mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
68 lines
2.1 KiB
Plaintext
68 lines
2.1 KiB
Plaintext
/*
|
|
* 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};
|
|
|
|
|
|
// 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;
|
|
_accel = _trueVelocity vectorMultiply (_drag);
|
|
|
|
_bulletVelocity = _bulletVelocity vectorAdd _accel;
|
|
};
|
|
_shell setVelocity _bulletVelocity;
|
|
// TODO expand with advanced ballistics functionality.
|
|
|
|
}, 0, [_projectile, -0.0001, time]] call CBA_fnc_addPerFrameHandler;
|
|
// };
|
|
|