ACE3/addons/advanced_ballistics/functions/fnc_handleFired.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -05:00

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#include "script_component.hpp"
/*
* Author: Glowbal, Ruthberg
*
* Handles advanced ballistics for (BulletBase) projectiles. Called from the unified fired EH only for players.
*
* Arguments:
* None. Parameters inherited from EFUNC(common,firedEH)
*
* Return Value:
* None
*
* Example:
* [] call ace_advanced_ballistics_fnc_handleFired
*
* Public: No
*/
//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);
if (!(_ammo isKindOf "BulletBase")) exitWith {};
if (!alive _projectile) exitWith {};
if (underwater _unit) exitWith {};
private _abort = !local _unit;
if (_abort) then {
private _bulletVelocity = velocity _projectile;
private _muzzleVelocity = vectorMagnitude _bulletVelocity;
private _maxRange = uiNamespace getVariable format[QGVAR(maxRange_%1), _ammo];
if (isNil "_maxRange") then {
private _airFriction = getNumber(configFile >> "CfgAmmo" >> _ammo >> "airFriction");
private _maxRange = if (_airFriction < 0) then {
private _maxTime = ((_vanillaInitialSpeed - BULLET_TRACE_MIN_VELOCITY) / (BULLET_TRACE_MIN_VELOCITY * -_airFriction * _vanillaInitialSpeed)) max getNumber(configFile >> "CfgAmmo" >> _ammo >> "tracerEndTime");
-ln(1 - _airFriction * _vanillaInitialSpeed * _maxTime) / _airFriction
} else {
_vanillaInitialSpeed * getNumber(configFile >> "CfgAmmo" >> _ammo >> "tracerEndTime")
};
uiNamespace setVariable [format[QGVAR(maxRange_%1), _ammo], _maxRange];
};
if (ACE_player distance _unit > _maxRange && {ACE_player distance ((getPosASL _unit) vectorAdd ((vectorNormalized _bulletVelocity) vectorMultiply _maxRange)) > _maxRange}) exitWith {};
private _ammoCount = (_unit ammo _muzzle) + 1;
private _tracersEvery = getNumber(configFile >> "CfgMagazines" >> _magazine >> "tracersEvery");
private _lastRoundsTracer = getNumber(configFile >> "CfgMagazines" >> _magazine >> "lastRoundsTracer");
if (_ammoCount <= _lastRoundsTracer || {_tracersEvery > 0 && {(_ammoCount - _lastRoundsTracer) % _tracersEvery == 0}}) exitWith { _abort = false };
if (GVAR(bulletTraceEnabled) && {_muzzleVelocity > BULLET_TRACE_MIN_VELOCITY} && {cameraView == "GUNNER"}) then {
if (currentWeapon ACE_player == binocular ACE_player) exitWith { _abort = false };
if (currentWeapon ACE_player == primaryWeapon ACE_player && {count primaryWeaponItems ACE_player > 2}) then {
private _opticsName = (primaryWeaponItems ACE_player) select 2;
private _opticType = getNumber(configFile >> "CfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
if (_opticType == 2) exitWith { _abort = false };
};
};
};
if (_abort) exitWith {};
// Get Weapon and Ammo Configurations
private _AmmoCacheEntry = uiNamespace getVariable format[QGVAR(%1), _ammo];
if (isNil "_AmmoCacheEntry") then {
_AmmoCacheEntry = _ammo call FUNC(readAmmoDataFromConfig);
};
private _WeaponCacheEntry = uiNamespace getVariable format[QGVAR(%1), _weapon];
if (isNil "_WeaponCacheEntry") then {
_WeaponCacheEntry = _weapon call FUNC(readWeaponDataFromConfig);
};
_AmmoCacheEntry params ["_airFriction", "_caliber", "_bulletLength", "_bulletMass", "_transonicStabilityCoef", "_dragModel", "_ballisticCoefficients", "_velocityBoundaries", "_atmosphereModel", "_ammoTempMuzzleVelocityShifts", "_muzzleVelocityTable", "_barrelLengthTable", "_muzzleVelocityVariationSD"];
_WeaponCacheEntry params ["_barrelTwist", "_twistDirection", "_barrelLength"];
private _temperature = nil; // We need the variable in this scope. So we need to init it here.
