_args = _this select 0;
_bullet = _args select 0;
_airFriction = _args select 1;
_time = _args select 2;
_bulletVelocity = velocity _bullet;
_bulletSpeed = vectorMagnitude _bulletVelocity;
if (!alive _bullet || ((_bullet isKindOf "BulletBase") && _bulletSpeed < 100)) exitwith {
[_this select 1] call cba_fnc_removePerFrameHandler;
};
_deltaT = ACE_time - _time;
_args set[2, ACE_time];
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;
_accel = _trueVelocity vectorMultiply (_drag);
_bulletVelocity = _bulletVelocity vectorAdd _accel;
};
_bullet setVelocity _bulletVelocity;
}, GVAR(simulationInterval), [_this select 0, _this select 1, ACE_time]] call CBA_fnc_addPerFrameHandler;