ACE3/addons/mk6mortar/functions/fnc_handleFired.sqf
Mike-MF 1c6c4d6bff
All - Fix parentheses around code (#10073)
* Fix Brackets around code

* Update fnc_handleFired.sqf

* Shouldn't have changed this one

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-06-18 14:08:03 +00:00

76 lines
2.6 KiB
Plaintext

#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Called when the mortar is fired.
*
* 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:
* None
*
* Example:
* [clientFiredBIS-XEH] call ace_mk6mortar_fnc_handleFired
*
* Public: No
*/
params ["_vehicle", "", "", "", "", "", "_projectile"];
// Large enough distance to not simulate any wind deflection
if (_vehicle distance ACE_player > 8000) exitWith {};
//AI will have no clue how to use:
private _shooterMan = gunner _vehicle;
if !([_shooterMan] call EFUNC(common,isPlayer)) exitWith {};
//Calculate air density:
private _altitude = (getPosASL _vehicle) select 2;
private _temperature = _altitude call EFUNC(weather,calculateTemperatureAtHeight);
private _pressure = _altitude call EFUNC(weather,calculateBarometricPressure);
private _relativeHumidity = EGVAR(weather,currentHumidity);
private _airDensity = [_temperature, _pressure, _relativeHumidity] call EFUNC(weather,calculateAirDensity);
private _relativeDensity = _airDensity / 1.225;
TRACE_5("FiredWeather",_temperature,_pressure,_relativeHumidity,_airDensity,_relativeDensity);
//powder effects:
private _newMuzzleVelocityCoefficent = (((_temperature + 273.13) / 288.13 - 1) / 40 + 1);
if (_newMuzzleVelocityCoefficent != 1) then {
private _bulletVelocity = velocity _projectile;
private _bulletSpeed = vectorMagnitude _bulletVelocity;
_bulletVelocity = (vectorNormalized _bulletVelocity) vectorMultiply (_bulletSpeed * _newMuzzleVelocityCoefficent);
_projectile setVelocity _bulletVelocity;
};
[{
params ["_args", "_pfID"];
_args params ["_shell", "_airFriction", "_time", "_relativeDensity"];
if (isNull _shell || {!alive _shell}) exitWith {
[_pfID] call CBA_fnc_removePerFrameHandler;
};
private _deltaT = CBA_missionTime - _time;
_args set[2, CBA_missionTime];
private _bulletVelocity = velocity _shell;
private _trueVelocity = _bulletVelocity vectorDiff wind;
private _trueSpeed = vectorMagnitude _trueVelocity;
private _drag = _deltaT * _airFriction * _trueSpeed * _relativeDensity;
private _accel = _trueVelocity vectorMultiply (_drag);
private _bulletVelocity = _bulletVelocity vectorAdd _accel;
_shell setVelocity _bulletVelocity;
}, 0, [_projectile, MK6_82mm_AIR_FRICTION, CBA_missionTime, _relativeDensity]] call CBA_fnc_addPerFrameHandler;