ACE3/addons/mk6mortar/functions/fnc_handleFired.sqf
Dedmen Miller 81e02a7336 Refactor private ARRAY to private keyword (#5598)
* Everything

* Fixed missing ;

* Fix missing ; and double private

* Fixed cannot isNull on number

* Turn _temparture back to isNil

* Fix error from merge
2017-10-10 09:39:59 -05:00

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/*
* 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
*/
#include "script_component.hpp"
params ["_vehicle", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"];
if (GVAR(useAmmoHandling) && {_vehicle getVariable [QGVAR(initialized),false] && !(_vehicle getVariable [QGVAR(exclude),false])}) then {
// if !(_vehicle getVariable [QGVAR(exclude),false]) then {
_vehicle removeMagazineGlobal (_vehicle magazinesTurret [0] select 0);
TRACE_1("",_vehicle magazinesTurret [0]);
// };
};
if (!GVAR(airResistanceEnabled)) exitWith {};
// Large enough distance to not simulate any wind deflection
if (_vehicle distance ACE_player > 8000) exitWith {false};
//AI will have no clue how to use:
_shooterMan = gunner _vehicle;
if (!([_shooterMan] call EFUNC(common,isPlayer))) exitWith {false};
//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 {
_bulletVelocity = velocity _projectile;
_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 _bulletSpeed = vectorMagnitude _bulletVelocity;
private _trueVelocity = _bulletVelocity vectorDiff ACE_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;