ACE3/addons/winddeflection/functions/fnc_handleFired.sqf
2015-03-12 00:28:33 -05:00

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/*
* Author: Glowbal, Ruthberg
* Handles wind deflection for projectiles.
*
* Arguments:
* 0: unit - 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_winddeflection_fnc_handleFired
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_weapon", "_ammo", "_bullet", "_airFriction", "_index"];
_unit = _this select 0;
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};
_bullet = _this select 6;
if (_bullet isKindOf "BulletBase") then {
[{
private ["_bullet", "_airFriction", "_args", "_deltaT", "_bulletVelocity", "_bulletSpeed", "_trueVelocity", "_trueVelocity", "_dragRef", "_drag", "_accelRef", "_accel"];
_args = _this select 0;
_bullet = _args select 0;
_airFriction = _args select 1;
_time = _args select 2;
if (!alive _bullet) exitwith {
[_this select 1] call cba_fnc_removePerFrameHandler;
};
_deltaT = time - _time;
_args set[2, time];
_bulletVelocity = velocity _bullet;
_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;
};
_bullet setVelocity _bulletVelocity;
// TODO expand with advanced ballistics functionality.
}, 0, [_bullet, getNumber(configFile >> "cfgAmmo" >> (_this select 4) >> "airFriction"), time]] call CBA_fnc_addPerFrameHandler;
};
true;