private _ammoCount = _unit ammo _muzzle;
private _bulletVelocity = velocity _projectile;
private _muzzleVelocity = vectorMagnitude _bulletVelocity;
if (GVAR(barrelLengthInfluenceEnabled)) then {
_muzzleVelocity = _muzzleVelocity + ([_barrelLength, _muzzleVelocityTable, _barrelLengthTable, _muzzleVelocity] call FUNC(calculateBarrelLengthVelocityShift));
};
if (GVAR(ammoTemperatureEnabled)) then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
_muzzleVelocity = _muzzleVelocity + ([_ammoTempMuzzleVelocityShifts, _temperature] call FUNC(calculateAmmoTemperatureVelocityShift));
};
if (GVAR(muzzleVelocityVariationEnabled)) then {
private _time = round (CBA_missionTime / 2);
// Generate seed from publicly known values (via Cantor pairing function)
private _seed = 0.5 * (_time + _ammoCount) * (_time + _ammoCount + 1) + _ammoCount;
// Generate normally distributed random number (via BoxMuller transform)
private _z = sqrt(-2.0 * ln(0.00000001 max (-_seed random 1))) * cos(_seed random 360);
_muzzleVelocity = _muzzleVelocity * (_z * _muzzleVelocityVariationSD + 1);
};
_bulletVelocity = (vectorNormalized _bulletVelocity) vectorMultiply _muzzleVelocity;
_projectile setVelocity _bulletVelocity;
private _bulletTraceVisible = false;
if (GVAR(bulletTraceEnabled) && {_muzzleVelocity > BULLET_TRACE_MIN_VELOCITY} && {cameraView == "GUNNER"}) then {
if (currentWeapon ACE_player == binocular ACE_player) then {
_bulletTraceVisible = true;
} else {
if (currentWeapon ACE_player == primaryWeapon ACE_player && count primaryWeaponItems ACE_player > 2) then {
private _opticsName = (primaryWeaponItems ACE_player) select 2;
private _opticType = getNumber(configFile >> "CfgWeapons" >> _opticsName >> "ItemInfo" >> "opticType");
_bulletTraceVisible = _opticType == 2;
};
};
};
private _stabilityFactor = 1.5;
if (_caliber * _bulletLength * _bulletMass * _barrelTwist > 0) then {
if (isNil "_temperature") then {
_temperature = ((getPosASL _unit) select 2) call EFUNC(weather,calculateTemperatureAtHeight);
};
private _barometricPressure = ((getPosASL _projectile) select 2) call EFUNC(weather,calculateBarometricPressure);
_stabilityFactor = [_caliber, _bulletLength, _bulletMass, _barrelTwist, _muzzleVelocity, _temperature, _barometricPressure] call FUNC(calculateStabilityFactor);
};
GVAR(currentbulletID) = (GVAR(currentbulletID) + 1) % 10000;
"ace_advanced_ballistics" callExtension format["new:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:%17:%18", GVAR(currentbulletID), _ammoCount, _airFriction, _ballisticCoefficients, _velocityBoundaries, _atmosphereModel, _dragModel, _stabilityFactor, _twistDirection, _transonicStabilityCoef, getPosASL _projectile, _bulletVelocity, EGVAR(common,mapLatitude), EGVAR(weather,currentTemperature), EGVAR(common,mapAltitude), EGVAR(weather,currentHumidity), EGVAR(weather,currentOvercast), CBA_missionTime toFixed 6];
GVAR(allBullets) pushBack [_projectile, _caliber, _bulletTraceVisible, GVAR(currentbulletID)];
if (isNil QGVAR(BulletPFH)) then {
GVAR(BulletPFH) = [FUNC(handleFirePFH), GVAR(simulationInterval), []] call CBA_fnc_addPerFrameHandler;
};